SKSpriteNode doesn't maintain current position after moveToParent function - ios

The SKNode method moveToParent does not maintain its absolute position after moving to a new parent in the same scene. The node moves to another position.
The documentation for moveToParent says
Moves the node to a new parent node in the scene. The node maintains its current position in scene coordinates.
Did I miss something?
update_01:
I realize something new for me.
The moving node maintains its position only if its initial position is zero points.If it has a initial position, after moveToParent function, it moves, which makes me confuse as compared to apple documentation.
As I understand from "maintain", it does not move on the screen, just its position values are changed.
and please do not consider scene!.scaleMode, because it was tested without this(and ofcourse proper anchorPoint) and nothing changed.
This is my code and screenshots:
import SpriteKit
class GameScene: SKScene , UIGestureRecognizerDelegate{
var counter:Int = 0
var touchTracker : [UITouch : SKNode] = [:]
let yellowParentNode = SKSpriteNode()
let blueParentNode = SKSpriteNode()
override func didMoveToView(view: SKView)
{
scene!.scaleMode = SKSceneScaleMode.ResizeFill
let yellowPosition = CGPointMake(100, 100)
let bluePosition = CGPointMake(200[![enter image description here][1]][1], 100)
//yellow parent
yellowParentNode.name = "yellow"
yellowParentNode.color = UIColor.yellowColor()
yellowParentNode.size.height = 50
yellowParentNode.size.width = 50
yellowParentNode.anchorPoint = CGPoint(x: 0 , y: 0)
yellowParentNode.position = yellowPosition
self.addChild(yellowParentNode)
//blue parent
blueParentNode.name = "blue"
blueParentNode.color = UIColor.blueColor()
blueParentNode.size.height = 50
blueParentNode.size.width = 50
blueParentNode.position = bluePosition
blueParentNode.anchorPoint = CGPoint(x: 0 , y: 0)
self.addChild(blueParentNode)
//child
let childNode = SKSpriteNode()
childNode.color = UIColor.redColor()
childNode.size.width = 20
childNode.size.height = 20
childNode.name = "child"
childNode.position = CGPointMake(40, 40)
childNode.anchorPoint = CGPoint(x: 0 , y: 0)
yellowParentNode.addChild(childNode)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
let touch = touches.first as UITouch!
let touchLocation = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(touchLocation)
touchTracker[touch as UITouch] = touchedNode
if touchedNode.name == "child"
{
yellowParentNode.childNodeWithName("child")!.moveToParent(blueParentNode)
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?)
{
let touch = touches.first as UITouch!
let touchLocation = touch.locationInNode(self)
let touchedNode = touchTracker[touch as UITouch]
touchedNode?.position = touchLocation
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?)
{
// let touch = touches.first as UITouch!
touchTracker.removeAll()
}
override func update(currentTime: CFTimeInterval)
{
/* Called before each frame is rendered */
}
}
this is the initial screen:
and this is next screen,which is after touching the child node:

You may be misinformed here, and Alessandro's answer does not explain why things are happening.
The position property is always relative to the parent. This is not what scene coordinates are. If you want to get the scene coordinates, you need to convert the position to the scene.
Now when you use moveToParent, you obviously are moving the node's parent property to the new parent. This means that the nodes position has to change, since the parent is changing. Now the node position has to change in order to adjust for the new parent, so that is still stays on the same spot on the scene.
E.G.
Node 1 lies on 10, 10 to the scene, Node 2 lies on 20,10 to the scene.
Node A is a child of node 1, and is positioned at 0,0 (scene coordinate (10,10))
We then move Node A from node 1 to node 2.
If position never changes (stays at (0,0)), this means that when viewed on screen, the scene coordinate would be 20,10, which is wrong
The position would have to change to (-10,0) because you take the parent (20,10) and need to adjust it by (-10,0) to get the scene coordinate of Node A back to (10,10)

I think there might be a misunderstanding in the interpretation of the information provided by Apple. In fact "moves the node to a new parent node" it could understand that your node is already a child of a node in the same scene.
If you make for example:
let pos1 = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame))
let pos2 = CGPointMake(CGRectGetMidX(self.frame)/2,CGRectGetMidY(self.frame)/2)
// make a big yellow node
let bigNode1 = SKSpriteNode.init(color: UIColor.yellowColor(), size: CGSizeMake(400,400))
addChild(bigNode1)
bigNode1.position = pos1
// make a big blue node
let bigNode2 = SKSpriteNode.init(color: UIColor.blueColor(), size: CGSizeMake(400,400))
addChild(bigNode2)
bigNode2.position = pos2
// make a little red node as a child of bigNode1
let littleNode = SKSpriteNode.init(color: UIColor.redColor(), size: CGSizeMake(100,100))
bigNode1.addChild(littleNode)
littleNode.position = CGPointZero
after you have this output:
Now if you do :
littleNode.moveToParent(bigNode2)
the output not change, exactly as explained by Apple.
Update (after 0x141E comment):
#0x141E As you can see, the position remain always 10,10 so it's correct:

Related

SpriteKit not detecting physics bodies when using alpha mask but does when using bounding circle

I am pretty new to SpriteKit so I may be missing something quite obvious.
I am attempting to create an interactive map of the US. I have loaded PNG images for each state and placed a couple of them into the main SKScene using the scene editor.
My goal is wanting to detect when each state is tapped by the user. I initially wrote some code that would find the nodes within a touch location however, this meant that the user could tap the frame and it would be counted as a valid tap. I only want to register touches that happen within the state texture and not the frame. Reading online it was suggested to use SKPhysicsBody to register when a tap takes place. So I changed my code to the following.
class GameScene: SKScene {
override func didMove(to view: SKView) {}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location: CGPoint = self.convertPoint(fromView: touch.location(in: self.view))
let body = self.physicsWorld.body(at: location)
if let state = body?.node, let name = state.name {
state.run(SKAction.run({
var sprite = self.childNode(withName: name) as! SKSpriteNode
sprite.color = UIColor.random()
sprite.colorBlendFactor = 1
}))
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
Now, if I choose the Bounding circle body type everything works as expected (shown above in the screenshot). When I click within the boudning circle it runs the SKAction otherwise it does nothing. However, when I change the body type to Alpha mask (the body type I want) it suddenly stops detecting the state. In fact, it returns the SKPhysicsBody for the MainScene entity.
Any advice on how to fix this would be greatly appreciated.
Thanks.
i can reproduce this behavior (bug?) when using the scene editor. however it goes away if you skip the sks file and initialize your sprites in code. (i acknowledge that setting locations for 50 states is more tedious this way.)
class GameScene: SKScene {
let ok = SKSpriteNode(imageNamed: "ok")
let nm = SKSpriteNode(imageNamed: "nm")
let tx = SKSpriteNode(imageNamed: "tx")
override func didMove(to view: SKView) {
tx.name = "Texas"
nm.name = "New Mexico"
ok.name = "Oklahoma"
//set up physics bodies w/ alpha mask
tx.physicsBody = SKPhysicsBody(texture: tx.texture!, size: tx.texture!.size())
tx.physicsBody?.affectedByGravity = false
nm.physicsBody = SKPhysicsBody(texture: nm.texture!, size: nm.texture!.size())
nm.physicsBody?.affectedByGravity = false
ok.physicsBody = SKPhysicsBody(texture: ok.texture!, size: ok.texture!.size())
ok.physicsBody?.affectedByGravity = false
//then position your sprites and add them as children
}
}

Sprite issue when responding to touch event in SpriteKit Swift

I have loaded two checkbox sprites on the screen. The image to load the sprite initially in an unchecked checkbox. Then I expect to click on one checkbox and replace the image with another checked checkbox image. The code I have written behaves very strangely where the checked checkbox image never appears.
I have two class properties:
var check1: SKSpriteNode = SKSpriteNode (imageNamed: "unchecked.png")
var check2: SKSpriteNode = SKSpriteNode (imageNamed: "unchecked.png")
I am calling generateCheckboxex() method from didMoveToView(view: SKView)
func generateCheckboxes()
{
self.check1.position = CGPointMake(self.size.width * 0.75, self.size.height * 0.84)
self.check1.setScale(0.15)
self.check1.name = "check1"
self.addChild(self.check1)
self.check2.position = CGPointMake(self.size.width * 0.75, self.size.height * 0.75)
self.check2.setScale(0.15)
self.check2.name = "check2"
self.addChild(self.check2)
}
This is my touchBegan method code:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
var touch = touches as! Set<UITouch>
var location = touch.first!.locationInNode(self)
var node = self.nodeAtPoint(location)
// If next button is touched, start transition to second scene
if node.name == "check1" {
//self.check1.texture = SKTexture(imageNamed: "checked.png")
var texAction = SKAction.setTexture(SKTexture(imageNamed: "checked.png"))
self.check1.runAction(texAction)
//self.check2.texture = SKTexture(imageNamed: "checked.png")
self.check2.runAction(texAction)
}
if node.name == "check2" {
self.check1.texture = SKTexture(imageNamed: "unchecked.png")
self.check2.texture = SKTexture(imageNamed: "checked.png")
}
}
Please help me and let me know if I'm approaching it in the wrong manner, thanks.
EDIT: Admins please close this question, this exact same code works for me now. Maybe it was an issue with the sprites themselves. Thanks!

Removing a sprite in an if statement with SpriteKit

I want to make a game where every time a user touches, it switches between one of two "states". In order to keep track of touches, I made a variable called userTouches, which changes from true to false each time a user touches. I want to make it so that if numberOfTouches is true, it updates the texture to state0; if it's false, it updates the texture to state1. Pretty much just toggling between state0 and state1 for each touch.
var userTouches: Bool = true
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
userTouches = !userTouches
}
let centered = CGPoint(x: size.width/2, y: size.height/2)
let state0 = SKTexture(imageNamed:"state0")
let state1 = SKTexture(imageNamed:"state1")
var activeState: SKSpriteNode = SKSpriteNode(texture: state0)
//Add new state0 if it's odd, remove old state0 if it's not.
if userTouches == true {
activeState.texture = state0
println("IT'S TRUE")
} else {
activeState.texture = state1
println("IT'S FALSE")
}
self.addChild(activeState)
activeState.name = "state0"
activeState.xScale = 0.65
activeState.yScale = 0.65
activeState.position = centered
}
When I run the code, the new textures are added according to the conditions, but the old ones are still there. They are being added as new spritenodes in the scene. I do not want this. I was expecting it to simply switch between the textures (state0 and state1) of the activeState spritenode depending on my boolean variable. How can I have my code toggle between textures each time a user taps, instead of piling new spritenodes on top of one another?
Each time you create a new object, change its texture (a new object`s texture, but not the texture of object which was set up last time) and add it to the scene. That's why new objects are added and nothing happens with the old objects.
Do this and it will solve your problem:
Create textures and SKSpriteNode object outside the touchesBegan function
If you have no init at your scene, create SKSpriteNode object at didMoveToView function for example and add it to scene
Then in touchesBegan function only set texture to SKSpriteNode object
it would look something like this:
class GameScene: SKScene {
...
let state0 = SKTexture(imageNamed:"state0")
let state1 = SKTexture(imageNamed:"state1")
var activeState: SKSpriteNode?
...
override func didMoveToView(view: SKView) {
let centered = CGPoint(x: size.width/2, y: size.height/2)
activeState = SKSpriteNode(texture: state0)
self.addChild(activeState!)
activeState!.name = "state0"
activeState!.xScale = 0.65
activeState!.yScale = 0.65
activeState!.position = centered
}
...
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
if userTouches {
activeState!.texture = state0
} else {
activeState!.texture = state1
}
}
...
}

When the screen is touched, how do I make the game over?

I want a game over screen and the game to stop when the screen is touched during a specific animation.
let lightTexture = SKTexture(imageNamed: "green light.png")
let lightTexture2 = SKTexture(imageNamed: "red light.png")
let animateGreenLight = SKAction.sequence([SKAction.waitForDuration(2.0, withRange: 0.1), SKAction.animateWithTextures([lightTexture, lightTexture2], timePerFrame: 3)])
let changeGreenLight = SKAction.repeatActionForever(animateGreenLight)
let animateRedLight = SKAction.sequence([SKAction.waitForDuration(2.0, withRange: 0.1), SKAction.animateWithTextures([lightTexture, lightTexture2], timePerFrame: 3)])
let changeRedLight = SKAction.repeatActionForever(animateRedLight)
let greenLight = SKSpriteNode(texture: lightTexture)
greenLight.position = CGPointMake(CGRectGetMidX(self.frame), 650)
greenLight.runAction(changeGreenLight)
self.addChild(greenLight)
let redLight = SKSpriteNode(texture: lightTexture2)
redLight.position = CGPointMake(CGRectGetMidX(self.frame), 650)
redLight.runAction(changeRedLight)
self.addChild(redLight)
When the animation for the red light is on the screen, I want it to be game over. Do I have to make an if statement, and if so for what specifically?
Thank You in advance!
You can make yourself another node which has the same size and position as the red light. Additionally, that node is able to handle touch events. Then, add that node before the animation runs. This can be done with a sequence of actions, e.g.:
let addAction = SKAction.runBlock({ self.addChild(touchNode) })
let animationAction = SKAction.repeatActionForever(animateRedLight)
redLight.runAction(SKAction.sequence([ addAction, animationAction ]))
Update
Since you want the game to end when you touch anywhere, alter the code such that the block sets a variable which indicates that the animation is executed and implement touchesBegan which checks for that variable, e.g.
let addAction = SKAction.runBlock({ self.redLightAnimationRuns = true })
[...]
// In touchesBegan
if touched
{
if redLightAnimationRuns
{
endGame()
}
}
use the touchesBegan() function to call a GameOver() function when the red light is on the screen (which you can control with a variable).
So, when the red light comes on to the screen, variable redLightCurrent is set to true. in TouchesBegan(), when redLightCurrent is true, then call the gameOver() function where you can include what to do when the game is over. This will only occur when a touch has began on the screen.
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
super.touchesBegan(touches, withEvent: event)
let array = Array(touches)
let touch = array[0] as UITouch
let touchLocation = touch.locationInNode(self)
if redLightCurrent {
gameOver()
}
}
This code works with the new xCode 7 and Swift 2.0

See if SKShapeNode touched?: How to Identify node?

I am doing a small for fun project in Swift Xcode 6. The function thecircle() is called at a certain rate by a timer in didMoveToView(). My question is how do I detect if any one of the multiple circle nodes on the display is tapped? I currently do not see a way to access a single node in this function.
func thecircle() {
let circlenode = SKShapeNode(circleOfRadius: 25)
circlenode.strokeColor = UIColor.whiteColor()
circlenode.fillColor = UIColor.redColor()
let initialx = CGFloat(20)
let initialy = CGFloat(1015)
let initialposition = CGPoint(x: initialx, y: initialy)
circlenode.position = initialposition
self.addChild(circlenode)
let action1 = SKAction.moveTo(CGPoint(x: initialx, y: -20), duration: NSTimeInterval(5))
let action2 = SKAction.removeFromParent()
circlenode.runAction(SKAction.sequence([action1, action2]))
}
There are many problems with this.
You shouldnt be creating any looping timer in your games. A scene comes with an update method that is called at every frame of the game. Most of the time this is where you will be checking for changes in your scene.
You have no way of accessing circlenode from outside of your thecircle method. If you want to access from somewhere else you need to set up circlenode to be a property of your scene.
For example:
class GameScene: BaseScene {
let circlenode = SKShapeNode(circleOfRadius: 25)
You need to use the method touchesBegan. It should have come with your spritekit project. You can detect a touch to your node the following way:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
// detect touch in the scene
let location = touch.locationInNode(self)
// check if circlenode has been touched
if self.circlenode.containsPoint(location) {
// your code here
}
}
}

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