I am trying to get my "word" to float across the screen; constant velocity, no impacts, no gravity, no friction. Everything works except the word slows down.
Code for creating word:
func createWordNode (word: String, atPos: CGPoint) -> SKSpriteNode {
let doneSize = CGSize(width: 50, height: 50)
let wordSprite = SKSpriteNode()
wordSprite.size = CGSize(width: doneSize.width * CGFloat(word.len()), height: doneSize.height)
wordSprite.position = atPos
wordSprite.blendMode = .replace
wordSprite.zPosition = zlvlBG + 1
let ltrs = Array(word.uppercased().characters)
for i in 0 ... ltrs.count - 1 {
let done = SKSpriteNode(imageNamed: "LetterTiles/Tile" + String(ltrs[i]) + ".png")
done.size = doneSize
done.position = CGPoint(x: doneSize.width * CGFloat(Double(i) - 1.5), y: 0)
done.blendMode = .replace
done.zPosition = zlvlBG + 1
wordSprite.addChild(done)
}
wordSprite.physicsBody?.restitution = 1
wordSprite.physicsBody?.friction = 0
wordSprite.physicsBody?.linearDamping = 0
wordSprite.physicsBody?.angularDamping = 0
wordSprite.physicsBody?.mass = 2000
wordSprite.physicsBody = SKPhysicsBody(rectangleOf: wordSprite.size)
wordSprite.physicsBody?.collisionBitMask = 0
wordSprite.physicsBody?.contactTestBitMask = 0
wordSprite.physicsBody?.categoryBitMask = categoryWords
wordSprite.physicsBody?.fieldBitMask = 0
wordSprite.physicsBody?.isDynamic = true
wordSprite.physicsBody?.affectedByGravity = false
wordSprite.physicsBody?.allowsRotation = false
var velocity = CGVector()
velocity.dx = 100
velocity.dy = 0
wordSprite.physicsBody?.velocity = velocity
wordSprite.physicsBody?.applyImpulse(velocity)
wordSprite.name = "Word:" + word
return wordSprite
}
I call function like:
addChild (createWordNode(word: "Done", atPos: CGPoint(x:-500, y:450)))
Any ideas why word slows down?
Thanks.
It looks like you are creating an object that doesn't need to be in the physics simulation. So you may want to reconsider simply dropping the physics related code and update the nodes position manually.
That being said if you wish this node to remain in the Physics simulation. You need to add the SKPhysicsBody to the SKSpriteNode before you start trying to modify properties. e.g.
wordSprite.physicsBody = SKPhysicsBody(rectangleOf: wordSprite.size)
wordSprite.physicsBody?.restitution = 1
wordSprite.physicsBody?.friction = 0
wordSprite.physicsBody?.linearDamping = 0
wordSprite.physicsBody?.angularDamping = 0
wordSprite.physicsBody?.mass = 2000
I worked with sprite a little bit. But, I am not an expert. Does it work for you to use an action instead of velocity as the following for example:
var moveRight = SKAction.moveTo(CGPointMake(400, 0), duration:2.0)
wordSprite.runAction(moveRight)
One thing to point out too. Why do you use applyImpulse. velocity should be enough. Did you try to remove it?
Related
How can i check if two SKSpriteNodes are near each other? like in a radius of 100. i am using the gamescene.swift and gamescene.sks.
SKSpriteNode has a position property with the (x, y).
Distance between two positions is sqrt((x1-x2)^2 + (y1-y2)^2)
So:
let dist = sqrt(pow(sk1.position.x - sk2.position.x, 2.0) + pow(sk1.position.y - sk2.position.y, 2.0))
if dist < 100 {
// they are close
}
This is center to center.
Based on #MartinR's comment, you could also
let dist = hypot(sk1.position.x - sk2.position.x, sk1.position.y - sk2.position.y)
Which does the distance function for you.
If you want to use built in SKPhysicsBody, then just set the body to a circle with radius of 100, then you can use the didBeginContact method when a contact occurs:
func setup()
{
let physicsBody1 = SKPhysicsBody(circleOfRadius:100.0)
physicsBody1.categoryBitMask = 1
physicsBody1.collisionBitMask = 0
physicsBody1.contactTestBitMask = 2
sprite1.physicsBody = physicsBody1
let physicsBody2 = SKPhysicsBody(circleOfRadius:100.0)
physicsBody2.categoryBitMask = 2
physicsBody2.collisionBitMask = 0
physicsBody2.contactTestBitMask = 1
sprite2.physicsBody = physicsBody2
}
func didBeginContact(contact:SKPhysicsContact)
{
//find some tutorials to your liking, and do your contact code here
}
(If you want to cut to the chase go to the bold section).
I am having an unwanted collision in my simulation. My simulation has the following groups:
TeethTop (this is a group of objects)
TeethBottom (this is a group of objects)
Ball (the main object that is moved in the game)
Line (one line that is drawn occasionally only to detect if user swiped to a tooth)
Boundries (boundaries of screen)
Here are the rules I need
I need SKcontacts generated when
ball hits any teeth (top or bottom)
TeethTop hits any teeth
Line hits any teeth
As far as physical contacts and reactions (who can hit who and have physics simulated)
The line can not impede movement or hit the ball
The ball must land on the teeth but never move the teeth
No tooth must ever physically move due to physics
No tooth must ever react to a contact with another tooth
The ball needs to never pass through the boundaries
Ill throw in gravity
The ball is the only thing that reacts to gravity
Things that are dynamic (not in code)
The ball is dynamic because it reacts to gravity and hitting other teeth
Everything else stays put no matter what (however I had to tell the teeth that they were dynamic so I could have SKPhysicsContacts when the top hits the bottom)
Basically what happens is their are two rows of teeth, top and bottom. And they do their thing and become a stage. The walls are the same way. The ball moves around inside the mouth are like a platformer hitting and bounding off teeth.
On swipes a SKPhysicsNode line is created following the swipe and detecting which tooth the user swiped towards (**** MAYBE their is a better way then making a SKPhyiscsNode for the swipe line... I still need to detect if the user swiped in the direction of a tooth). And everything is dandy for awhile, then the mouth closes and stops when a tooth from the top hits a tooth from the bottom.
I had things all fine and dandy with things set as thus
BottomTeethGroup = 10
TopTeethGroup = 31
playergroup = 2
wallgroup = 1
lineleart = 99
Top Teeth
affectedbygravity = false
collisionbitmask = 0
categorybitmask = BottomTeethGroup
contacttTest = TopTeethGroup
dynamic = false
Bottom Teeth
affectedbygravity = false
collisionbitmask = 0
categorybitmask = TopTeethGroup
contacttTest = BottomTeethGroup
dynamic = false
Ball
affectedbygravity = false
the collision bit mask is never set so it collides with everything
categorybitmask = playergroup
contacttTest = playergroup
Dynamic = true
Boundaries
categorybitmask = wallgroup
dynamic = false
Line
collisionbitmask = 0
categorybitmask = lineleart
I have tried setting physics properties to crazy values but I just cant get the ball to pass through
The problem arises when I add the line. Everything with detection works fine until you add the line. Unfortunately the ball collides with the line creating a physical reaction which just isn't good! The ball should not physically collide with the line!
The way I see it their are some options:
Make is to the ball passes through the line, or ignores collisions between the two
Find a different way to detect which tooth the player swiped at (the current method is flawed anyway because the line will detect multiple teeth, just because it has a slope and doesn't stop once it hits the first). I have the coordinates of the start and end and the direction if someone has a better way.
Probably if we could make it so the top teeth and bottom teeth only have physical contact with ones from the other side then things would get easier.
Make it look like the ball is passing through the line
Edit: Perhaps my definitions of things are flawed so here is how I think contacts work:
collisionbitmask: will only collide with other objects that have the number you specify after it. If 0 then it collides with no objects, if not set then it collides with all
categorybitmask: defines what category is, if an object has a category test bit mask with this value then a SKPhysics contact will be created, however their might not necessarily be a physics reaction
contactTest: If it hits and the other object has the same categorybitmask as the one set here a SKphysics contact will be made
dynamic objects have physical reactions when they hit other dynamic objects, or non dynamic objects. SKPhysicsContacts are written up for all collisions
non dynamic objects will not move in any collision, and will only write up SKPhysicscontacts if the other object is static. Two non dynamic objects are not expected to collide.
List of solutions I have tried:
Lines collisionbitmask not set (same problem)
Cavities collisionbitmask set to 0 (falls through random teeth however it doesn't collide with the line but still generates a SKPhysicsContact)
All teeths' collision bit mask set to 4 (A BIIG MESS)
Top teeth collision bit mask set to 2 and bottom to 4 (less of a mess and when cavity hits a tooth it drifts like its in 0 g (it is in 0 g))
Edit:
I have been trying a bunch of things and none of them work. I got fed up and created a new project with four balls. Basically you set each ball to a specific group type and run the simulation. I have it so their are variables at the top for all the categories. If the simulation is set up right (I believe it is) the program WI simulate what would happen if all the values at the top are correct.
You can also find the code below
//
// GameScene.swift
// CollisionTesting
//
// Created on 8/13/15.
// Copyright (c) 2015 BroccoliPresentations. All rights reserved.
//
import SpriteKit
enum type
{
case _toptooth
case _bottomtooth
case _ball
case _line
case _boundary
case _none
}
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
//The physics categories for each of them
var topteethcategory:UInt32 = (0x01 << 1)
var bottomteethcategory:UInt32 = (0x01 << 2)
var ballcategory:UInt32 = (0x01 << 3)
var boundriesgroup:UInt32 = (0x01 << 4)
var linegroup:UInt32 = (0x01 << 5)
//When collision reports should be written up
var topteethcolisionreport:UInt32 = bottomteethcategory
var bottomteethcollisionreport:UInt32 = topteethcategory
var ballcollisionreport:UInt32 = bottomteethcategory | topteethcategory
var boundriescollisionreport:UInt32 = 0
var linecollisionreport:UInt32 = topteethcategory | bottomteethcategory
//When they should bounce off of eachother
var topteethphysics:UInt32 = bottomteethcategory
var bottomteethphysics:UInt32 = topteethcategory
var ballphysics:UInt32 = bottomteethcategory | topteethcategory | boundriesgroup
var boundriesphysics:UInt32 = boundriesgroup
var linecollisionphysics:UInt32 = linegroup
//Here you can set what tope of object each color is
var blue:type = type._toptooth
var red:type = type._bottomtooth
var yellow:type = type._ball
var green:type = type._none
var xy = CGRectGetMidX(self.frame) * 1.5
var ball1 = SKSpriteNode(texture: SKTexture(imageNamed: "Blue"))
ball1.position = CGPoint(x: xy, y:CGRectGetMidY(self.frame));
ball1.size = CGSizeMake(100, 100)
ball1.physicsBody?.affectedByGravity = false
ball1.physicsBody = SKPhysicsBody(circleOfRadius: 50)
ball1.physicsBody?.velocity = CGVector(dx: -100, dy: 0)
var ball2 = SKSpriteNode(texture: SKTexture(imageNamed: "Red"))
ball2.position = CGPoint(x:xy / 2, y:CGRectGetMidY(self.frame));
ball2.size = CGSizeMake(100, 100)
ball2.physicsBody?.affectedByGravity = false
ball2.physicsBody = SKPhysicsBody(circleOfRadius: 50)
ball2.physicsBody?.velocity = CGVector(dx: 100, dy: 0)
var ball3 = SKSpriteNode(texture: SKTexture(imageNamed: "Yellow"))
ball3.position = CGPoint(x:((xy / 4) + xy) / 2, y:CGRectGetMidY(self.frame) / 2);
ball3.size = CGSizeMake(100, 100)
ball3.physicsBody?.affectedByGravity = false
ball3.physicsBody = SKPhysicsBody(circleOfRadius: 50)
ball3.physicsBody?.velocity = CGVector(dx: 0, dy: 100)
var ball4 = SKSpriteNode(texture: SKTexture(imageNamed: "Green"))
ball4.position = CGPoint(x:((xy / 4) + xy) / 2, y:CGRectGetMidY(self.frame) * 1.5);
ball4.size = CGSizeMake(100, 100)
ball4.physicsBody?.affectedByGravity = false
ball4.physicsBody = SKPhysicsBody(circleOfRadius: 50)
ball4.physicsBody?.velocity = CGVector(dx: 0, dy: -100)
self.addChild(ball1)
self.addChild(ball2)
self.addChild(ball3)
self.addChild(ball4)
switch (blue)
{
case type._toptooth:
ball1.physicsBody?.categoryBitMask = topteethcategory
ball1.physicsBody?.collisionBitMask = topteethphysics
ball1.physicsBody?.contactTestBitMask = topteethcolisionreport
case type._bottomtooth:
ball1.physicsBody?.categoryBitMask = bottomteethcategory
ball1.physicsBody?.collisionBitMask = bottomteethphysics
ball1.physicsBody?.contactTestBitMask = bottomteethcollisionreport
case type._ball:
ball1.physicsBody?.categoryBitMask = ballcategory
ball1.physicsBody?.collisionBitMask = ballphysics
ball1.physicsBody?.contactTestBitMask = ballcollisionreport
case type._boundary:
ball1.physicsBody?.categoryBitMask = boundriesgroup
ball1.physicsBody?.collisionBitMask = boundriesphysics
ball1.physicsBody?.contactTestBitMask = boundriescollisionreport
case type._line:
ball1.physicsBody?.categoryBitMask = linegroup
ball1.physicsBody?.collisionBitMask = linecollisionphysics
ball1.physicsBody?.contactTestBitMask = linecollisionreport
case type._none:
ball1.position = CGPointMake(100000, 10000)
}
switch (red)
{
case type._toptooth:
ball2.physicsBody?.categoryBitMask = topteethcategory
ball2.physicsBody?.collisionBitMask = topteethphysics
ball2.physicsBody?.contactTestBitMask = topteethcolisionreport
case type._bottomtooth:
ball2.physicsBody?.categoryBitMask = bottomteethcategory
ball2.physicsBody?.collisionBitMask = bottomteethphysics
ball2.physicsBody?.contactTestBitMask = bottomteethcollisionreport
case type._ball:
ball2.physicsBody?.categoryBitMask = ballcategory
ball2.physicsBody?.collisionBitMask = ballphysics
ball2.physicsBody?.contactTestBitMask = ballcollisionreport
case type._boundary:
ball2.physicsBody?.categoryBitMask = boundriesgroup
ball2.physicsBody?.collisionBitMask = boundriesphysics
ball2.physicsBody?.contactTestBitMask = boundriescollisionreport
case type._line:
ball2.physicsBody?.categoryBitMask = linegroup
ball2.physicsBody?.collisionBitMask = linecollisionphysics
ball2.physicsBody?.contactTestBitMask = linecollisionreport
case type._none:
ball2.position = CGPointMake(100000, 10000)
}
switch (blue)
{
case type._toptooth:
ball3.physicsBody?.categoryBitMask = topteethcategory
ball3.physicsBody?.collisionBitMask = topteethphysics
ball3.physicsBody?.contactTestBitMask = topteethcolisionreport
case type._bottomtooth:
ball3.physicsBody?.categoryBitMask = bottomteethcategory
ball3.physicsBody?.collisionBitMask = bottomteethphysics
ball3.physicsBody?.contactTestBitMask = bottomteethcollisionreport
case type._ball:
ball3.physicsBody?.categoryBitMask = ballcategory
ball3.physicsBody?.collisionBitMask = ballphysics
ball3.physicsBody?.contactTestBitMask = ballcollisionreport
case type._boundary:
ball3.physicsBody?.categoryBitMask = boundriesgroup
ball3.physicsBody?.collisionBitMask = boundriesphysics
ball3.physicsBody?.contactTestBitMask = boundriescollisionreport
case type._line:
ball3.physicsBody?.categoryBitMask = linegroup
ball3.physicsBody?.collisionBitMask = linecollisionphysics
ball3.physicsBody?.contactTestBitMask = linecollisionreport
case type._none:
ball3.position = CGPointMake(100000, 10000)
}
switch (green)
{
case type._toptooth:
ball4.physicsBody?.categoryBitMask = topteethcategory
ball4.physicsBody?.collisionBitMask = topteethphysics
ball4.physicsBody?.contactTestBitMask = topteethcolisionreport
case type._bottomtooth:
ball4.physicsBody?.categoryBitMask = bottomteethcategory
ball4.physicsBody?.collisionBitMask = bottomteethphysics
ball4.physicsBody?.contactTestBitMask = bottomteethcollisionreport
case type._ball:
ball4.physicsBody?.categoryBitMask = ballcategory
ball4.physicsBody?.collisionBitMask = ballphysics
ball4.physicsBody?.contactTestBitMask = ballcollisionreport
case type._boundary:
ball4.physicsBody?.categoryBitMask = boundriesgroup
ball4.physicsBody?.collisionBitMask = boundriesphysics
ball4.physicsBody?.contactTestBitMask = boundriescollisionreport
case type._line:
ball4.physicsBody?.categoryBitMask = linegroup
ball4.physicsBody?.collisionBitMask = linecollisionphysics
ball4.physicsBody?.contactTestBitMask = linecollisionreport
case type._none:
ball4.position = CGPointMake(100000, 10000)
}
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
//nothing set they collide to eachother
//contactTestbitmask has nothing to do with bumping against eachother
//Category is the most important it gives it a type
//The other two decide when reactions happen, either physical or in code
//Collision bitmask is a list of groups that it actually should collide with
//Contacttestbitmask is list of groups that can trigger the code
I have figured it out! My problem is I was making things much too complicated. I actually didnt need all of these groups! Here is what I did!
var stage:UInt32 = (0x1 << 1)
var player:UInt32 = (0x1 << 2)
var sensors:UInt32 = (0x1 << 3)
//Physics collision bitmask
var p_stage:UInt32 = 0
var p_player:UInt32 = 0 | stage
var p_sensors:UInt32 = 0
//Test bitmask
var t_stage:UInt32 = stage
var t_player:UInt32 = stage
var t_sensors:UInt32 = stage
I actually didnt need as many groups as I thought I did! However I did have to store some data in the nodes name in order to tell wether it was from the top or bottom or which row, but overall it worked awesome!
Thank you guys who looked over everything, it really means a lot!
Something I found odd was that doing
(0x1 << 1)
(0x1 << 2)
(0x1 << 3)
was better then
1
2
3
I guess I really dont know what I am doing with the (0x1 << 1) thingy but I saw it somewhere else and copied it!
I want to scroll SKReferenceNodes created with my sks files I put together in the interface builder. I have scrolled SKSpriteNodes before, and I am trying to use the same code, but my SKReferenceNodes seem to have no frame, and so I can't position them.
Here is my SKReferenceNode setup:
let BG_POINTS_PER_SEC = 50
var dt:NSTimeInterval = 0
let background1 = SKReferenceNode(fileNamed:"BackgroundScene1")
let background2 = SKReferenceNode(fileNamed:"BackgroundScene2")
in didMoveToView
background1.position = CGPointZero;
background2.position = CGPointMake(background1.frame.size.width, 0)
self.addChild(background1)
self.addChild(background2)
in update
moveBackground()
func moveBackground() {
let bgVelocity = CGPoint(x:-BG_POINTS_PER_SEC, y:0)
let amtToMove = bgVelocity *CGFloat(dt)
background1.position = background1.position + amtToMove
background2.position = background2.position + amtToMove
if (background1.position.x <= background1.frame.size.width) {
background1.position.x = CGPointMake(background2.position.x + background2.frame.size.width, background1.position.y)
}
if (background2.position.x <= background2.frame.size.width) {
background2.position.x = CGPointMake(background1.position.x + background1.frame.size.width, background2.position.y)
}
}
Again this works for the scrolling background using a SKSpriteNode, but the SKReferenceNode returns a 0 frame. Is this even possible to scroll SKReferenceNodes from sks files like this?
So I'm playing around and slowly making my first iOS game. I'm trying to get my sprite object to set out a straight path angled towards the location of the player (which is where the user last touched).
The code I have makes the bee move towards the player and stop when it gets to it, instead of going from one side of the screen, through the player and off the other side of the screen.
var beeSpeed = 2.0
var moveAccross = SKAction.moveTo(CGPointMake(player.position.x,player.position.y), duration:beeSpeed)
badBee.runAction(moveAccross)
I will be having many objects constantly spawning that should all set their path once to the player location at the time they spawn.
Any help would be great,
I think I figured it out, if anyone could check my code and make sure it's doing the right thing that would be great :)
let actionMove = SKAction.moveTo(CGPoint(x: player.position.x-player.position.x-bee.size.width, y: player.position.y), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
bee.runAction(SKAction.sequence([actionMove, actionMoveDone]))
You have to calculate the slope from the spawning point to the player and then interpolate to somewhere outside the screen.
func add(location:CGPoint)
{
let bee = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake(10, 10))
bee.name = "Bee"
bee.position = location
self.addChild(bee)
let slopeToPlayer = (bee.position.y - player.position.y) / (bee.position.x - player.position.x)
let constant = bee.position.y - slopeToPlayer * bee.position.x
let finalX : CGFloat = bee.position.x < player.position.x ? 500.0 : -500.0 // Set it to somewhere outside screen size
let finalY = constant + slopeToPlayer * finalX
let distance = (bee.position.y - finalY) * (bee.position.y - finalY) + (bee.position.x - finalX) * (bee.position.x - finalX)
let beeSpeed : CGFloat = 100.0
let timeToCoverDistance = sqrt(distance) / beeSpeed
let moveAction = SKAction.moveTo(CGPointMake(finalX, finalY), duration: NSTimeInterval(timeToCoverDistance))
let removeAction = SKAction.runBlock { () -> Void in
bee.removeFromParent()
println("removed")
}
bee.runAction(SKAction.sequence([moveAction,removeAction]))
}
I have made 30 bullets with a mutableArray to reuse them.
for var i = 0; i < 30; i++ {
var bulletTmp = SharedAtlas.getInstance().getSpriteNode(SKSpriteType.bullet)
bulletTmp.physicsBody = SKPhysicsBody(rectangleOfSize: bulletTmp.size)
bulletTmp.physicsBody.dynamic = true
bulletTmp.physicsBody.categoryBitMask = bulletCategory
bulletTmp.physicsBody.contactTestBitMask = enemyCategory
bulletTmp.physicsBody.collisionBitMask = enemyCategory
moveBulletToTop = SKAction.moveToY(self.frame.height, duration: NSTimeInterval((self.frame.height - plane.position.y) / 400.0))
bulletGroup.addObject(bulletTmp)
}
The bullets is their parent SKNode
bullets.runAction(SKAction.sequence([SKAction.waitForDuration(1.5), (SKAction.repeatActionForever(SKAction.sequence([SKAction.waitForDuration(0.05),SKAction.runBlock({
var newBullet:MGSpriteNode!
if self.bulletIndex < 29{
self.bulletIndex++
}else{
self.bulletIndex = 0
}
newBullet = self.bulletGroup.objectAtIndex(self.bulletIndex) as MGSpriteNode
newBullet.removeAllActions()
newBullet.removeFromParent()
print(self.childNodeWithName("bullets").children.count)//max value keeps 30
newBullet.runAction(self.moveBulletToTop)
newBullet.position = self.plane.position
newBullet.position.y += self.plane.size.height * 0.5
self.childNodeWithName("bullets").addChild(newBullet)
})])))]))
The question is: I have remove from parent after the bullet moves for a while. But the nodes number on the screen is keep increasing. The children of bullets always be 30 . If I move all of the bullets, everything will be OK. But where are the nodes? Had they actually been removed?