Explanation
I'm trying to speed up my game when touching the screen (and decreasing its speeds when touching again). I kinda made it work, but not fully.
When touching the screen, all actions are removed and ran again (so it can read the new gameSpeed). But the sprites that were already spawned, won't be applied to the new action, so it still runs by the last gameSpeed. Is there any way to make all the sprites be speeded up?
Code
This is the test code I made (you can download it here):
import SpriteKit
class GameScene: SKScene {
// MARK: - Declare
lazy var frameHeight : CGFloat = CGFloat(self.frame.height)
var ball = SKSpriteNode()
var speeded = Bool()
var gameSpeed = CGFloat(1)
// MARK: - Setup
func setupBall(){
ball = SKSpriteNode(imageNamed: "ball")
ball.position = CGPointMake(self.frame.width / 2, self.frame.height)
}
// MARK: - Action
func actionsBall(){
// Spawn ball
self.setupBall()
self.addChild(self.ball)
// Move down and remove when go off screen
let duration = (NSTimeInterval((0.003 / gameSpeed) * frameHeight))
let moveBall = SKAction.moveByX(0, y: -frameHeight, duration: duration)
let removeBall = SKAction.removeFromParent()
self.ball.runAction(SKAction.sequence([moveBall, removeBall]))
}
// MARK: - First Event
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// Start spawning, moving and removing
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.waitForDuration((0.00075 / Double(gameSpeed)) * Double(frameHeight)), SKAction.runBlock(self.actionsBall)])))
}
// MARK: - Touch
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
if speeded == false{
speeded = true
gameSpeed = 2
removeAllActions()
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.waitForDuration((0.00075 / Double(gameSpeed)) * Double(frameHeight)), SKAction.runBlock(self.actionsBall)])))
}
else if speeded == true{
speeded = false
gameSpeed = 1
removeAllActions()
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.waitForDuration((0.00075 / Double(gameSpeed)) * Double(frameHeight)), SKAction.runBlock(self.actionsBall)])))
}
}
// MARK: - Update
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
Thanks in advance,
Luiz.
In the didMove method of your SKScene class, add the following:
physicsWorld.speed = CGFloat(2.0)
Most likely you simply didn't pass it as a CGFloat or it was not included in the proper method.
Related
I want to build an inventory for my SpriteKit game. For this I want to go to another SKScene File which represents my inventory when I press the pause button. My problem is that when I make a transition from my InventoryScene back to my GameScene, the GameScene loads completely new. This is the transition code from my GameScene class:
func loadInventory(){
if !transitionInProgress{
transitionInProgress = true
if let scene = InventoryScene(fileNamed: "Inventory"){
Globals.InventoryGlobals.levelBeforeSwitch = currentLevel
scene.scaleMode = .aspectFill
let transition = SKTransition.push(with: .down, duration: 0.5)
self.view?.presentScene(scene, transition: transition)
}
}
}
With this code I'll go to my InventoryScene.
Now in my InventoryScene I want to go back to my GameScene with this:
func loadLevel(level: String){
if !transitionInProgress{
transitionInProgress = true
if let scene = GameScene(fileNamed: level){
scene.currentLevel = level
scene.scaleMode = .aspectFill
let transition = SKTransition.doorsOpenHorizontal(withDuration: 1)
self.view?.presentScene(scene, transition: transition)
}
}
}
The transitions are working but my problem is that the GameScene loads completely new, which is obviously because I instantiate a new GameScene. So when the player is in the middle of the level and then goes to the Inventory and back to the GameScene, the player is back at the beginning of the level. If I go from the Inventory back to the scene I want to be the GameScene as it was before (player position, enemy health, etc.)
Has anyone an idea how i can do this?
Retaining your scene is very simple, all you need to do is retain the scene with a strong reference
In your ViewController, it is as simple as storing a variable
class ViewController : UIViewController
{
var gameScene = GameScene(fileNamed:"GameScene")
}
Now for as long as your view controller is alive, your scene will be alive.
To access it, you just need to find a way to tell the MenuScene where your view controller is, then present the scene.
class ViewController : UIViewController
{
var gameScene = GameScene(fileNamed:"GameScene")
lazy var skView : SKView = self.view as! SKView
func gotoMenu()
{
let menu = MenuScene(fileNamed"MenuScene")
menu.viewController = self
skView.presentScene(menu)
}
}
class MenuScene : SKScene
{
var viewController : ViewController!
func returnToGame()
{
view.presentScene(viewcontroller.gameScene)
}
}
But, what if you don't want to use custom SKScene classes all the time, use a view controller, or would rather rely on components, why isn't there a convenient way to go back to a scene.
Well my friend, there is, and it is where userData comes into play
class GameScene : SKScene
{
func gotoMenu()
{
let menu = MenuScene(fileNamed:"MenuScene")
menu.userData = menu.userData ?? ["":Any]()
menu.userData["backToScene"] = self
view.presentScene(menu)
}
}
class MenuScene : SKScene
{
func returnToGame()
{
guard let userData = userData, let scene = userData["backToScene"] as? SKScene
view.presentScene(scene)
}
}
Since we are retaining it in the user data, we can now present the old scene anywhere we have access to the menu scene.
userData is also great in transferring inventory, of course I would create a class to manage the inventory, and just pass the reference via userData
Now, to create a menu that overlays the current scene, that is as simple as applying a new node onto your scene.
You can even use a separate SKS file to layout your menu, and overlay it:
class GameScene : SKScene
{
let menu = MenuScene(fileNamed:"MenuScene")
func overlayMenu()
{
scene.addChild(menu) //You probably want to add an SKCameraNode, and add it to the camera instead
}
override func update(currentTime: CFTimeInterval)
{
if menu.parent != nil
{
menu.update(currentTime:currentTime) //do this only when you need to have a constant update call, be sure to include additional functionality like `didFinishUpdate` in the approprate functions when needed
}
}
}
Of course now would be a good time to develop what is called a worldNode, also may be referred to as gameNode
Essentially what this node is, is the node that holds all your game elements.
This allows you to add overlay nodes that can pause your game.
Your scene hierarchy would like like this:
SKScene
--worldNode
----all nodes that belong in the game
--menuNode
----all nodes that belong on the menu
Now at any time, menu can set the worldNode's isPaused state to true, allowing the game to pause and still giving you the ability to interact with the menuNode
I do layover windows all the time in my Spritekit games, and it doesn't have to be as complicated as you are thinking. Here is how you can do it all in Spritekit without leaving the Scene.
Create a new class which is a subclass of SKSpriteNode for your InventoryDialog.
import SpriteKit
protocol InventoryDialogDelegate: class {
func close()
}
class InventoryDialog: SKSpriteNode {
private var closeButton: SKSpriteNode!
weak var delegate: InventoryDialogDelegate?
init(size: CGSize) {
super.init(texture: nil, color: .clear, size: size)
name = "inventoryDialog"
//do some background design work here
let background = SKSpriteNode(color: .white, size: self.size)
background.zPosition = 1
addChild(background)
closeButton = SKSpriteNode(texture: SKTexture(imageNamed: "closeButton"))
closeButton.position = CGPoint(x: self.size.width / 2 - closeButton.size.width / 2, y: self.size.height / 2 - closeButton.size.height / 2)
closeButton.zPosition = 2
addChild(closeButton)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
if closeButton.contains(touchLocation) {
close()
}
}
func close() {
self.delegate?.close()
}
}
inside your GameScene file
class GameScene: SKScene {
var inventoryDialog: InventoryDialog!
var openButton: SKSpriteNode!
override func didMove(to view: SKView) {
openButton = SKSpriteNode(texture: SKTexture(imageNamed: "openButton"))
openButton.position = CGPoint(x: self.size.width / 2 - closeButton.size.width / 2, y: self.size.height / 2 - closeButton.size.height / 2)
openButton.zPosition = 2
addChild(openButton)
}
func displayInventoryDialog() {
backgroundBlocker = SKSpriteNode(imageNamed: "background3")
backgroundBlocker.size = self.size
backgroundBlocker.zPosition = 4999
addChild(backgroundBlocker)
inventoryDialog = InventoryDialog(size: CGSize(width: 500, height: 800))
inventoryDialog.delegate = self
inventoryDialog.zPosition = 5000
addChild(inventoryDialog)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//pause any action that you don't want running while the dialog is open
gameLayer.isPaused = true
let touch = touches.first
let touchLocation = touch!.location(in: self)
if openButton.contains(touchLocation) {
displayInventoryDialog()
}
}
}
//MARK: - InventoryDialogDelegate Methods
extension GameScene: InventoryDialogDelegate {
func close() {
//at this point you could update any GUI nesc. based on what happened in your dialog
backgroundBlocker.removeFromParent()
inventoryDialog?.removeFromParent()
gameLayer.isPaused = false
}
}
here is exactly what you wanted.
class GameScene: SKScene {
class InventoryManager: UIView {
override init(frame: CGRect) {
super.init(frame: CGRect(x: 0, y: 0, width: 300, height: 200))
//here is where you set up anything you want to display inside the view
self.backgroundColor = UIColor.green
let Button = UIButton()
Button.frame = CGRect(x: 0, y: 0, width: 40, height: 20)
Button.backgroundColor = UIColor.red
let TouchView = UIView()
TouchView.frame = self.frame
Button.center.x = TouchView.center.x
Button.center.y = TouchView.center.y
TouchView.backgroundColor = UIColor.brown
self.addSubview(TouchView)
//make sure you add any objects that you want to the TouchView and not to the self
TouchView.addSubview(Button)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
var InventoryView = InventoryManager()
var Node = SKSpriteNode()
override func didMove(to view: SKView) {
//this keeps the view centered in the screen
InventoryView.center.x = (self.view?.center.x)!
InventoryView.center.y = (self.view?.center.y)!
Node = SKSpriteNode(color: UIColor.blue, size: CGSize(width: 40, height: 40))
Node.position = CGPoint(x: self.frame.size.width / 3, y: self.frame.size.height / 3)
self.addChild(Node)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if !(self.view?.frame.contains(location))! {
InventoryView.removeFromSuperview()
}
if Node.contains(location) && InventoryView.isDescendant(of: self.view!) {
self.view?.addSubview(InventoryView)
}
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
clicking the blue button adds it to the scene again and clicking anywhere else removes it from the scene
I'm trying to fade in an object into my game when I first touch the screen, but I think that because it was hidden before (when game was launched), it won't fade in, but only show without any animation.
Do you have any suggestions?
This is an example code:
import SpriteKit
class GameScene: SKScene {
var myLabel = SKLabelNode()
var gameStarted = Bool()
func setupMyLabel(){
myLabel = SKLabelNode(fontNamed:"Chalkduster")
myLabel.text = "Hello, World!"
myLabel.fontSize = 35
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
}
override func didMoveToView(view: SKView) {
/* Setup your scene here */
setupMyLabel()
self.addChild(myLabel)
myLabel.hidden = true
gameStarted = false
}
func startGame(){
myLabel.hidden = false
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
if gameStarted == false{
gameStarted = true
startGame()
self.myLabel.runAction(SKAction.fadeInWithDuration(2.0))
}
else{
//do nothing
}
}
}
According to Apple's documentation on fadeInWithDuration it states that:
When the action executes, the node’s alpha property animates from its
current value to 1.0.
So you're right in thinking it's because your node is hidden when it starts. =)
One possible solution would be to instead of setting the node's hidden property to true, instead set it's alpha value to 0. Or you could even create your own method to perform that includes the runAction method that would set the alpha to 0, un-hide the node, and then call SKAction.fadeInWithDuration similar to something below (please forgive any syntax errors, this is free-hand pseudo code)...
startGame()
self.fadeIn(self.myLabel, duration: 2.0)
...
func fadeIn() {
self.myLabel.alpha = 0.0
self.myLabel.hidden = false
self.myLabel.runAction(SKAction.fadeInWithDuration(2.0))
}
I am making a game where as the main sprite/player moves constantly, he/she needs to jump through barriers.
I need help with how to set a constant velocity for my moving sprite. When I try and do this in the SpriteKit update function, I can’t apply an impulse to jump whenever the user taps the screen.
Here is my code. I commented the places where I am having trouble:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
if (gameStarted == false) {
gameStarted = true
mainSprite.physicsBody?.affectedByGravity = true
mainSprite.physicsBody?.allowsRotation = true
let spawn = SKAction.runBlock({
() in
self.createWalls()
})
let delay = SKAction.waitForDuration(1.5)
let spawnDelay = SKAction.sequence([spawn, delay])
let spawnDelayForever = SKAction.repeatActionForever(spawnDelay)
self.runAction(spawnDelayForever)
let distance = CGFloat(self.frame.height + wallPair.frame.height)
let movePipes = SKAction.moveByX(0, y: -distance - 50, duration: NSTimeInterval(0.009 * distance)) // Speed up pipes
let removePipes = SKAction.removeFromParent()
moveAndRemove = SKAction.sequence([movePipes, removePipes])
} else {
if died == true {
}
else {
mainSprite.physicsBody?.applyImpulse(CGVectorMake(0, 20)) // TRYING TO APPLY AN IMPULSE TO MY SPRITE SO IT CAN JUMP AS IT MOVES
}
}
for touch in touches {
let location = touch.locationInNode(self)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
updateSpritePosition()
mainSprite.physicsBody?.velocity = CGVectorMake(400, 0) // SETS A CONSTANT VELOCITY, HOWEVER I CAN NOT APPLY AN IMPULSE.
}
The problem is that you're overwriting the velocity in the update method. So even though you added an impulse, it gets immediately overwritten by code in the update. Try overwriting just the dx part of the velocity.
override func update(currentTime: CFTimeInterval) {
updateSpritePosition()
mainSprite.physicsBody?.velocity = CGVectorMake(400, mainSprite.physicsBody?.velocity.dy)
}
I have 2 different textures for my character that overlap/are displayed too fast
while moving the character. How can I set a duration for the animation, so the textures always switch at the same speed while moving the character?
This is my code:
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let animatePlayerStart = SKAction.setTexture(SKTexture(imageNamed: "Player\(i).png"))
// Determine speed for character movement
var minDuration:CGFloat = 0.7;
var maxDuration:CGFloat = 1.8;
var rangeDuration:CGFloat = maxDuration - minDuration;
var actualDuration:NSTimeInterval = NSTimeInterval((CGFloat(arc4random())%rangeDuration) + minDuration)
let move = SKAction.moveTo(location, duration:actualDuration)
player.runAction(SKAction.sequence([animatePlayerStart, move]))
// i determines which texture is going to be displayed
if(self.i == 2) {
self.i = 1
}
else{
self.i++
}
}
}
You are changing texture in touchesMoved which is called fast, thus the effect you are currently getting. To change textures after pre-defined period of time you can use this method:
+ animateWithTextures:timePerFrame:
import SpriteKit
class GameScene: SKScene {
let hero = SKSpriteNode(imageNamed: "heroState_A")
let textureA = SKTexture(imageNamed: "heroState_A")
let textureB = SKTexture(imageNamed: "heroState_B")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//Because hero is already initialized with textureA, start from textureB
let animation = SKAction.animateWithTextures([textureB,textureA], timePerFrame:0.5)
hero.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame))
addChild(hero)
//Start animation
hero.runAction(SKAction.repeatActionForever(animation),withKey:"heroAnimation")
//Removing heroAnimation
//You can stop this animation by hero.removeAllActions, but if you run animation with key, you can remove just that particular action, which gives you more control
let stop = SKAction.runBlock({
if(self.hero.actionForKey("heroAnimation") != nil){
self.hero.removeActionForKey("heroAnimation")
}
})
//Just an example, in real app you will do this at certain events (eg. when player stops his movement)
runAction(SKAction.sequence([SKAction.waitForDuration(5),stop]))
}
}
I am trying to detect when the player object collides with the other objects in my game. This is my current code:
import SpriteKit
class GameScene: SKScene {
let player = SKSpriteNode(imageNamed: “Box”)
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
player.position = CGPoint(x: size.width/2, y: size.height/2)
addChild(player)
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(addObject),
SKAction.waitForDuration(1)
])
))
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(addSecondObject),
SKAction.waitForDuration(1)
])
))
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
player.position = location
}
}
func EndGame() {
println("GAME OVER")
}
func Collision() {
if (CGRectIntersectsRect(player.frame, object.frame )) {
[EndGame];
}
if (CGRectIntersectsRect(player.frame, object1.frame)) {
[EndGame];
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func addObject() {
let object = SKSpriteNode(imageNamed: "object1”)
object.name = "object1”
object.position = CGPoint(x: size.width/4, y: size.height/4)
self.addChild(object)
}
func addSecondObject() {
let object = SKSpriteNode(imageNamed: "object2”)
object.name = "object2”
object.position = CGPoint(x: size.width/2, y: size.height/2)
self.addChild(object)
}
}
So you can see my collision code is this:
func Collision() {
if (CGRectIntersectsRect(player.frame, object.frame )) {
[EndGame];
}
if (CGRectIntersectsRect(player.frame, object1.frame)) {
[EndGame];
}
}
The problem is that because object and object 1 variables are private to func (addObject) and func (addSecondObject), I can't call them in the above code. When they collide, currently I just want EndGame() to run which prints "Game Over" in the console.
I don't know if the method I have taken for collision detection is correct, but any help would be great! Thanks :)
For very basic sprites, yes, its right. You can imagine a diagonal line image "/" would trigger a collision if the top left corner of it overlapped with something, even though the actual object doesn't overlap.
Apple has a nice page discussing collisions here : https://developer.apple.com/library/ios/documentation/GraphicsAnimation/Conceptual/CodeExplainedAdventure/HandlingCollisions/HandlingCollisions.html
Also, numerous youtube videos talk about how to get this sort of thing working. eg : https://www.youtube.com/watch?v=dX0KvKtc3_w
You need to make it so the collision detection code runs(possible on a timer or something) and then, perhaps, pass in the objects you want to check or make those objects members of the class (IBOutlet) or similar strategy to gain access to them.
You have to use SKPhysicsbody:
struct PhysicsCategory {
static let None : UInt32 = 0
static let Player : UInt32 = 0b1
static let Object : UInt32 = 0b10
}
player.physicsBody = SKPhysicsBody(rectangleOfSize: player.size) // 1
player.physicsBody?.dynamic = true // 2
player.physicsBody?.categoryBitMask = PhysicsCategory.Player// 3
player.physicsBody?.contactTestBitMask = PhysicsCategory.Object//4
player.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
You set the SKPhysicsBody and make it the size of your player-object
Then you make it dynamic. That the physicsbody is dynamic.
That is the categoryBitMask. It's like the identifier of your SKNode. So that other SKNodes can register on you and say: "Hey I want to know if I touch that guy".
That's the contactTestbitMask which handles which SKNodes should interact with you. So you say "If that node touches me, say something".
What should happen, if this node collides.
For more informations and a nice starter tutorial, use raywenderlichs tutorial.