Trying to animate a SKNode inside a UIView - ios

I have programmatically created a SKView inside of my UIView. Now I want to animate a new SKNodes in all directions, starting in the middle (this works) depending on the view that is passed through. All works fine except for the fact that the ending position of the SKNode is weird. Instead of shooting in all directions, it is going inside of a corner, way out of the view's boundaries. It should never go out of the view's boundaries. I am converting the CGPoint to my scene from the View.
This is my code:
func animateExplosion(sender: UIButton){
let star = SKSpriteNode(imageNamed: "ExplodingStar")
let starHeight = sender.frame.height / 3
star.size = CGSize(width: starHeight, height: starHeight)
var position = sender.frame.origin
position = self.sceneScene.convertPoint(fromView: position)
star.position = position
let minimumDuration = 1
let maximumDuration = 2
let randomDuration = TimeInterval(RandomInt(min: minimumDuration * 100, max: maximumDuration * 100) / 100)
let fireAtWill = SKAction.move(to: getRandomPosition(view: sender), duration: randomDuration)
let rotation = SKAction.rotate(byAngle: CGFloat(randomAngle()), duration: Double(randomDuration))
let fadeOut = SKAction.fadeOut(withDuration: randomDuration)
let scaleTo = SKAction.scale(to: starHeight * 2, duration: randomDuration)
let group = SKAction.group([fireAtWill, rotation]) //for testing no fade out or remove parent
let sequence = SKAction.sequence([group])
if randomAmountOfExplodingStars > 0{
randomAmountOfExplodingStars -= 1
sceneScene.addChild(star)
star.run(sequence)
animateExplosion(sender: sender)
}
}
the getRandomPosition where the bug properly is:
func getRandomPosition(view: UIView) -> CGPoint{
let direction = RandomInt(min: 1, max: 4)
var randomX = Int()
var randomY = Int()
if direction == 1{
randomX = Int(view.frame.width / 2)
randomY = RandomInt(min: -Int(view.frame.height / 2), max: Int(view.frame.height / 2))
}
if direction == 2{
randomX = RandomInt(min: -Int(view.frame.width / 2), max: Int(view.frame.width / 2))
randomY = Int(view.frame.height / 2)
}
if direction == 3{
randomX = -Int(view.frame.width / 2)
randomY = RandomInt(min: -Int(view.frame.height / 2), max: Int(view.frame.height / 2))
}
if direction == 4{
randomX = RandomInt(min: -Int(view.frame.width / 2), max: Int(view.frame.width / 2))
randomY = -Int(view.frame.height / 2)
}
var randomPosition = CGPoint(x: randomX, y: randomY)
//randomPosition = self.sceneScene.convertPoint(fromView: randomPosition)
return randomPosition
}
I know that code looks awful, but it should do the trick right? The passed through view is a UIButton inside of a UIView. The SKView shares exactly the same constrains as that UIView. The animation should start in the middle and end somewhere to the boundaries of the passed view.

Yay got it to work finally. So dumb I did not notice before. The sender would be always a child inside of a UIView which is smaller. The return function was great, but the SKNode should not move to the returned function, but moved by.
Updated code:
let randomPositionOfSender = getRandomPosition(view: sender)
let fireAtWill = SKAction.moveBy(x: randomPositionOfSender.x, y: randomPositionOfSender.y, duration: randomDuration)

Related

I need to move and rotate view around point in the screen with pan gesture

I want to make the view rotate and move around the center of the screen.
Here is visual representation of what I want to achieve. Image
And my current solution:
#objc func circleMoved(_ gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .changed:
let translation = gesture.translation(in: view)
circle.layer.zPosition = 200
let spread = view.width
let angle: CGFloat = 100
let angleMoveX = angle * translation.x / spread
let angleMoveY = angle * translation.y / spread
let angleMoveXRadians = angleMoveX * CGFloat.pi/180
let angleMoveYRadians = angleMoveY * CGFloat.pi/180
var move = CATransform3DIdentity
move = CATransform3DRotate(move, angleMoveXRadians, 0, 1, 0)
move = CATransform3DRotate(move, -angleMoveYRadians, 1, 0, 0)
move = CATransform3DTranslate(move, translation.x, translation.y, 0)
circle.layer.transform = CATransform3DConcat(circle.layer.transform, move)
gesture.setTranslation(.zero, in: view) } }
But the problem is that it rotates more than I wanted. (60 degrees max)

Spritekit Camera Node scale but pin the bottom of the scene

I have a camera node that is scaled at 1. When I run the game, I want it to scale it down (i.e. zoom out) but keep the "floor" at the bottom. How would I go about pinning the camera node to the bottom of the scene and effectively zooming "up" (difficult to explain). So the bottom of the scene stays at the bottom but the rest zooms out.
I have had a go with SKConstraints but not having any luck (I'm quite new at SpriteKit)
func setConstraints(with scene: SKScene, and frame: CGRect, to node: SKNode?) {
let scaledSize = CGSize(width: scene.size.width * xScale, height: scene.size.height * yScale)
let boardContentRect = frame
let xInset = min((scaledSize.width / 2), boardContentRect.width / 2)
let yInset = min((scaledSize.height / 2), boardContentRect.height / 2)
let insetContentRect = boardContentRect.insetBy(dx: xInset, dy: yInset)
let xRange = SKRange(lowerLimit: insetContentRect.minX, upperLimit: insetContentRect.maxX)
let yRange = SKRange(lowerLimit: insetContentRect.minY, upperLimit: insetContentRect.maxY)
let levelEdgeConstraint = SKConstraint.positionX(xRange, y: yRange)
if let node = node {
let zeroRange = SKRange(constantValue: 0.0)
let positionConstraint = SKConstraint.distance(zeroRange, to: node)
constraints = [positionConstraint, levelEdgeConstraint]
} else {
constraints = [levelEdgeConstraint]
}
}
then calling the function with:
gameCamera.setConstraints(with: self, and: scene!.frame, to: nil)
(This was code from a tutorial I was following) The "setConstraints" function is an extension of SKCameraNode
I'm not sure this will give me the correct output, but when I run the code to scale, it just zooms from the middle and shows the surrounding area of the scene .sks file.
gameCamera.run(SKAction.scale(to: 0.2, duration: 100))
This is the code to scale the gameCamera
EDIT: Answer below is nearly what I was looking for, this is my updated answer:
let scaleTo = 0.2
let duration = 100
let scaleTop = SKAction.customAction(withDuration:duration){
(node, elapsedTime) in
let newScale = 1 - ((elapsedTime/duration) * (1-scaleTo))
let currentScaleY = node.yScale
let currentHeight = node.scene!.size.height * currentScaleY
let newHeight = node.scene!.size.height * newScale
let heightDiff = newHeight - currentHeight
let yOffset = heightDiff / 2
node.setScale(newScale)
node.position.y += yOffset
}
You cannot use a constraint because your scale size is dynamic.
Instead you need to move your camera position to give the illusion it is only scaling in 3 directions.
To do this, I would recommend creating a custom action.
let scaleTo = 2.0
let duration = 1.0
let currentNodeScale = 0.0
let scaleTop = SKCustomAction(withDuration:duration){
(node, elapsedTime) in
if elapsedTime == 0 {currentNodeScale = node.scale}
let newScale = currentNodeScale - ((elapsedTime/duration) * (currentNodeScale-scaleTo))
let currentYScale = node.yScale
let currentHeight = node.scene.size.height * currentYScale
let newHeight = node.scene.size.height * newScale
let heightDiff = newHeight - currentHeight
let yOffset = heightDiff / 2
node.scale(to:newScale)
node.position.y += yOffset
}
What this is doing is comparing the new height of your camera with the old height, and moving it 1/2 the distance.
So if your current height is 1, this means your camera sees [-1/2 to 1/2] on the y axis. If you new scale height is 2, then your camera sees [-1 to 1] on the y axis. We need to move the camera up so that the camera sees [-1/2 to 3/2], meaning we need to add 1/2. So we do 2 - 1, which is 1, then go 1/2 that distance. This makes our yOffset 1/2, which you add to the camera.

Swift: Detect when SKSpriteNode has even touched

I have a game where an object falls from the top of the screen to the bottom randomly. I want to have it to where if the object is tapped, I can tell it to do something, like add points to the score.
Can you help me try to figure this out? I'll be on to answer any questions if you happen to have any. Here is the code I'm using:
class GameSceneTest: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.clearColor()
physicsWorld.gravity = CGVectorMake(0, 0)
physicsWorld.contactDelegate = self
//Change duration
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.runBlock(addObject), SKAction.waitForDuration(1)])
))
//AddMusicHere
}
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
func add Object() {
let Object = SKSpriteNode(imageNamed: "Object\(arc4random_uniform(6) + 1).png")
Object.userInteractionEnabled = true
Object.size = CGSize(width: 50, height: 50)
Object.physicsBody = SKPhysicsBody(rectangleOfSize: Object.size)
Object.physicsBody?.dynamic = true
//Determine where to spawn gem across y axis
let actually = random(min: Object.size.width/2, max: size.width - Object.size.width/2)
//Position Object slightly off screen along right edge
//and along random y axis point
//Object.position = CGPoint(x: size.width + Object.size.width/2 , y: actually)
Object.position = CGPoint(x: actually, y: size.height + Object.size.height/2)
//Add the Object to the scene
addChild(Object)
//Determines speed of Object (edit later to where speed depends on type of Object)
let actualDuration = random(min: CGFloat(4), max: CGFloat(5))
//Create the Actions
let actionMove = SKAction.moveTo(CGPoint(x: actually, y: gem.size.height/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
let loseAction = SKAction.runBlock() {
let reveal = SKTransition.flipHorizontalWithDuration(0.5) //Change to flipe vertical
let gameOverScene = GameOverScene(size: self.size, won: false)
self.view?.presentScene(gameOverScene, transition: reveal)
}
Object.runAction(SKAction.sequence([actionMove, loseAction, actionMoveDone]))
}
Take a look at "Moving The Cards Around The Board" in the following tutorial: Ray Wenderlicht SpriteKit Tutorial.
Then read a bit more around handling touch events in iOS (e.g. Handling Touches...).
Then try something in code and if you get stuck post a more specific question - because this one is a little too general.

Converting from an object-creating loop to a runBlock with a wait between object creation

Sorry, very new to swift, and coding in general so this may be a beginner question. I currently have the code below creating arrows around a circle. How can I convert this so that all of the arrows spawn 1 second after the last, until they've all been created? I was told by a user in another thread this would have to be accomplished using a runBlock and an SKAction.sequence but I'm only barely familiar with these. Could I get some help? Thanks! (:
override func didMoveToView(view: SKView) {
self.spawnArrows()
}
func spawnArrows() {
for var i = 0; i < 36; i++ {
let arrow = self.createArrow(specificPointOnCircle(Float(self.frame.size.width), center: CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)), angle: Float(i * 10)))
self.addChild(arrow)
}
}
func specificPointOnCircle(radius:Float, center:CGPoint, angle:Float) -> CGPoint {
let theta = angle * Float(M_PI) / 180
let x = radius * cosf(theta)
let y = radius * sinf(theta)
return CGPoint(x: CGFloat(x) + center.x, y: CGFloat(y) + center.y)
}
func createArrow(position: CGPoint) -> SKSpriteNode {
let arrow = SKSpriteNode(imageNamed: "Arrow.png")
arrow.zPosition = 2
arrow.size = CGSize(width: self.frame.size.width / 2 * 0.12, height: self.frame.size.width * 0.025)
arrow.position = position
return arrow
}
You could update your spawnArrows method like below
func spawnArrows() {
var list = [SKAction]()
for var i = 0; i < 36; i++ {
let create = SKAction.runBlock { [unowned self] in
let arrow = self.createArrow(self.specificPointOnCircle(Float(self.frame.size.width), center: CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)), angle: Float(i * 10)))
self.addChild(arrow)
}
list.append(create)
let wait = SKAction.waitForDuration(1)
list.append(wait)
}
let sequence = SKAction.sequence(list)
self.runAction(sequence)
}
As you can see now I am using the for loop to create a list of actions.
The first added action does contain the code to create the first arrow
Then there is an action to wait 1 second
Then the action to add the second arrow
And so on...
After the for loop does end, the list of actions is transformed into a sequence and finally executed.
Let me know if it does work.

Spawning a circle in a random spot on screen

I've been racking my brain and searching here and all over to try to find out how to generate a random position on screen to spawn a circle. I'm hoping someone here can help me because I'm completely stumped. Basically, I'm trying to create a shape that always spawns in a random spot on screen when the user touches.
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let screenSize: CGRect = UIScreen.mainScreen().bounds
let screenHeight = screenSize.height
let screenWidth = screenSize.width
let currentBall = SKShapeNode(circleOfRadius: 100)
currentBall.position = CGPointMake(CGFloat(arc4random_uniform(UInt32(Float(screenWidth)))), CGFloat(arc4random_uniform(UInt32(Float(screenHeight)))))
self.removeAllChildren()
self.addChild(currentBall)
}
If you all need more of my code, there really isn't any more. But thank you for whatever help you can give! (Just to reiterate, this code kind of works... But a majority of the spawned balls seem to spawn offscreen)
The problem there is that you scene is bigger than your screen bounds
let viewMidX = view!.bounds.midX
let viewMidY = view!.bounds.midY
print(viewMidX)
print(viewMidY)
let sceneHeight = view!.scene!.frame.height
let sceneWidth = view!.scene!.frame.width
print(sceneWidth)
print(sceneHeight)
let currentBall = SKShapeNode(circleOfRadius: 100)
currentBall.fillColor = .green
let x = view!.scene!.frame.midX - viewMidX + CGFloat(arc4random_uniform(UInt32(viewMidX*2)))
let y = view!.scene!.frame.midY - viewMidY + CGFloat(arc4random_uniform(UInt32(viewMidY*2)))
print(x)
print(y)
currentBall.position = CGPoint(x: x, y: y)
view?.scene?.addChild(currentBall)
self.removeAllChildren()
self.addChild(currentBall)
First: Determine the area that will be valid. It might not be the frame of the superview because perhaps the ball (let's call it ballView) might be cut off. The area will likely be (in pseudocode):
CGSize( Width of the superview - width of ballView , Height of the superview - height of ballView)
Once you have a view of that size, just place it on screen with the origin 0, 0.
Secondly: Now you have a range of valid coordinates. Just use a random function (like the one you are using) to select one of them.
Create a swift file with the following:
extension Int
{
static func random(range: Range<Int>) -> Int
{
var offset = 0
if range.startIndex < 0 // allow negative ranges
{
offset = abs(range.startIndex)
}
let mini = UInt32(range.startIndex + offset)
let maxi = UInt32(range.endIndex + offset)
return Int(mini + arc4random_uniform(maxi - mini)) - offset
}
}
And now you can specify a random number as follows:
Int.random(1...1000) //generate a random number integer somewhere from 1 to 1000.
You can generate the values for the x and y coordinates now using this function.
Given the following random generators:
public extension CGFloat {
public static var random: CGFloat { return CGFloat(arc4random()) / CGFloat(UInt32.max) }
public static func random(between x: CGFloat, and y: CGFloat) -> CGFloat {
let (start, end) = x < y ? (x, y) : (y, x)
return start + CGFloat.random * (end - start)
}
}
public extension CGRect {
public var randomPoint: CGPoint {
var point = CGPoint()
point.x = CGFloat.random(between: origin.x, and: origin.x + width)
point.y = CGFloat.random(between: origin.y, and: origin.y + height)
return point
}
}
You can paste the following into a playground:
import XCPlayground
import SpriteKit
let view = SKView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
XCPShowView("game", view)
let scene = SKScene(size: view.frame.size)
view.presentScene(scene)
let wait = SKAction.waitForDuration(0.5)
let popIn = SKAction.scaleTo(1, duration: 0.25)
let popOut = SKAction.scaleTo(0, duration: 0.25)
let remove = SKAction.removeFromParent()
let popInAndOut = SKAction.sequence([popIn, wait, popOut, remove])
let addBall = SKAction.runBlock { [unowned scene] in
let ballRadius: CGFloat = 25
let ball = SKShapeNode(circleOfRadius: ballRadius)
var popInArea = scene.frame
popInArea.inset(dx: ballRadius, dy: ballRadius)
ball.position = popInArea.randomPoint
ball.xScale = 0
ball.yScale = 0
ball.runAction(popInAndOut)
scene.addChild(ball)
}
scene.runAction(SKAction.repeatActionForever(SKAction.sequence([addBall, wait])))
(Just make sure to also paste in the random generators, too, or to copy them to the playground's Sources, as well as to open the assistant editor so you can see the animation.)

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