How to I move an object in Sprite Kit? - ios

I have this code and I am trying to write a game. I want the car to go right one lane when there is a tap on the right side of the screen and left one lane when there is a tap on the left side of the screen. I wrote a function to move the car but I don't know how to get it to work. This is my code:
//
// GameScene.swift
// cargame
//
// Created by Pranav Sharan on 3/21/17.
// Copyright © 2017 Pranav Sharan. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let player:SKSpriteNode = self.childNode(withName: "car") as! SKSpriteNode
}
func touchDown(atPoint pos : CGPoint) {
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self)
print(position.x)
print(position.y)
if position.x < 0 {
moveLeft(object: player)
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func moveLeft(object: SKSpriteNode){
let move = SKAction.moveTo(x: -20, duration: 0.5)
object.run(move)
}
}

Here is an example of how you can Accomplish this, Hope it helps.
class GameScene: SKScene {
var player = SKSpriteNode()
override func didMove(to view: SKView) {
player = SKSpriteNode(color: .purple, size: CGSize(width: 100, height: 100))
player.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
self.addChild(player)
}
func touchDown(atPoint position : CGPoint) {
if position.x < self.frame.midX
{
let move = SKAction.moveTo(x: self.frame.minX + 200, duration: 0.3)
player.run(move)
} else if position.x > self.frame.midX {
let move = SKAction.moveTo(x: self.frame.maxX - 200, duration: 0.3)
player.run(move)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
}
If a touch is less than the middle of the screen, The middle of the screen defined by self.frame.midX.

First thing I see is that you declare your player node in the didMove() function, which makes it invisible outside the scope of that function.
Declare the player node as a property of your GameScene class to make it available everywhere inside and outside of your class. Then, you assign your scene object to it. Your code would more likely look like that:
class GameScene: SKScene {
var player:SKSpriteNode
override func didMove(to view: SKView) {
self.player = self.childNode(withName: "car") as! SKSpriteNode
}

Related

Normalize touch location to offset the sprite (anchor point) position

I'm trying to write a "normalizing offset function" to give the effect that when the user touches/moves the sprite, that it does not snap to the center of the touch (the default behavior). The offset function should probably address the anchor point during "touches began, and touches move", and then revert back to the center when touches ended.enter link description here
class GameScene: SKScene {
private var redSquare : SKSpriteNode?
private var originalAnchorPoint: CGPoint = CGPoint(x: 0.5, y: 0.5)
override func didMove(to view: SKView) {
// Get label node from scene and store it for use later
self.redSquare = self.childNode(withName: "redSquare") as? SKSpriteNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
redSquare?.position = location
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
if (self.redSquare?.contains(location))!{
redSquare?.position = location
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// set red sprite anchor position to originalAnchorPoint
}

Detect when rotation has completed and move to new Scene

I am trying to implement moving to another scene when a wheel stops rotating. The code I have is shown below. I cannot figure out how to detect when the velocity has reached 0.0?
import SpriteKit
import GameplayKit
class GameplayScene: SKScene {
var player: Player?;
override func didMove(to view: SKView) {
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
}
So from here, I would like to execute the following when the wheel has stopped spinning:
let play_scene = Questions(fileNamed: "QuestionsScene")
play_scene?.scaleMode = .aspectFill
self.view?.presentScene(play_scene!, transition: SKTransition.doorsOpenVertical(withDuration: 1))
I have now edited the class and it looks as follows:
import SpriteKit
import GameplayKit
class GameplayScene: SKScene, SKSceneDelegate {
var player: Player?
override func didMove(to view: SKView) {
self.delegate = self
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.pinned = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func didSimulatePhysics() {
if ((player?.physicsBody?.angularVelocity)! <= CGFloat(0.01))
{
print("Got it")
}
}
}
Problem is I still receive an error on the if statement within didSimulatePhysics function. The error I receive is "Thread 1: EXC_BAD_INSTRUCTION...."
Your wheel's SKPhysicsBody has a built-in property, angularVelocity, that tells you how fast it's spinning. You're already using it when you set it to r to start the wheel spinning.
To watch angularVelocity you can use didSimulatePhysics(). It gets called once every frame, right after the physics calculations are done. That will look something like this:
func didSimulatePhysics() {
if wheelIsSpinning && angularVelocity != nil && angularVelocity! <= CGFloat(0.001) {
wheelIsSpinning = false
// wheel has stopped
// add your code here
}
}
Due to the vagaries of physics modeling, the angularVelocity might never be exactly zero. So instead we watch for it to be less than some arbitrary threshold, in this case 0.001.
You don't want it to execute every frame when the wheel isn't moving, so I added a property wheelIsSpinning to keep track. You'll need to add it as an instance property to GameplayScene, and set it to true in spin().

Unable to move sprite left or right in SpriteKit

https://github.com/bmh3110/JackTheGiantGame
I'm unable to move my sprite left or right when the screen is touched. I'm just starting this game and I can't even get it to work. I've had this problem for a few days and it's getting really frustrating.
GameplayScene.swift
import SpriteKit
class GameplayScene: SKScene {
var player : Player?
var canMove = false
var moveLeft = false
var center : CGFloat?
override func didMoveToView(view: SKView) {
center = (self.scene?.size.width)! / (self.scene?.size.height)!
player = self.childNodeWithName("Player") as? Player!
}
override func update(currentTime: NSTimeInterval) {
managePlayer()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
if location.x > center {
moveLeft = false
} else {
moveLeft = true
}
}
canMove = true
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
func managePlayer() {
if canMove {
player?.movePlayer(moveLeft)
}
}
}
Player.swift
import SpriteKit
class Player: SKSpriteNode {
func movePlayer(moveLeft: Bool) {
if moveLeft {
self.position.x = self.position.x - 7
} else {
self.position.x = self.position.x + 7
}
}
}
In the touchesEnded function set canMove = false

Detecting multiple touches at once (Swift)

Im using Xcode 7, Swift, and SpriteKit and I'm attempting to allow the user to use two fingers at once in my app.
Basically I have two halves to my screen, and I want separate touch-recognition for each side, and simultaneously.
Here is my current code below :
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?)
{
guard let touch = touches.first else {
return;
}
let location = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(location)
if (touchedNode == touch1){
//code1
}
else if (touchedNode == touch2){
//code2
}
}
touch1 and touch2 are SkSpriteNodes that each take up a different half of the screen.
This code works well, as long as you only have 1 finger on the screen at a time.
However if there are two(1 for each half), which ever one was placed on the screen first is the one that is registered.
How do I make it so that both are being registered, and therefore code1 and code2 are being run?
You need multipleTouchEnabled property set to true. From the docs about this property :
When set to YES, the receiver receives all touches associated with a
multi-touch sequence. When set to NO, the receiver receives only the
first touch event in a multi-touch sequence. The default value of this
property is NO.
EDIT:
Based on your comments, you might try this (making sprites responsive to touches):
class Button:SKSpriteNode {
init(size:CGSize, color:SKColor) {
super.init(texture: nil, color: color, size: size)
userInteractionEnabled = true
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let name = self.name {
print("Button with \(name) pressed")
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let name = self.name {
print("Button with \(name) pressed")
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let name = self.name {
print("Button with \(name) released")
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
let left = Button(size: CGSize(width: frame.size.width/2.0, height: frame.size.height), color: .blackColor())
left.name = "left"
left.position = CGPoint(x: left.size.width/2.0, y: frame.midY)
let right = Button(size: CGSize(width: frame.size.width/2.0, height: frame.size.height), color: .whiteColor())
right.name = "right"
right.position = CGPoint(x:frame.maxX-right.size.width/2.0, y: frame.midY)
addChild(left)
addChild(right)
}
}

Ease out animation for SKSpriteNode

I'm moving a sprite by using the touchesMoved method. So far this is working fine, but the result looks a little bit unnatural. The sprite stops immediately, once the movement of my finger stops. A more natural impression would be, if the sprite continuous the movement a little time with an ease out function. Any idea how to implement this?
Here is my code:
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode?
var xOrgPosition: CGFloat = 0.0
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite!.xScale = 0.1
sprite!.yScale = 0.1
sprite!.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(sprite!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let xTouchPosition = touch.locationInNode(self).x
if xOrgPosition != 0.0 {
// calculate the new position
sprite!.position = CGPoint(x: sprite!.position.x - (xOrgPosition - xTouchPosition), y: sprite!.position.y)
}
// Store the current touch position to calculate the delta in the next iteration
xOrgPosition = xTouchPosition
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Reset value for the next swipe gesture
xOrgPosition = 0
}
}
Update:
I've made a short sample project, based on the answers from hamobi
Tutorial
Git repository
i think this might be what youre going for. let me know if you have any questions :)
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode?
var xOrgPosition: CGFloat?
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite!.xScale = 0.1
sprite!.yScale = 0.1
sprite!.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(sprite!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
xOrgPosition = touch.locationInNode(self).x
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
xOrgPosition = nil
}
override func update(currentTime: NSTimeInterval) {
if let xPos = xOrgPosition {
sprite!.position.x += (xPos - sprite!.position.x) * 0.1
}
}
}

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