Unable to move sprite left or right in SpriteKit - ios

https://github.com/bmh3110/JackTheGiantGame
I'm unable to move my sprite left or right when the screen is touched. I'm just starting this game and I can't even get it to work. I've had this problem for a few days and it's getting really frustrating.
GameplayScene.swift
import SpriteKit
class GameplayScene: SKScene {
var player : Player?
var canMove = false
var moveLeft = false
var center : CGFloat?
override func didMoveToView(view: SKView) {
center = (self.scene?.size.width)! / (self.scene?.size.height)!
player = self.childNodeWithName("Player") as? Player!
}
override func update(currentTime: NSTimeInterval) {
managePlayer()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
if location.x > center {
moveLeft = false
} else {
moveLeft = true
}
}
canMove = true
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
func managePlayer() {
if canMove {
player?.movePlayer(moveLeft)
}
}
}
Player.swift
import SpriteKit
class Player: SKSpriteNode {
func movePlayer(moveLeft: Bool) {
if moveLeft {
self.position.x = self.position.x - 7
} else {
self.position.x = self.position.x + 7
}
}
}

In the touchesEnded function set canMove = false

Related

Detect when rotation has completed and move to new Scene

I am trying to implement moving to another scene when a wheel stops rotating. The code I have is shown below. I cannot figure out how to detect when the velocity has reached 0.0?
import SpriteKit
import GameplayKit
class GameplayScene: SKScene {
var player: Player?;
override func didMove(to view: SKView) {
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
}
So from here, I would like to execute the following when the wheel has stopped spinning:
let play_scene = Questions(fileNamed: "QuestionsScene")
play_scene?.scaleMode = .aspectFill
self.view?.presentScene(play_scene!, transition: SKTransition.doorsOpenVertical(withDuration: 1))
I have now edited the class and it looks as follows:
import SpriteKit
import GameplayKit
class GameplayScene: SKScene, SKSceneDelegate {
var player: Player?
override func didMove(to view: SKView) {
self.delegate = self
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.pinned = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func didSimulatePhysics() {
if ((player?.physicsBody?.angularVelocity)! <= CGFloat(0.01))
{
print("Got it")
}
}
}
Problem is I still receive an error on the if statement within didSimulatePhysics function. The error I receive is "Thread 1: EXC_BAD_INSTRUCTION...."
Your wheel's SKPhysicsBody has a built-in property, angularVelocity, that tells you how fast it's spinning. You're already using it when you set it to r to start the wheel spinning.
To watch angularVelocity you can use didSimulatePhysics(). It gets called once every frame, right after the physics calculations are done. That will look something like this:
func didSimulatePhysics() {
if wheelIsSpinning && angularVelocity != nil && angularVelocity! <= CGFloat(0.001) {
wheelIsSpinning = false
// wheel has stopped
// add your code here
}
}
Due to the vagaries of physics modeling, the angularVelocity might never be exactly zero. So instead we watch for it to be less than some arbitrary threshold, in this case 0.001.
You don't want it to execute every frame when the wheel isn't moving, so I added a property wheelIsSpinning to keep track. You'll need to add it as an instance property to GameplayScene, and set it to true in spin().

How to I move an object in Sprite Kit?

I have this code and I am trying to write a game. I want the car to go right one lane when there is a tap on the right side of the screen and left one lane when there is a tap on the left side of the screen. I wrote a function to move the car but I don't know how to get it to work. This is my code:
//
// GameScene.swift
// cargame
//
// Created by Pranav Sharan on 3/21/17.
// Copyright © 2017 Pranav Sharan. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let player:SKSpriteNode = self.childNode(withName: "car") as! SKSpriteNode
}
func touchDown(atPoint pos : CGPoint) {
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self)
print(position.x)
print(position.y)
if position.x < 0 {
moveLeft(object: player)
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func moveLeft(object: SKSpriteNode){
let move = SKAction.moveTo(x: -20, duration: 0.5)
object.run(move)
}
}
Here is an example of how you can Accomplish this, Hope it helps.
class GameScene: SKScene {
var player = SKSpriteNode()
override func didMove(to view: SKView) {
player = SKSpriteNode(color: .purple, size: CGSize(width: 100, height: 100))
player.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
self.addChild(player)
}
func touchDown(atPoint position : CGPoint) {
if position.x < self.frame.midX
{
let move = SKAction.moveTo(x: self.frame.minX + 200, duration: 0.3)
player.run(move)
} else if position.x > self.frame.midX {
let move = SKAction.moveTo(x: self.frame.maxX - 200, duration: 0.3)
player.run(move)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
}
If a touch is less than the middle of the screen, The middle of the screen defined by self.frame.midX.
First thing I see is that you declare your player node in the didMove() function, which makes it invisible outside the scope of that function.
Declare the player node as a property of your GameScene class to make it available everywhere inside and outside of your class. Then, you assign your scene object to it. Your code would more likely look like that:
class GameScene: SKScene {
var player:SKSpriteNode
override func didMove(to view: SKView) {
self.player = self.childNode(withName: "car") as! SKSpriteNode
}

How to delete objects by touch in swift Xcode

I am trying to delete an image that is moving by touch and only that image. I spawn multiple images of that same image and I only want to delete the ones that are being touched. How can I do this? Any ideas? I am running IOS app Game and SpriteKit.
import SpriteKit
`class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let myLabel = SKLabelNode(fontNamed:"Chalkduster")
myLabel.text = "Hello, World!"
myLabel.fontSize = 45
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(myLabel)
}
func generateNode() {
let Bullet = SKSpriteNode(imageNamed: "Bullets")
Bullet.name = "generatedNode"
}
func touchesCancelled(touches: NSSet, withEvent event: UIEvent?) {
let touch = touches.anyObject() as! UITouch?
if let location = touch?.locationInNode(self)
{
for Bullet in self.nodesAtPoint(location)
{
if Bullet.name == "generatedNode"
{
Bullet.removeFromParent()
}
}
}
}
}
func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}

Is there a way in Sprite Kit to get coordinates of a finger that doesn't move at the moment?

To avoid unexpected game behaviour I'd like to know coordinates of all fingers on the touchscreen at any given moment. Is there a way of doing this?
For example get coordinates of the fist finger when second is taken off from the screen.
Thanks in advance!
Here's the solution based on trojanfoe's idea.
import SpriteKit
class GameScene : SKScene {
struct fingerTrackData {
var fingerID : Int // used to identify fingers in other part of the code
var lastLocation : CGPoint // location of each finger
}
// array that stores information about each finger coordinates
var fingerTracks : [fingerTrackData] = []
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
// getAvailableFingerID() returns available fingerID to avoid ID duplication
self.fingerTracks.append(fingerTrackData(fingerID: self.getAvailableFingerID(), lastLocation: location))
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
self.updateFingerTracks(location)
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
// deregistering unnecessary finger tracks
self.fingerTracks.removeAtIndex(self.getClosestFingerArrayIndexByLocation(location))
}
}
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
// touchesCancelled occurs e.g. when more than 5 fingers on iPhone is on the screen
// Deregistering all tracks here
self.fingerTracks.removeAll()
}
override func update(currentTime: NSTimeInterval) {
// to see in console what is actually happening in array
if fingerTracks.count > 0 {
for fingerTrack in self.fingerTracks {
print("Finger: \(fingerTrack.fingerID) Location: \(fingerTrack.lastLocation)")
}
} else {
print("---")
}
}
/*
* Below are some helper functions for convenience
*/
func getClosestFingerArrayIndexByLocation (location: CGPoint) -> Int {
var fingerTrackKeyToUpdate : Int = 0
var shortestDistance : CGFloat = 100500 // some big number that is much bigger than screen size
for (fingerTrackKey, fingerTrack) in self.fingerTracks.enumerate() {
// calculating distance from previous record for each finger
let calculatedDistance = sqrt(pow(fingerTrack.lastLocation.x - location.x,2) + pow(fingerTrack.lastLocation.y - location.y,2))
// shortest one gives us finger ID
if calculatedDistance < shortestDistance {
shortestDistance = calculatedDistance
fingerTrackKeyToUpdate = fingerTrackKey
}
}
return fingerTrackKeyToUpdate
}
func updateFingerTracks(location: CGPoint) {
let closestFingerArrayIndex = self.getClosestFingerArrayIndexByLocation(location)
let fingerIDToUpdate = self.fingerTracks[closestFingerArrayIndex].fingerID
self.fingerTracks[closestFingerArrayIndex] = fingerTrackData(fingerID: fingerIDToUpdate, lastLocation: location)
}
func getClosestFingerIdByLocation(location: CGPoint) -> Int {
return self.fingerTracks[self.getClosestFingerArrayIndexByLocation(location)].fingerID
}
func getAvailableFingerID() -> Int {
var availableFingerID : Int = 0
if self.fingerTracks.count > 0 {
var checkAgain = true
while checkAgain {
checkAgain = false
for fingerTrack in self.fingerTracks {
if availableFingerID == fingerTrack.fingerID {
checkAgain = true
availableFingerID++
}
}
}
}
return availableFingerID
}
}
Thanks all for your assistance!
class GameScene : SKScene {
// stores all touches at any moment
var touchTracks : [UITouch] = []
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
self.touchTracks.append(touch)
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
var touchIndexToRemove : Int?
for i in 0..<self.touchTracks.count {
if self.touchTracks[i] == touch {
touchIndexToRemove = i
}
}
self.touchTracks.removeAtIndex(touchIndexToRemove!)
}
}
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
// touchesCancelled occurs e.g. when more than 5 fingers on iPhone is on the screen
// Deregistering all tracks here
self.touchTracks.removeAll()
}
}

Ease out animation for SKSpriteNode

I'm moving a sprite by using the touchesMoved method. So far this is working fine, but the result looks a little bit unnatural. The sprite stops immediately, once the movement of my finger stops. A more natural impression would be, if the sprite continuous the movement a little time with an ease out function. Any idea how to implement this?
Here is my code:
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode?
var xOrgPosition: CGFloat = 0.0
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite!.xScale = 0.1
sprite!.yScale = 0.1
sprite!.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(sprite!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let xTouchPosition = touch.locationInNode(self).x
if xOrgPosition != 0.0 {
// calculate the new position
sprite!.position = CGPoint(x: sprite!.position.x - (xOrgPosition - xTouchPosition), y: sprite!.position.y)
}
// Store the current touch position to calculate the delta in the next iteration
xOrgPosition = xTouchPosition
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Reset value for the next swipe gesture
xOrgPosition = 0
}
}
Update:
I've made a short sample project, based on the answers from hamobi
Tutorial
Git repository
i think this might be what youre going for. let me know if you have any questions :)
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode?
var xOrgPosition: CGFloat?
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite!.xScale = 0.1
sprite!.yScale = 0.1
sprite!.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(sprite!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
xOrgPosition = touch.locationInNode(self).x
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
xOrgPosition = nil
}
override func update(currentTime: NSTimeInterval) {
if let xPos = xOrgPosition {
sprite!.position.x += (xPos - sprite!.position.x) * 0.1
}
}
}

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