This code is supposed to drop a ball from the top of the screen to the bottom. And once it touches the bottom of the screen, it should appear back to the top of the screen. It doesn't relocate to the top and it stops moving. I want it to be a continuous loop that resets the ball.y position every time it touches the bottom.
import SpriteKit
class GameScene: SKScene {
let ball = SKShapeNode(circleOfRadius: 20)
let label = SKLabelNode(fontNamed: "Futura")
let movingObjects = SKSpriteNode()
override func didMoveToView(view: SKView) {
let sceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody = sceneBody
//Ball Transition
let ballTransition = SKAction.sequence([SKAction.fadeInWithDuration(1)])
ball.runAction(ballTransition)
//Ball function
ball.fillColor = SKColor.redColor()
ball.physicsBody = SKPhysicsBody(circleOfRadius: 25)
ball.physicsBody?.affectedByGravity = false
//Ball Movement
ball.position = CGPoint(x: self.frame.size.width/2, y: CGFloat(self.frame.size.height*1))
ballMovement()
movingObjects.addChild(ball)
self.addChild(label)
}
func ballMovement() {
let moveBall = SKAction.moveToY(self.frame.size.height*0, duration: 3)
let removeBall = SKAction.removeFromParent()
let moveAndRemove = SKAction.sequence([moveBall, removeBall])
ball.runAction(moveAndRemove)
//Label Sprite
label.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
label.fontColor = SKColor.redColor()
label.fontSize = 30
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
label.text = "\(ball.position.y)"
if ball.position.y < 26 {
ball.position = CGPoint(x: self.frame.size.width/2, y: CGFloat(self.frame.size.height*1))
}
}
}
removing the ball from its parent within the action and still acting on it elsewhere is going to become very fragile as your program gets more complex. Why not just do it all with the actions and let sprite kit worry about it ?
let moveBall = SKAction.moveToY(0, duration: 3)
let goBackUp = SKAction.moveToY(self.frame.size.height, duration:0)
let keepFalling = SKAction.sequence([moveBall, goBackUp])
ball.runAction(SKAction.repeatActionForever(keepFalling))
Related
I'm beginner in Spritekit and I try to make background move vertically
I did know how
this what in the controller
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scene = GameScene(size: view.bounds.size)
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .resizeFill
skView.presentScene(scene)
}
and this the scene
class GameScene: SKScene {
var background = SKSpriteNode()
override func didMove(to view: SKView) {
let backgroundTexture = SKTexture(imageNamed: "bbbgg.png")
let shiftBackground = SKAction.moveBy(x: 0, y: -backgroundTexture.size().height, duration: 5)
let replaceBackground = SKAction.moveBy(x: 0, y:backgroundTexture.size().height, duration: 0)
let movingAndReplacingBackground = SKAction.repeatForever(SKAction.sequence([shiftBackground,replaceBackground]))
for i in 1...3{
background=SKSpriteNode(texture:backgroundTexture)
background.position = CGPoint(x: 0, y: 0)
background.size.height = self.frame.height
background.run(movingAndReplacingBackground)
self.addChild(background)
}
}
}
the problem is the background move horizontally and after it arrives to the end of screen disappear, then begins move from the beginning of the screen again
I want it work vertically without disappearing
The background move horizontally because declarations of moveBy (shiftBackground, replaceBackground) works on the x axe (horizontally). You need to work on the y axe (vertically).
let shiftBackground = SKAction.moveBy(x: 0, y: -backgroundTexture.size().height, duration: 5)
let replaceBackground = SKAction.moveBy(x: 0, y: backgroundTexture.size().height, duration: 0)
At the first line, the background move from it position to it position - it height. At the second line, it return to it first position (I think moveBy is relative).
_
The background move again because you use the function SKAction.repeatForever (movingAndReplacingBackground). I think you can remove it.
let movingAndReplacingBackground = SKAction.sequence([shiftBackground,replaceBackground])
Edit :
I forget the loop.
In the loop, you give to the background an initial position.
background.position = CGPoint(x: backgroundTexture.size().width/2 + (backgroundTexture.size().width * CGFloat(i)), y: self.frame.midY)
Try to replace it by 0, middle if you want an immediately visible background
background.position = CGPoint(x: 0, y: self.frame.midY)
Or -height, 0 if you want the background appear by the top of the screen. In this case you need to replace shiftBackground and replaceBackground
background.position = CGPoint(x: -backgroundTexture.size().height, y: 0)
and
let shiftBackground = SKAction.moveBy(x: 0, y: backgroundTexture.size().height, duration: 5)
let replaceBackground = SKAction.moveBy(x: 0, y: 0, duration: 0)
I'm not sure, but I think, if you want only one mouvement, you can remove th sequence :
class GameScene: SKScene {
var background = SKSpriteNode()
override func didMove(to view: SKView) {
let backgroundTexture = SKTexture(imageNamed: "bbbgg.png")
let scrollByTopBackground = SKAction.moveBy(x: O, y: backgroundTexture.size().height, duration: 5)
background = SKSpriteNode(texture:backgroundTexture)
background.position = CGPoint(x: -backgroundTexture.size().height, y: self.frame.midY)
background.size.height = self.frame.height
background.run(scrollByTopBackground)
self.addChild(background)
}
}
Edit to answer you, try this...
class GameScene: SKScene {
var background = SKSpriteNode()
override func didMove(to view: SKView) {
let backgroundTexture = SKTexture(imageNamed: "bbbgg.png")
let shiftBackground = SKAction.moveBy(x: 0, y: -backgroundTexture.size().height, duration: 5)
let replaceBackground = SKAction.moveBy(x: 0, y:backgroundTexture.size().height, duration: 0)
let movingAndReplacingBackground = SKAction.repeatForever(SKAction.sequence([shiftBackground,replaceBackground]))
for i in 0...2 {
background=SKSpriteNode(texture:backgroundTexture)
background.position = CGPoint(x: 0, y: self.frame.midY + (backgroundTexture.size().height * CGFloat(i)))
background.size.height = self.frame.height
background.run(movingAndReplacingBackground)
self.addChild(background)
}
}
I am making an iOS app and running into some problems with physics. As you can tell by the .GIF below, when I rotate the hexagon and the ball hits the rectangle at an angle, it loses some of its velocity and doesn't bounce as high. This is because of the reason shared here (basically because I am constraining the balls horizontal position, it's only using the vertical velocity when hitting an angle, thus losing speed).
I cannot for the life of me figure out a solution to fix this problem. Does anybody have any ideas??
Code for Ball node:
func createBallNode(ballColor: String) -> SKSpriteNode {
let ball = SKSpriteNode(imageNamed: ballColor)
ball.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame)+30)
ball.zPosition = 1
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
ball.physicsBody?.affectedByGravity = true
ball.physicsBody?.restitution = 1
ball.physicsBody?.linearDamping = 0
ball.physicsBody?.friction = 0
ball.physicsBody?.categoryBitMask = ColliderType.Ball.rawValue
ball.physicsBody?.contactTestBitMask = ColliderType.Rect.rawValue
ball.physicsBody?.collisionBitMask = ColliderType.Rect.rawValue
let centerX = ball.position.x
let range = SKRange(lowerLimit: centerX, upperLimit: centerX)
let constraint = SKConstraint.positionX(range)
ball.constraints = [constraint]
return ball
}
Yes, the problem is probably causes by the ball hitting the hexagon when it is not perfectly "aligned". In this case the ball loses vertical speed in favour of the horizontal axis.
Since you want a "discrete logic" I believe in this scenario your should avoid physics (at least for the bouncing part). It would be much easier repeating an SKAction that moves the ball vertically.
Example
I prepared a simple example
class GameScene: SKScene {
override func didMove(to view: SKView) {
super.didMove(to: view)
let ball = createBallNode()
self.addChild(ball)
}
func createBallNode() -> SKSpriteNode {
let ball = SKSpriteNode(imageNamed: "ball")
ball.position = CGPoint(x: frame.midX, y: frame.minY + ball.frame.height / 2)
let goUp = SKAction.move(by: CGVector(dx: 0, dy: 600), duration: 1)
goUp.timingMode = .easeOut
let goDown = SKAction.move(by: CGVector(dx: 0, dy: -600), duration: 1)
goDown.timingMode = .easeIn
let goUpAndDown = SKAction.sequence([goUp, goDown])
let forever = SKAction.repeatForever(goUpAndDown)
ball.run(forever)
return ball
}
}
Update
If you need to perform a check every time the ball touches the base of the Hexagon you can use this code
class GameScene: SKScene {
override func didMove(to view: SKView) {
super.didMove(to: view)
let ball = createBallNode()
self.addChild(ball)
}
func createBallNode() -> SKSpriteNode {
let ball = SKSpriteNode(imageNamed: "ball")
ball.position = CGPoint(x: frame.midX, y: frame.minY + ball.frame.height / 2)
let goUp = SKAction.move(by: CGVector(dx: 0, dy: 600), duration: 1)
goUp.timingMode = .easeOut
let goDown = SKAction.move(by: CGVector(dx: 0, dy: -600), duration: 1)
goDown.timingMode = .easeIn
let check = SKAction.customAction(withDuration: 0) { (node, elapsedTime) in
self.ballTouchesBase()
}
let goUpAndDown = SKAction.sequence([goUp, goDown, check])
let forever = SKAction.repeatForever(goUpAndDown)
ball.run(forever)
return ball
}
private func ballTouchesBase() {
print("The ball touched the base")
}
}
As you can see now the method ballTouchesBase is called every time the ball is a te lower y coordinate. This is the right place to add a check for the color of your hexagon.
I've noticed that the camera property my SKScene is nil. I remedied that by creating a SKCameraNode setting that equal to the camera property, setting its position and adding it to the scene. However, when I do this all of a sudden my objects are no longer in the center of the scene. They are all shifted in some way that does not make sense to me. What am I doing wrong?
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/*
// This is the problem code
let cam = SKCameraNode()
cam.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
self.camera = cam
self.addChild(cam)
*/
let sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite.xScale = 0.5
sprite.yScale = 0.5
sprite.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
self.addChild(sprite)
}
}
Object appears in middle of scene, as expected.
Now the object is shifted to the left. Why?
UPDATE
The following code is giving me the behavior I want. The key is to reposition the camera every time the size of the SKScene changes. Thanks for the suggestions, they got me on the right track.
class GameScene: SKScene {
override func didChangeSize(oldSize: CGSize) {
if let view = self.view{
camera?.position = convertPointFromView(view.center)
}
}
override func didMoveToView(view: SKView) {
let cam = SKCameraNode()
cam.position = CGPoint(x: frame.midX, y:frame.midY)
self.camera = cam
self.addChild(cam)
let sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite.xScale = 0.5
sprite.yScale = 0.5
sprite.position = CGPoint(x: frame.midX, y: frame.midY)
self.addChild(sprite)
}
}
I have a scrolling background, but the background image appears to be "zoomed in" compared to the original image. The background scrolls just fine, but I'm not sure why the image is "zoomed in". Any help would be greatly appreciated.
class GameScene: SKScene, SKPhysicsContactDelegate {
var blueBall:SKSpriteNode!
var backgroundImage:SKSpriteNode!
var backgroundImage2:SKSpriteNode!
override func didMoveToView(view: SKView) {
self.view!.backgroundColor = UIColor(patternImage: UIImage(imageLiteral: "backgroundImage.png"))
self.physicsWorld.gravity = CGVectorMake(0.0, -5.0)
self.physicsWorld.contactDelegate = self
blueBall = SKSpriteNode( imageNamed: "ball1111.png")
blueBall.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
blueBall.physicsBody = SKPhysicsBody(circleOfRadius: blueBall.size.width / 0.85)
blueBall.physicsBody!.dynamic = true
blueBall.physicsBody!.allowsRotation = true
self.addChild(blueBall)
blueBall.zPosition = 2
backgroundImage = SKSpriteNode(imageNamed: "backgroundImage.png")
self.addChild(backgroundImage)
backgroundImage.zPosition = 0
backgroundImage.anchorPoint = CGPoint(x: 0.5, y: 0.5)
backgroundImage.size.height = self.size.height
backgroundImage.size.width = self.size.width
backgroundImage.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
let backgroundTexture = SKTexture(imageNamed: "backgroundImage.png")
let shiftBackground = SKAction.moveByX(-backgroundTexture.size().width, y: 0, duration: 9)
let replaceBackground = SKAction.moveByX(backgroundTexture.size().width, y:0, duration: 0)
let movingAndReplacingBackground = SKAction.repeatActionForever(SKAction.sequence([shiftBackground,replaceBackground]))
for var i:CGFloat = 0; i<3; i++ {
let background = SKSpriteNode(texture: backgroundTexture)
background.position = CGPoint(x: backgroundTexture.size().width/2 + (backgroundTexture.size().width * i), y: CGRectGetMidY(self.frame))
background.size.height = self.frame.height
background.runAction(movingAndReplacingBackground)
self.addChild(background)
}
}
You have an issue with the image not being loaded correctly, so your numbers are off. Basically by loading SKSpriteNode(imageNamed: "backgroundImage.png") with the png extension, you are loading the actual file, not conforming to any retina rules. The width and height then would not be adjusted to handle this case. If you use an atlas inside the xcassets folder, it will allow you to specify the graphics for all display sizes, and will pick the correct one that is supported by the device.
I just started doing ios development with swift and I can't figure out how to draw a circle. I'm just trying to draw a circle, set it to a variable and display in on the screen so I can later use it as the main player. Could anyone tell me how to do this or provide me with the code for this?
I found this code online:
var Circle = SKShapeNode(circleOfRadius: 40)
Circle.position = CGPointMake(500, 500)
Circle.name = "defaultCircle"
Circle.strokeColor = SKColor.blackColor()
Circle.glowWidth = 10.0
Circle.fillColor = SKColor.yellowColor()
Circle.physicsBody = SKPhysicsBody(circleOfRadius: 40)
Circle.physicsBody?.dynamic = true //.physicsBody?.dynamic = true
self.addChild(Circle)
but when I put this on xcode and run the application nothing comes up in the game scene.
If you just want to draw one simple circle at some point it's this:
func oneLittleCircle(){
var Circle = SKShapeNode(circleOfRadius: 100 ) // Size of Circle
Circle.position = CGPointMake(frame.midX, frame.midY) //Middle of Screen
Circle.strokeColor = SKColor.blackColor()
Circle.glowWidth = 1.0
Circle.fillColor = SKColor.orangeColor()
self.addChild(Circle)
}
The below code draws a circle where the user touches.
You can replace the default iOS SpriteKit Project "GameScene.swift" code with the below.
//
// Draw Circle At Touch .swift
// Replace GameScene.swift in the Default SpriteKit Project, with this code.
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
scene?.backgroundColor = SKColor.whiteColor() //background color to white
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
makeCirlceInPosition(location) // Call makeCircleInPostion, send touch location.
}
}
// Where the Magic Happens!
func makeCirlceInPosition(location: CGPoint){
var Circle = SKShapeNode(circleOfRadius: 70 ) // Size of Circle = Radius setting.
Circle.position = location //touch location passed from touchesBegan.
Circle.name = "defaultCircle"
Circle.strokeColor = SKColor.blackColor()
Circle.glowWidth = 1.0
Circle.fillColor = SKColor.clearColor()
self.addChild(Circle)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}}
Swift
let circle = SKShapeNode(circleOfRadius: 100 ) // Create circle
circle.position = CGPoint(x: 0, y: 0) // Center (given scene anchor point is 0.5 for x&y)
circle.strokeColor = SKColor.black
circle.glowWidth = 1.0
circle.fillColor = SKColor.orange
addChild(circle)
In modern Swift(Xcode 13.2.1 and Swift 5.1), try using apple's default game template when creating a project. Then get rid of the actions file and replace the contents of the class GameScene in gameScene.swift with this:
override func didMove(to view: SKView) {
let Circle = SKShapeNode(circleOfRadius: 40)
Circle.position = CGPoint(x: 100, y: 100)
Circle.name = "defaultCircle"
Circle.strokeColor = SKColor.black
Circle.glowWidth = 10.0
Circle.fillColor = SKColor.yellow
Circle.physicsBody = SKPhysicsBody(circleOfRadius: 40)
Circle.physicsBody?.isDynamic = false
self.addChild(Circle)
}
try this
var circle : CGRect = CGRectMake(100.0, 100.0, 80.0, 80.0) //set your dimension
var shapeNode : SKShapeNode = SKShapeNode()
shapeNode.path = UIBezierPath.bezierPathWithOvalInRect(circle.CGPath)
shapeNode.fillColor = SKColor.redColor()
shapeNode.lineWidth = 1 //set your border
self.addChild(shapeNode)
I check your code it works but what maybe happening is the ball disappears because you have dynamic as true. turn it off and try again. the ball is dropping out of the scene.
var Circle = SKShapeNode(circleOfRadius: 40)
Circle.position = CGPointMake(500, 500)
Circle.name = "defaultCircle"
Circle.strokeColor = SKColor.blackColor()
Circle.glowWidth = 10.0
Circle.fillColor = SKColor.yellowColor()
Circle.physicsBody = SKPhysicsBody(circleOfRadius: 40)
Circle.physicsBody?.dynamic = false //set to false so it doesn't fall off scene.
self.addChild(Circle)