Why is my player not moving in SpriteKit when tilting? - ios

I am trying to using the option of tilting the screen to move my player. So i followed the instructions of Ray Wenderlich and his space invaders tutorial. I just can't seem to figure out why my player is not moving from left to right when tilting the screen.
Please have a look at it to help me out.
import SpriteKit
import CoreMotion
enum BodyType: UInt32 {
case player = 2
case enemy = 3
}
let motionManager = CMMotionManager()
class GameScene: SKScene, SKPhysicsContactDelegate {
let points = SKLabelNode(text: "0")
let gamePlayerSize = CGSize(width: 30, height: 16)
let gamePlayerName = "gameplayer"
override func didMove(to view: SKView) {
//SET UP FRAME
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
//SETTING UP Player
func setupPlayer() {
// 1
let player = makePlayer()
// 2
player.position = CGPoint(x: 240, y: 28)
addChild(player)
}
func makePlayer() -> SKNode {
let player = SKSpriteNode(imageNamed: "block")
player.name = gamePlayerName
// 1
player.physicsBody = SKPhysicsBody(rectangleOf: player.frame.size)
// 2
player.physicsBody!.isDynamic = true
// 3
player.physicsBody!.affectedByGravity = false
// 4
player.physicsBody!.mass = 0.02
return player
}
setupPlayer()
motionManager.startAccelerometerUpdates()
//score label
let points = SKLabelNode(text: "0")
points.position = CGPoint(x: 280, y: 510)
points.fontColor = UIColor.black
points.fontSize = 50
addChild(points)
// setting border around game
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
//ENEMY SETTINGS START
//repeat enemy spawning
run(SKAction.repeatForever(
SKAction.sequence([
SKAction.run(spawnEnemy),
SKAction.wait(forDuration: 1.0)])))
}
//Enemy settings
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//spawn enemies
func spawnEnemy() {
// 2
let enemy = SKSpriteNode(imageNamed: "ball")
// 3
enemy.name = "enemy"
// 4
enemy.position = CGPoint(x: frame.size.width * random(min: 0, max: 1), y: frame.size.height + enemy.size.height/2)
// 5
addChild(enemy)
enemy.run(
SKAction.moveBy(x: 0.0 , y: -size.height - enemy.size.height,
duration: TimeInterval(random(min: 1, max: 2))))
//ENEMY SETTINGS END
func processUserMotion(forUpdate currentTime: CFTimeInterval) {
// 1
if let player = childNode(withName: gamePlayerName) as? SKSpriteNode {
// 2
if let data = motionManager.accelerometerData {
// 3
if fabs(data.acceleration.x) > 0.2 {
// 4 How do you move the ship?
player.physicsBody!.applyForce(CGVector(dx: 40 * CGFloat(data.acceleration.x), dy: 0))
}
}
}
}
func update(_ currentTime: TimeInterval) {
processUserMotion(forUpdate: currentTime)
}
} }

Have you nested your methods by accident? Looking at your code it seems so.
Did you check if the motion code is actually called?
Something like this should work
class GameScene: SKScene {
let motionManager = CMMotionManager()
override func didMove(to view: SKView) {
// setup player etc
motionManager.startAccelerometerUpdates()
}
func update(_ currentTime: TimeInterval) {
processUserMotion(forUpdate: currentTime)
}
}
Also as a tip, I would use optionals (?) when using your physics body instead of force unwrapping them (!). If it becomes nil at one point
you will crash when force unwrapping.
e.g
player.physicsBody?.affectedByGravity = false
Hope this helps

Related

Collision in Spritekit not collide with another node

I describe as StackOverflow standards the following issue.
Summarize the problem
I have issue about colliding two nodes. One is composed by a crowd and each people is a single item of my crowd defined in the same way (included in a while just to be clear and using index "i" and "j" to create the row of the crowd). I wanted to make disappear once arrive a node (as civilian) to the bottom and going to the top and the crowd remove the civilian spawned along the path. Actually I have this thing and the func tells me that the colliding happens but it didn't 'cause nothing happens and the civilian node captured by crowd it didn't disappear or removed with the removefromparent(). I've got no error messages with my compiler, it works for him. My scope is : detecting node civilian during the path by the crowd and remove this one from the path.
What I've tried
I tried many things to fix this. The first thing is following a lot of tutorials about how Collision Masks etc.. work. I know what they do. But what I've tried it was to make a invisible line for the last line of crowd of people just to see if the problem is the crowd itself and making that if the civilian node arrives to collide the invisible line is like he was in contact with the crowd but it didin't this effect. I followed a lot of tutorial such as HackingWithswift, Youtube tutorials but the procedure for me it's clear but nothing happens (sorry for being repetitive).
Show code
My problem is about this GameScene.sks because it it just one file with all the functions.
import SpriteKit
import GameplayKit
enum CategoryMask: UInt32 {
case civilian_value = 1
case crowd_value = 2
case background_value = 0
}
enum GameState {
case ready
case playing
case dead
}
var gameState = GameState.ready {
didSet {
print(gameState)
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
let player = SKSpriteNode(imageNamed: "player1")
let textureA = SKTexture(imageNamed: "player1")
let textureB = SKTexture(imageNamed: "player2")
let pause = SKSpriteNode(imageNamed: "pause-button")
let resume = SKSpriteNode(imageNamed: "pause-button")
var civilian = SKSpriteNode()
let pauseLayer = SKNode()
let gameLayer = SKNode()
weak var sceneDelegate: GameSceneDelegate?
//main
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
//func for dynamic background
moveBackground(image: ["background1", "background2", "background3", "background1"], x: 0, z: -3, duration: 5, size: CGSize(width: 0.5, height: 1.0))
character(player: player)
run(SKAction.repeatForever(
SKAction.sequence([
SKAction.run(civilians),
SKAction.wait(forDuration: 3.0)])))
run(SKAction.run(crowdSpawn))
pause.name="pause"
pause.position = CGPoint(x: frame.minX/1.3, y: frame.minY/1.15)
pause.size=CGSize(width: 0.1, height: 0.1)
pause.zPosition = 4
addChild(pause)
if self.scene?.isPaused == true {
resume.name="resume"
resume.position = CGPoint(x: frame.minX/1.5, y: frame.minY/1.15)
resume.size=CGSize(width: 0.1, height: 0.1)
resume.zPosition = 12
addChild(resume)
}
}
func pauseGame() {
sceneDelegate?.gameWasPaused()
let barr = SKSpriteNode()
let barrbehind = SKSpriteNode()
let buttonresume = SKSpriteNode(imageNamed: "back")
barrbehind.name = "barrbehind"
barrbehind.zPosition = 9
barrbehind.color = SKColor.black
barrbehind.size = CGSize(width: frame.width, height: frame.height)
barrbehind.alpha = 0.5
self.addChild(barradietro)
barr.name = "bar"
barr.size = CGSize(width: 0.4, height: 0.5)
barr.color = SKColor.white
barr.zPosition = 10
self.addChild(barr)
buttonresume.name = "resume"
buttonresume.zPosition = 11
buttonresume.color = SKColor.black
buttonresume.size = CGSize(width: 0.1, height: 0.1)
buttonresume.alpha = 0.5
self.addChild(buttonresume)
self.scene?.isPaused = true
}
//random func (it helps for generate randomly civilians along the path
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//func to define civilians
func civilians() {
let civilian = SKSpriteNode(imageNamed: "PV")
civilian.name = "civilian"
//posiziono il civile
civilian.position = CGPoint(x: frame.size.width/8.0 * random(min: -1.5, max: 1.5), y: -frame.size.height * 0.45)
civilian.physicsBody = SKPhysicsBody(rectangleOf: civilian.size)
civilian.zPosition = 3
civilian.physicsBody?.categoryBitMask = CategoryMask.civilian_value.rawValue
civilian.physicsBody?.collisionBitMask = CategoryMask.crowd_value.rawValue
civilian.physicsBody?.contactTestBitMask = CategoryMask.crowd_value.rawValue
civilian.physicsBody?.isDynamic = true
//civilian size
civilian.size=CGSize(width: 0.2, height: 0.2)
//civilian movement
civilian.run(
SKAction.moveBy(x: 0.0, y: frame.size.height + civilian.size.height,duration: TimeInterval(1.77)))
addChild(civilian)
}
//func for the main character
func character(player: SKSpriteNode){
player.position = CGPoint(x: 0, y: 0)
player.size = CGSize(width: 0.2, height: 0.2)
let animation = SKAction.animate(with: [textureB,textureA], timePerFrame:0.2)
player.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(player)
player.run(SKAction.repeatForever(animation))
}
//func for generate the crowd
func crowdSpawn(){
var i = 0.0
var j = 0.25
var crowdRaw : Bool = true
while crowdRaw {
if i <= 1 {
let crowd = SKSpriteNode(imageNamed: "player1")
crowd.name = "crowd"
//posiziono il civile
crowd.size=CGSize(width: 0.15, height: 0.15)
crowd.position = CGPoint(x: -frame.size.width / 3.6 + CGFloat(i)/2 * crowd.size.width , y: frame.size.height / 2 + (CGFloat(j)*2) * -crowd.size.height)
crowd.zPosition = 3
let animation = SKAction.animate(with: [textureB,textureA], timePerFrame:0.25)
crowd.run(SKAction.repeatForever(animation))
crowd.run(SKAction.moveBy(x: frame.size.width / 16.0 + CGFloat(i) * crowd.size.width, y: 0, duration: 0))
let infectedCollision = SKSpriteNode(color: UIColor.red,
size: CGSize(width: 1, height: 0.1))
infectedCollision.physicsBody = SKPhysicsBody(rectangleOf: infectedCollision.size)
infectedCollision.physicsBody?.categoryBitMask = CategoryMask.crowd_value.rawValue
//collisionBitMask : qui la linea della folla non può collidere con il civilian
infectedCollision.physicsBody?.collisionBitMask = CategoryMask.civilian_value.rawValue
infectedCollision.physicsBody?.contactTestBitMask = CategoryMask.civilian_value.rawValue
infectedCollision.physicsBody?.isDynamic = true
infectedCollision.name = "infectedCollision"
infectedCollision.position = crowd.position
addChild(crowd)
addChild(infectedCollision)
i += 0.25
} else {
j += 0.25
i = 0.0
}
if j == 1 {
crowdRaw = false
}
}
}
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.node?.position == contact.bodyB.node?.position {
let actionMoveDone = SKAction.removeFromParent()
civilian.run(SKAction.sequence([actionMoveDone]))
}
}
//func about the touches
func touchDown(atPoint pos : CGPoint) {
let action = SKAction.move(to: pos, duration: 1.0)
// playerSprite is a SpriteKit sprite node.
player.run(action)
}
//func about the touches
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
switch gameState {
case .ready:
gameState = .playing
case .playing:
for t in touches {
let location = t.location(in: self)
player.position.x = location.x/2
for node in self.nodes(at: location){
if node.name == "civilian" {
let explode = SKAction.colorize(with: UIColor.systemBlue,colorBlendFactor: 5.0, duration: 2)
let vanish = SKAction.fadeOut(withDuration: 2.0)
node.run(explode , completion: {
node.run(vanish) {
node.removeFromParent()
}
})
}else if node.name == "pause" {
pauseGame()
}else if node.name == "resume" {
self.scene?.isPaused = false
}
}
}
case .dead:
print("dead")
}
}
//function to have different backgrounds in scrolling (3 backgrounds in a loop)
func moveBackground(image: [String], x: CGFloat, z:CGFloat, duration: Double, size: CGSize) {
for i in 0...3 {
let background = SKSpriteNode(imageNamed: image[i])
background.position = CGPoint(x: x, y: size.height * CGFloat(i))
background.size = size
background.zPosition = z
let move = SKAction.moveBy(x: 0, y: -background.size.height*3, duration: 0)
let back = SKAction.moveBy(x: 0, y: background.size.height*3, duration: duration)
let sequence = SKAction.sequence([move,back])
let repeatAction = SKAction.repeatForever(sequence)
addChild(background)
background.run(repeatAction)
}
}
}
Ok, it was fun to recall how all this SpriteKit stuff works :D
First problem you have is node/sprite creation. The solution could be some kind of Factory pattern with more or less abstraction. GameScene doesn't have to know how nodes are initialized/configured. Scene could know only which type of nodes exist, and thats enough to get them ready for use.
//MARK: - Factory
protocol AbstractFactory {
func getNode()-> SKNode
func getNodeConfig()->SpriteConfig
}
class CivilianFactory : AbstractFactory {
// Local Constants
private struct K {
static let size = CGSize(width: 32, height: 32)
static let name = "civilian"
static let color = UIColor.yellow
}
// Here we get Civilian sprite config
func getNodeConfig() -> SpriteConfig {
let physics = SpritePhysicsConfig(categoryMask: Collider.civilian, contactMask: Collider.player | Collider.wall, collisionMask: Collider.none)
return SpriteConfig(name: K.name, size: K.size, color: K.color, physics: physics)
}
func getNode() -> SKNode {
let config = getNodeConfig()
let sprite = SKSpriteNode(color: config.color, size: config.size)
sprite.color = config.color
sprite.name = config.name
sprite.zPosition = 1
if let physics = config.physics {
sprite.physicsBody = SKPhysicsBody(rectangleOf: config.size)
sprite.physicsBody?.isDynamic = physics.isDynamic
sprite.physicsBody?.affectedByGravity = physics.isAffectedByGravity
sprite.physicsBody?.categoryBitMask = physics.categoryMask
sprite.physicsBody?.contactTestBitMask = physics.contactMask
sprite.physicsBody?.collisionBitMask = physics.collisionMask
}
}
return sprite
}
}
Same as this, You will make other "factories" as needed (just copy the factory and change visual/physics data setup). For this example I will make PlayerFactory.
and with next method I will create my nodes:
private func getNode(factory:AbstractFactory)->SKNode{
return factory.getNode()
}
and then just use it like this:
let node = getNode(factory: self.civiliansFactory) // or self.whateverFactory
Here you just provide a factory you want (can be anything that conforms to AbstractFactory), and in return, You get a desired node (You can return here anything that is SKNode). This way, we have hid initialization process, dependencies etc. from outside world (GameScene), and put everything in one place.
So, quite flexible, plus removes a bunch of repeating code from your scene.
And here are config structs for sprites creation:
//MARK: - Sprite Config
struct SpriteConfig {
let name:String
let size:CGSize
let color:UIColor
let physics:SpritePhysicsConfig? // lets make this optional
}
struct SpritePhysicsConfig {
let categoryMask: UInt32
let contactMask: UInt32
let collisionMask:UInt32
let isDynamic:Bool
let isAffectedByGravity:Bool
init(categoryMask:UInt32, contactMask:UInt32, collisionMask:UInt32, isDynamic:Bool = true, isAffectedByGravity:Bool = false){
self.categoryMask = categoryMask
self.contactMask = contactMask
self.collisionMask = collisionMask
self.isDynamic = isDynamic
self.isAffectedByGravity = isAffectedByGravity
}
}
Now some useful extensions that I needed:
//MARK: - Extensions
//Extension borrowed from here : https://stackoverflow.com/a/37760551
extension CGRect {
func randomPoint(x:CGFloat? = nil, y:CGFloat? = nil) -> CGPoint {
let origin = self.origin
return CGPoint(x: x == nil ? CGFloat(arc4random_uniform(UInt32(self.width))) + origin.x : x!,
y: y == nil ? CGFloat(arc4random_uniform(UInt32(self.height))) + origin.y : y!)
}
}
//Extension borrowed from here: https://stackoverflow.com/a/33292919
extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
return abs(CGFloat(hypotf(Float(point.x - x), Float(point.y - y))))
}
}
And the GameScene:
//MARK: - Game Scene
class GameScene: SKScene {
//MARK: - Local Constants
// It's always good to have some kind of local constants per file, so that you have all variables in one place when it comes to changing/tuning
private struct K {
struct Actions {
static let civilianSpawningKey = "civilian.spawning"
static let playerMovingKey = "player.moving"
static let spawningDuration:TimeInterval = 0.7
static let spawningRange = 0.2
static let fadeOutDuration:TimeInterval = 0.35
}
struct General {
static let playerSpeed:CGFloat = 350
}
}
//MARK: - Private Properties
private var player:SKSpriteNode?
// Just in case, nodes are removed after physics simulation is done (in didSimulatePhysics which is called in each frame)
// Frame-Cycle Events : https://developer.apple.com/documentation/spritekit/skscene/responding_to_frame-cycle_events
private var trash:[SKNode] = []
private let civilianFactory = CivilianFactory()
private let playerFactory = PlayerFactory()
//MARK: - Scene lifecycle
override func sceneDidLoad() {
physicsWorld.contactDelegate = self
spawnCivilians()
}
//MARK: - Creating & Spawning sprites
private func getNode(factory:AbstractFactory)->SKNode{
return factory.getNode()
}
private func spawnCivilian(at position: CGPoint){
let node = getNode(factory: civilianFactory)
node.position = position
addChild(node)
}
private func spawnPlayer(at position: CGPoint){
// If its a first time, create player and leave it there
guard let `player` = player else {
let node = getNode(factory: playerFactory)
node.position = position
self.player = (node as? SKSpriteNode)
addChild(node)
return
}
// If player exists, move it around
let distance = player.position.distance(point: position)
let speed = K.General.playerSpeed
// To maintain same moving speed, cause if we use constant here, sprite would move faster or slower based on a given distance
let duration = distance / speed
let move = SKAction.move(to: position, duration:duration)
// This is a good way to check if some action is running
if player.action(forKey: K.Actions.playerMovingKey) != nil {
player.removeAction(forKey: K.Actions.playerMovingKey)
}
player.run(move, withKey: K.Actions.playerMovingKey)
}
private func spawnCivilians(){
let wait = SKAction .wait(forDuration: K.Actions.spawningDuration, withRange: K.Actions.spawningRange)
let spawn = SKAction.run({[weak self] in
guard let `self` = self else {return}
self.spawnCivilian(at: self.frame.randomPoint())
})
let spawning = SKAction.sequence([wait,spawn])
self.run(SKAction.repeatForever(spawning), withKey:K.Actions.civilianSpawningKey)
}
//MARK: - Touches Handling
func touchDown(atPoint pos : CGPoint) {
spawnPlayer(at: pos)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
}
So I pretty much commented everything. Here, you :
Start spawning civilians infinitely, immediately after the scene is loaded
On touch you add player to the scene
On every next touch player travels to the touch location (by the same speed)
And contacts:
//MARK: - Physics
struct Collider{
static let player : UInt32 = 0x1 << 0
static let civilian : UInt32 = 0x1 << 1
static let wall : UInt32 = 0x1 << 2
static let none : UInt32 = 0x0
}
extension GameScene: SKPhysicsContactDelegate{
//MARK: - Removing Sprites
override func didSimulatePhysics() {
for node in trash {
// first remove node from parent (with fadeOut)
node.run(SKAction.sequence([SKAction.fadeOut(withDuration: K.Actions.fadeOutDuration), SKAction.removeFromParent()]))
}
trash.removeAll() // then empty the trash
}
//MARK: Removing
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node, let nodeB = contact.bodyB.node else {
//Silliness like removing a node from a node tree before physics simulation is done will trigger this error
fatalError("Physics body without its node detected!")
}
let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch mask {
// Contact between player and civilian detected
case Collider.player | Collider.civilian:
if let civilian = (contact.bodyA.categoryBitMask == Collider.civilian ? nodeA : nodeB) as? SKSpriteNode
{
trash.append(civilian)
}
default:
break
}
}
}
I guess those contacts and node removal were your problem. The point is that nodes that have physics body, are safer to remove from a node tree when didSimulatePhysics method is finished. There is a link in comments that explains what happens each frame, but the bottom point is, that physics engine retains physics body cause simulation is not finished, but the node is removed and that often end up in some unexpected results.
So to try how this work, you just copy / paste it in your GameScene. Here is how it looks:
You can see how nodes are really removed by observing nodes count label. (to enable these labels, you just go (in your view controller class) with (self.view as? SKView)?.showsNodeCount = true, showsFPS, showsPhysics etc).

Move spritekit node only within a specific bounds

I'm new to spritekit so this looks like a silly question but I can't figure out. The player (shown in blue circle) can only go above lines and inside the square. I added a joystick, user can go up or down above left line. I want player to be limited to only line so when It comes the left edge, user should move joystick to right. How can I achieve it?
I tried to update player position in override func update(_ currentTime: TimeInterval) function like below to update enum position and check it everytime in move logic;
override func update(_ currentTime: TimeInterval) {
if((player?.position.x)!.rounded() <= self.barra.frame.minX.rounded()){
player?.playerPosition == .left
}
print(player?.position)
}
How I declare square;
let barra = SKShapeNode(rectOf: CGSize(width: 600, height: 300)) //Line
override func sceneDidLoad() {
player = self.childNode(withName: "player") as? Player
player?.physicsBody?.categoryBitMask = playerCategory
player?.physicsBody?.collisionBitMask = noCategory
player?.physicsBody?.contactTestBitMask = enemyCategory | itemCategory
player?.playerPosition = .left
barra.name = "bar"
barra.fillColor = SKColor.clear
barra.lineWidth = 3.0
barra.position = CGPoint(x: 0, y: 0)
self.addChild(barra)
player?.position = CGPoint(x: barra.frame.minX , y: barra.frame.minY)
}
How I move the player;
override func didMove(to view: SKView) {
/* Setup your scene here */
backgroundColor = UIColor.black
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
moveAnalogStick.position = CGPoint(x: moveAnalogStick.radius + 15, y: moveAnalogStick.radius + 15)
addChild(moveAnalogStick)
moveAnalogStick.stick.color = UIColor.white
//MARK: Handlers begin
moveAnalogStick.beginHandler = { [unowned self] in
guard let aN = self.player else {
return
}
//aN.run(SKAction.sequence([SKAction.scale(to: 0.5, duration: 0.5), SKAction.scale(to: 1, duration: 0.5)]))
}
moveAnalogStick.trackingHandler = { [unowned self] data in
guard let aN = self.player else {
return
}
if(self.player?.playerPosition == .left){
aN.position = CGPoint(x: aN.position.x, y: aN.position.y + (data.velocity.y * 0.12))
}
}
moveAnalogStick.stopHandler = { [unowned self] in
guard let aN = self.player else {
return
}
// aN.run(SKAction.sequence([SKAction.scale(to: 1.5, duration: 0.5), SKAction.scale(to: 1, duration: 0.5)]))
}
//MARK: Handlers end
let selfHeight = frame.height
let btnsOffset: CGFloat = 10
let btnsOffsetHalf = btnsOffset / 2
view.isMultipleTouchEnabled = true
}
Player class:
enum Position{
case left
case right
case up
case down
case inside
}
enum CanMove{
case upDown
case leftRight
case all
}
class Player: SKSpriteNode {
var playerSpeed: CGFloat = 0.0
var playerPosition: Position = .left //Default one
var canMove: CanMove = .upDown
func move(){
}
}

How To Have Character Slide Back and Forth Automatically and Infinitely?

I'm an ubernoob developing a game using SpriteKit from scratch and im trying to make a character that will slide back and forth off the sides of the screen (in landscape mode) until collision is detected with another node (that I will add later). Think of pong and how the paddle can move side to side except I want that movement to be completely automatic/infinite.
Side Note: I plan on having this character jump when the screen is touched but continue with the back and forth movement. idk if that makes a difference in your approach.
Ok, so this answer isn't perfect but it's working for me right now so:
basically you touch the screen to spawn a boxd, and when the paddle touches the box some stuff happens (it stops moving):
import SpriteKit
// constants!
class GameScene: SKScene, SKPhysicsContactDelegate {
// A little complicated, but basically we want to have a constant speed across all screen sizes
var sliderSpeed: CGFloat { return self.size.width / 3 }
var slider = SKSpriteNode()
var sliderVelocity = CGFloat(0)
var sliderIsContacted = false
let boxMask = UInt32(2)
let sliderMask = UInt32(4)
// For use to contact slider
func spawnBox(at pos: CGPoint) {
let rect = CGRect(origin: CGPoint.zero, size: CGSize(width: 45, height: 45))
let shape = SKShapeNode(rect: rect)
shape.fillColor = .green
shape.position = pos
let pb = SKPhysicsBody(rectangleOf: rect.size)
pb.categoryBitMask = boxMask
pb.contactTestBitMask = sliderMask
shape.physicsBody = pb
addChild(shape)
}
func setupSlider() {
sliderVelocity = sliderSpeed
let rect = CGRect(origin: CGPoint.zero, size: CGSize(width: 45, height: 10))
let shape = SKShapeNode(rect: rect)
shape.fillColor = .blue
let pb = SKPhysicsBody(rectangleOf: rect.size)
pb.categoryBitMask = sliderMask
pb.contactTestBitMask = boxMask
pb.velocity.dx = sliderVelocity // moves our slider to the right!
// A little complicated, but basically we want to have a spritenode, not a shapenode:
slider = SKSpriteNode(texture: view!.texture(from: shape))
slider.physicsBody = pb
addChild(slider)
}
func setupWorld() {
let pb = SKPhysicsBody(edgeLoopFrom: frame)
pb.categoryBitMask = UInt32(0)
self.physicsBody = pb
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector.zero
}
override func didMove(to view: SKView) {
setupSlider()
setupWorld()
}
}
// Game loop:
extension GameScene {
// touchesBegan in iOS:
override func mouseDown(with event: NSEvent) {
let location = event.location(in: self)
spawnBox(at: location)
}
override func update(_ currentTime: TimeInterval) {
let sliderPB = slider.physicsBody!
let halfWidth = slider.size.width/2
// move slider left when it reaches far right border:
if sliderPB.velocity.dx > 0 {
if slider.position.x >= (frame.maxX - halfWidth) {
sliderVelocity = -sliderSpeed
}
}
// move slider right when it reaches far left border:
else {
if slider.position.x <= (frame.minX + halfWidth) {
sliderVelocity = sliderSpeed
}
}
// Keep slider at constant rate:
if sliderIsContacted == false {
sliderPB.velocity.dx = sliderVelocity
}
}
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask + contact.bodyB.categoryBitMask == sliderMask + boxMask {
sliderIsContacted = true
slider.physicsBody!.velocity.dx = 0 // stop slider
}
}
}
more complicated than it shoudl be, but I"m sdrunk so this is what I got :)
}hope it helps.

Sprite Kit Game Scene changes when it is not supposed to

In a game that I am currently building a person is supposed to catch balls that are falling from the sky. If the ball goes off the screen it means he didn't catch the ball, and so the scene is supposed to change to a game over scene. The problem is that even if the ball doesn't go below the screen the screen will change. But the screen will change to a blank screen so instead of the GameOverScene().
Here is the code for the GameScene()...
//
// GameScene.swift
// catch balls
//
// Created by Ankith Udupa on 8/10/15.
// Copyright (c) 2015 UdupaLabs. All rights reserved.
//
import SpriteKit
var score = 0
var lossFlag = false
class GameScene: SKScene, SKPhysicsContactDelegate {
var person = SKSpriteNode(imageNamed: "guyLeft_1.png")
var left = true
let kScoreHudName = "scoreHud"
struct PhysicsCategory {
static let None : UInt32 = 0
static let All : UInt32 = UInt32.max
static let Ball : UInt32 = 0b1
static let Person: UInt32 = 0b10
}
override func didMoveToView(view: SKView) {
var content = false
//set up screen
setUpScreen()
//set up the physics
physicsWorld.gravity = CGVectorMake(0, 0)
physicsWorld.contactDelegate = self
//add ball
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(addBall),
SKAction.waitForDuration(1.0)
])
))
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
left = !left
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if ((person.position.x > person.size.width/2) && (person.position.x < size.width-(person.size.width/2))){
if left {
var leftMove = SKAction.moveByX(5, y: 0, duration: 0.1)
person.runAction(leftMove)
}
if !left { // or use an if-else construct
var rightMove = SKAction.moveByX(-5, y: 0, duration: 0.1)
person.runAction(rightMove)
}
}
}
//random number gen functions
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(#min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//add ball function
func addBall(){
//create ball sprite
var ball = SKSpriteNode(imageNamed: "ball.png")
//create physics for ball
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size) // 1
ball.physicsBody?.dynamic = true // 2
ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball // 3
ball.physicsBody?.contactTestBitMask = PhysicsCategory.Person // 4
ball.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
//generate random postion along x axis for ball to spawn
let actualX = random(min:ball.size.width/2+1, max: size.width - ball.size.width/2-1)
//set balls positon
ball.position = CGPoint(x: actualX, y: size.height - ball.size.width/2)
//add ball to scene
addChild(ball)
//determine speed of ball
let actualDuration = random(min: CGFloat(3.0), max: CGFloat(5.0))
//create movement actions and run them
let actionMove = SKAction.moveTo(CGPoint(x:actualX, y: -ball.size.width/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
let Loss = SKAction.runBlock() {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
ball.runAction(SKAction.sequence([actionMove, Loss, actionMoveDone]))
}
//setUpScreen
func setUpScreen(){
self.backgroundColor = SKColor.whiteColor()
var ground = SKShapeNode(rectOfSize: CGSizeMake(self.frame.size.width, self.frame.size.height * 0.2))
ground.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height * 0.1)
ground.fillColor = SKColor.blueColor()
self.addChild(ground)
person.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height * 0.2)
setUpPersonPhysics()
self.addChild(person)
}
//set up person physics
func setUpPersonPhysics(){
person.physicsBody = SKPhysicsBody(rectangleOfSize: person.size)
person.physicsBody?.dynamic = true
person.physicsBody?.categoryBitMask = PhysicsCategory.Person
person.physicsBody?.contactTestBitMask = PhysicsCategory.Ball
person.physicsBody?.collisionBitMask = PhysicsCategory.None
person.physicsBody?.usesPreciseCollisionDetection = true
}
func didBeginContact(contact: SKPhysicsContact) {
// 1
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
// 2
if ((firstBody.categoryBitMask & PhysicsCategory.Ball != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.Person != 0)) {
personDidCollideWithBall(secondBody.node as! SKSpriteNode, ball: firstBody.node as! SKSpriteNode)
}
}
//called when person collides with ball
func personDidCollideWithBall(person:SKSpriteNode, ball:SKSpriteNode) {
println("hit")
ball.removeFromParent()
score++
}
}
and here is the code for the gameOverScene()...
//
// gameOverScene.swift
// catch babies
//
// Created by Ankith Udupa on 8/12/15.
// Copyright (c) 2015 UdupaLabs. All rights reserved.
//
import Foundation
import SpriteKit
class GameOverScene: SKScene {
var message = "Game Over"
override func didMoveToView(view: SKView) {
self.backgroundColor = SKColor.whiteColor()
setUpTextOutPut()
}
func setUpTextOutPut(){
let gameOverLabel = SKLabelNode(fontNamed: "Superclarendon-Black")
gameOverLabel.text = message
gameOverLabel.fontSize = 40
gameOverLabel.fontColor = SKColor.orangeColor()
gameOverLabel.position = CGPoint(x: size.width/2, y: size.height/2)
addChild(gameOverLabel)
let scoreLabel = SKLabelNode(fontNamed: "Superclarendon-Black")
scoreLabel.text = "\(score)"
scoreLabel.fontSize = 40
scoreLabel.fontColor = SKColor.orangeColor()
scoreLabel.position = CGPoint(x: size.width/2, y: size.height/2-50)
addChild(scoreLabel)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
}
}
The error is with your addBall method,
//add ball function
func addBall(){
//create ball sprite
var ball = SKSpriteNode(imageNamed: "ball.png")
//create physics for ball
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size) // 1
ball.physicsBody?.dynamic = true // 2
ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball // 3
ball.physicsBody?.contactTestBitMask = PhysicsCategory.Person // 4
ball.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
//generate random postion along x axis for ball to spawn
let actualX = random(min:ball.size.width/2+1, max: size.width - ball.size.width/2-1)
//set balls positon
ball.position = CGPoint(x: actualX, y: size.height - ball.size.width/2)
//add ball to scene
addChild(ball)
//determine speed of ball
let actualDuration = random(min: CGFloat(3.0), max: CGFloat(5.0))
//create movement actions and run them
let actionMove = SKAction.moveTo(CGPoint(x:actualX, y: -ball.size.width/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
let Loss = SKAction.runBlock() {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
ball.runAction(SKAction.sequence([actionMove, Loss, actionMoveDone]))
}
If you look at the method properly, you ask to run the sequence to the sprite and inside runBlock, you move to another scene. Do you need to check if the ball is outside bounds inside this block and only then present your game over scene ?
Should it be something like this,
let Loss = SKAction.runBlock() {
if ball.position.x > self.size.width + ball.frame.size.width * 0.5 || ball.position.y < ball.frame.size.height * 0.5 {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
}

Different sprite position with the same code

I have a weird issue with my sprite position, I tried clean build, restart xcode, and run in different schemes(iPhone5s, iPhone6), they all return the same strange issue.
I tried to set the position of the sprite by:
balls.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width)
so when I println(balls.position) to the console, it returns (0.0, 0.0)
But when I tried
println(CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width)
it returns (512.0,1408.0), and this is correct position where the ball should be.
I'm having issue with the last function, func ballPosition, it is used to determind the position of the sprite "balls". for some reason it is always (0, 0).
Here are the complete code from my test project:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var circle = SKShapeNode()
var balls = SKShapeNode()
var ballColor = ["red", "blue", "green", "yellow"]
var points = ["up", "down", "left", "right"]
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
// set circle position and size
circle = SKShapeNode(circleOfRadius: 100 ) // Size of Circle
circle.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame)) //Middle of Screen
circle.strokeColor = SKColor.whiteColor()
circle.fillColor = SKColor.orangeColor()
self.addChild(circle)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
circleRotate()
ballPosition()
// test ball position, this is the part with the issue I mentioned above.
println(balls.position) // (0, 0)
println(CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width)) // (512.0,1408.0)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func circleRotate() {
let circleAction = SKAction.rotateByAngle(CGFloat(-M_PI * 2 / 3), duration: 0.1)
circle.runAction(SKAction.repeatAction(circleAction, count: 1))
}
func ballMove() {
let ballMovement = SKAction.moveTo(CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)), duration: 5)
balls.runAction(ballMovement)
}
func randomColor() {
let ballColorIndex = Int(arc4random_uniform(UInt32(ballColor.count)))
balls = SKShapeNode(circleOfRadius: 10 )
if ballColorIndex == 0 {
balls.strokeColor = SKColor.whiteColor()
balls.fillColor = SKColor.redColor()
// balls.zPosition = 10
ballMove()
} else if ballColorIndex == 1 {
balls.strokeColor = SKColor.whiteColor()
balls.fillColor = SKColor.blueColor()
// balls.zPosition = 10
ballMove()
} else if ballColorIndex == 2 {
balls.strokeColor = SKColor.whiteColor()
balls.fillColor = SKColor.greenColor()
// balls.zPosition = 10
ballMove()
} else if ballColorIndex == 3 {
balls.strokeColor = SKColor.whiteColor()
balls.fillColor = SKColor.yellowColor()
// balls.zPosition = 10
ballMove()
}
}
func ballPosition() {
let ballPointIndex = Int(arc4random_uniform(UInt32(points.count)))
if ballPointIndex == 0 {
balls.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width)
randomColor()
self.addChild(balls)
} else if ballPointIndex == 1 {
balls.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) - self.frame.size.height)
randomColor()
self.addChild(balls)
} else if ballPointIndex == 2 {
balls.position = CGPoint(x:CGRectGetMidX(self.frame) - self.frame.size.width, y:CGRectGetMidY(self.frame))
randomColor()
self.addChild(balls)
} else if ballPointIndex == 3 {
balls.position = CGPoint(x:CGRectGetMidX(self.frame) + self.frame.size.width, y:CGRectGetMidY(self.frame))
randomColor()
self.addChild(balls)
}
}
}
The problem is you're overwriting ball in randomColor() - you're creating a new node which hasn't been added to the parent view.
The underlying problem is you've structured your code in a way that leads to confusion and mistakes. You should keep your functions single purposed. They should do what they say they do. A function called randomColor() should not move the move the ball or set the ball size. The position function should not set the color.
I rearranged the code and ran it. That bug is fixed. You can see what I changed and should be able to get further now. Good luck.
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var circle = SKShapeNode()
var ball = SKShapeNode(circleOfRadius: 10)
var ballColor = ["red", "blue", "green", "yellow"]
var points = ["up", "dowm", "left", "right"]
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
circle = SKShapeNode(circleOfRadius: 100 ) // Size of Circle
circle.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame)) //Middle of Screen
circle.strokeColor = SKColor.whiteColor()
circle.fillColor = SKColor.orangeColor()
self.addChild(circle)
self.addChild(ball)
ball.position = CGPointMake(150, 0)
println("Initial Ball Pos: \(ball.position)")
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
circleRotate()
setRandomBallPosition()
setRandomColor()
ballMove()
// test ball position
println("--------------")
println("Ball Pos: \(ball.position)")
println("Circle pos: \(circle.position)")
println("Midpoint: \(CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width))")
println("--------------")
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func circleRotate() {
let circleAction = SKAction.rotateByAngle(CGFloat(-M_PI * 2 / 3), duration: 0.1)
circle.runAction(SKAction.repeatAction(circleAction, count: 1))
}
func ballMove() {
let ballMovement = SKAction.moveTo(CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)), duration: 5)
ball.runAction(ballMovement)
}
func setRandomColor() {
ball.strokeColor = SKColor.whiteColor()
let ballColorIndex = Int(arc4random_uniform(UInt32(ballColor.count)))
switch(ballColorIndex) {
case 0:
ball.fillColor = SKColor.redColor()
case 1:
ball.fillColor = SKColor.blueColor()
case 2:
ball.fillColor = SKColor.greenColor()
case 3:
ball.fillColor = SKColor.yellowColor()
default:
println("Unexpected random index value ", ballColorIndex)
}
}
func setRandomBallPosition() {
let ballPointIndex = Int(arc4random_uniform(UInt32(points.count)))
println("ballPointIndex = \(ballPointIndex)")
switch(ballPointIndex) {
case 0:
ball.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + (self.frame.size.width / 2))
case 1:
ball.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) - (self.frame.size.height / 2))
case 2:
ball.position = CGPoint(x:CGRectGetMidX(self.frame) - (self.frame.size.width / 2), y:CGRectGetMidY(self.frame))
case 3:
ball.position = CGPoint(x:CGRectGetMidX(self.frame) + (self.frame.size.width / 2), y:CGRectGetMidY(self.frame))
default:
println("Unexpected random index value: ", ballPointIndex)
}
println("ball position = \(ball.position)")
}
}

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