I added a background and a explosion particle effect to my app. the background and the sprites work fine together but the explosion effect appears behind the background. The zposition for the background is set to zero, some assistance would be legit.
background = SKSpriteNode(imageNamed: "Starfield")
background.size = CGSize(width: 430, height: 700)
background.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 )
self.addChild(background)
background.zPosition = 0
func explosion(pos: CGPoint) {
var emitterNode = SKEmitterNode(fileNamed: "Explosion.sks")
emitterNode!.particlePosition = pos
self.addChild(emitterNode!)
// Don't forget to remove the emitter node after the explosion
self.runAction(SKAction.waitForDuration(2), completion: { emitterNode!.removeFromParent() })
}
Here's the solution for anyone who needs it.
func explosion(pos: CGPoint) {
var emitterNode = SKEmitterNode(fileNamed: "Explosion.sks")
emitterNode!.particlePosition = pos
self.addChild(emitterNode!)
// Don't forget to remove the emitter node after the explosion
self.runAction(SKAction.waitForDuration(2), completion: { emitterNode!.removeFromParent() })
emitterNode?.zPosition = 2
}
Related
I'm learning how to make games in iOS, so I decided to replicate the first level of Mario Bros using my own assets, just to learn how to make them as well.
The issue I'm having right now is that, when creating the scrolling background, using this formula I found on Hacking with Swift, I keep getting a line in between my images.
I've checked that my images have no border in the AI file. (The images are the ones above)
import SpriteKit
import GameplayKit
class GameScene: SKScene {
private var player = SKSpriteNode()
private var bg = SKSpriteNode()
override func didMove(to view: SKView) {
let playerTexture = SKTexture(imageNamed: "player")
player = SKSpriteNode(texture: playerTexture)
player.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
addBackground()
self.addChild(player)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
// MARK: UTILITY FUNCTIONS
func addBackground() {
let bgTexture = SKTexture(imageNamed: "bg")
for i in 0 ... 1 {
bg = SKSpriteNode(texture: bgTexture)
//bg.position = CGPoint(x: (i == 0 ? bgTexture.size().width : bgTexture.size().width - 1) * CGFloat(i), y: self.frame.midY)
bg.position = CGPoint(x: (bgTexture.size().width * CGFloat(i)) - CGFloat(1 * i), y: 0)
bg.size.height = self.frame.height
//bg.anchorPoint = CGPoint.zero
bg.zPosition = -10
self.addChild(bg)
let moveLeft = SKAction.moveBy(x: -bgTexture.size().width, y: 0, duration: 5)
let moveReset = SKAction.moveBy(x: bgTexture.size().width, y: 0, duration: 0)
let moveLoop = SKAction.sequence([moveLeft, moveReset])
let moveForever = SKAction.repeatForever(moveLoop)
bg.run(moveForever)
}
}
}
Just create a new project, copy-paste it and you should see it running
I also changed my GameScene.sks size to: 2688 x 1242
And one last change I made to make the background appear in full screen was to set the LaunchScreen as stated in this answer which seems to be an issue in Xcode 12
I understand that the formula from Hacking with Swift post is making the images overlap by 1px, I've tried removing the 1 * i part from it, yet results are not different.
Other thing I did was to verify the images were "joining" perfectly together, and they do, the lines you can see in the image below are from the AI canvas, both images join in between "cactuses".
I also tried running it into a device in case it might be a bug in the simulator:
Your image has a thin black border on the left handside and along the top, 1 pixel wide. It's black. Remove that and try again.
Currently trying to get a monster character to move across the screen horizontal back and forth. I'm extremely new to Swift as I just started learning last week and also haven't exactly master OOP. So how do I properly call the enemyStaysWithinPlayableArea func while it calls the addEnemy func. Heres what I have so far:
import SpriteKit
class GameScene: SKScene {
var monster = SKSpriteNode()
var monsterMove = SKAction()
var background = SKSpriteNode()
var gameArea: CGRect
// MARK: - Set area where user can play
override init(size: CGSize) {
// iphones screens have an aspect ratio of 16:9
let maxAspectRatio: CGFloat = 16.0/9.0
let playableWidth = size.height/maxAspectRatio
let margin = (size.width - playableWidth)/2
gameArea = CGRect(x: margin, y: 0, width: playableWidth, height: size.height)
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func didMove(to view: SKView) {
// I want to run addEnemy() while it checks for enemyStayWithinPlayableArea()
// run(SKAction.repeatForever(...)) ???
enemyStayWithinPlayableArea()
// MARK: - Setting the background
background = SKSpriteNode(imageNamed: "background")
background.size = self.size
// Set background at center of screen
background.position = CGPoint(x:self.size.width/2 ,y:self.size.height/2)
// Layering so everything in the game will be in front of the background
background.zPosition = 0
self.addChild(background)
}
func addEnemy() {
// MARK: - Set up enemy and its movements
monster = SKSpriteNode(imageNamed: "monster")
monster.zPosition = 5
// this is where the enemy starts
monster.position = CGPoint(x: 0, y: 300)
self.addChild(monster)
// I want it to move to the end of the screen within 1 sec
monsterMove = SKAction.moveTo(x: gameArea.maxX, duration: 1.0)
monster.run(monsterMove)
}
func enemyStayWithinPlayableArea(){
addEnemy()
// when the monster reaches the right most corner of the screen
// turn it back around and make it go the other way
if monster.position.x == gameArea.maxX{
monsterMove = SKAction.moveTo(x: gameArea.minX, duration: 1.0)
monster.run(monsterMove)
}
// when the monster reaches the left most corner of the screen
// same idea as above
if monster.position.x == gameArea.minX{
monsterMove = SKAction.moveTo(x: gameArea.maxX, duration: 1.0)
monster.run(monsterMove)
}
}
}
So far the enemy moves across the screen to the right edge of the screen, so that part works perfectly. I just need help making sure it continues in a loop (perhaps using the SKAction.repeatForever method but not sure how).
To understand movement of image in spritekit check this example.
let moveLeft = SKAction.moveTo(CGPoint(x: xpos, y: ypos), duration: duration)
let moveRight = SKAction.moveTo(CGPoint(x: xpos, y: ypos), duration: duration)
sprite.runAction(SKAction.repeatActionForever(SKAction.sequence([moveLeft, moveRight])))
for horizontal movement y position never been changed it should be same as in move left and move right.to stop repeatforever action use this.
sprite.removeAllActions()
Make two functions moveToMax and moveToMin with respective SKActions.And run action with completion handler.
func moveToMin(){
monsterMove = SKAction.moveTo(x: gameArea.minX, duration: 1.0)
monster.run(monsterMove, completion: {
moveToMax()
})
}
Log: Here
Please excuse me if this is a stupid, horrid question, but I have been stuck on it and can't find answers anywhere. I have a few nodes: leftMaze, rightMaze, and player. I am trying to detect when the player collides with any of the other two nodes.
Keep in mind that the only physics I want to actually apply to the two maze nodes is gravity. Other than that, I just want them to pass through the player. Also, feel free to give me all the constructive criticism on my code as I am very new and want to get better! Thank you all so much!
override func didMove(to view: SKView) {
backgroundColor = SKColor.white
// PLAYER CONFIG //
player.xScale = 0.25
player.yScale = 0.25
player.position = CGPoint(x:0,y:0 - (self.frame.height/4))
player.physicsBody = SKPhysicsBody(circleOfRadius: max(player.size.width / 2,
player.size.height / 2))
player.physicsBody!.affectedByGravity = false
player.physicsBody!.collisionBitMask = 0
// SPAWNING GAME OBJECTS //
addChild(player)
// DEBUG //
print(size.width, " / " ,size.height)
print(CGPoint(x: size.width * 0.5 ,y: size.height * 0.1))
timer = Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(createMaze),userInfo:nil, repeats: true)
}
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.node == player && contact.bodyB.node == leftMaze{
print("Left Collision!")
}
}
func createMaze(){
/*-------- Right Maze Init --------*/
// HOW BIG THE RIGHT PART OF THE MAZE IS
let randomNumber = arc4random_uniform(UInt32(self.frame.width * 0.66))
// HOW FAR TO PLACE THE RIGHT PART OF THE MAZE FROM THE RIGHT PART OF THE SCREEN
let distanceRight = self.frame.maxX-CGFloat(randomNumber)
// DEFINITION OF RIGHT MAZE
rightMaze.path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: Int(randomNumber), height: mazeHeight), cornerRadius: 0).cgPath
rightMaze.position = CGPoint(x: CGFloat(distanceRight), y: frame.maxY)
rightMaze.fillColor = UIColor.black
//ADDING A PHYSICS BODY AND GRAVITY
rightMaze.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: Int(randomNumber), height: mazeHeight))
rightMaze.physicsBody!.affectedByGravity = true
rightMaze.physicsBody!.collisionBitMask = 0
/*-------- End of Right Maze Init --------*/
/*-------- Left Maze Init --------*/
// WHERE TO PLACE THE LEFT PART OF THE MAZE
let distanceLeft = self.frame.minX
// DEFINITION OF THE LEFT MAZE
leftMaze.path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: Int(self.frame.width-CGFloat(randomNumber)-(player.size.width+20)), height: mazeHeight), cornerRadius: 0).cgPath
leftMaze.position = CGPoint(x: CGFloat(distanceLeft), y: frame.maxY)
leftMaze.fillColor = UIColor.black
//ADDING A PHYSICS BODY AND GRAVITY
leftMaze.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: Int(self.frame.width-CGFloat(randomNumber)-(player.size.width+20)), height: mazeHeight))
leftMaze.physicsBody!.affectedByGravity = true
leftMaze.physicsBody!.collisionBitMask = 0
/*-------- End of Left Maze Init --------*/
addChild(rightMaze)
addChild(leftMaze)
You have no contactTestBitMask on your sprites, so your didBegin is never called.
I have a game where an object falls from the top of the screen to the bottom randomly. I want to have it to where if the object is tapped, I can tell it to do something, like add points to the score.
Can you help me try to figure this out? I'll be on to answer any questions if you happen to have any. Here is the code I'm using:
class GameSceneTest: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.clearColor()
physicsWorld.gravity = CGVectorMake(0, 0)
physicsWorld.contactDelegate = self
//Change duration
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.runBlock(addObject), SKAction.waitForDuration(1)])
))
//AddMusicHere
}
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
func add Object() {
let Object = SKSpriteNode(imageNamed: "Object\(arc4random_uniform(6) + 1).png")
Object.userInteractionEnabled = true
Object.size = CGSize(width: 50, height: 50)
Object.physicsBody = SKPhysicsBody(rectangleOfSize: Object.size)
Object.physicsBody?.dynamic = true
//Determine where to spawn gem across y axis
let actually = random(min: Object.size.width/2, max: size.width - Object.size.width/2)
//Position Object slightly off screen along right edge
//and along random y axis point
//Object.position = CGPoint(x: size.width + Object.size.width/2 , y: actually)
Object.position = CGPoint(x: actually, y: size.height + Object.size.height/2)
//Add the Object to the scene
addChild(Object)
//Determines speed of Object (edit later to where speed depends on type of Object)
let actualDuration = random(min: CGFloat(4), max: CGFloat(5))
//Create the Actions
let actionMove = SKAction.moveTo(CGPoint(x: actually, y: gem.size.height/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
let loseAction = SKAction.runBlock() {
let reveal = SKTransition.flipHorizontalWithDuration(0.5) //Change to flipe vertical
let gameOverScene = GameOverScene(size: self.size, won: false)
self.view?.presentScene(gameOverScene, transition: reveal)
}
Object.runAction(SKAction.sequence([actionMove, loseAction, actionMoveDone]))
}
Take a look at "Moving The Cards Around The Board" in the following tutorial: Ray Wenderlicht SpriteKit Tutorial.
Then read a bit more around handling touch events in iOS (e.g. Handling Touches...).
Then try something in code and if you get stuck post a more specific question - because this one is a little too general.
I appologise for the confusing question title, but I wasn't quite sure how to phrase my question. My ultimate goal is to remove an SKSpriteNode a certain amount of time after it's creation. However, there is a small complication. Using the following code
func remove() {
laser.removeFromParent()
}
runAction(
SKAction.sequence([
SKAction.waitForDuration(5.0),
SKAction.runBlock(remove)
])
)
I'm able to remove the SKSpriteNode I named 'laser'. When I call my function once, fireLasers(), everything runs smoothly and the laser disappears after 5 seconds. The problem is when I call it twice within a period of 5 seconds. When this happens, the first laser will stick around indefinitely and the second disappears earlier than intended. I understand why this happens, but would like to know if there's a way around it. Here's the code for the GameScene which creates the world, background image, player Sprite, and defines the fireLasers function. There's a lot of stuff that goes on in the ViewController that works with the velocities and directions of the sprites, but I hope this is sufficient to find a solution.
import SpriteKit
class GameScene: SKScene {
var player = SKSpriteNode()
var world = SKShapeNode()
var worldTexture = SKSpriteNode()
var laser = SKShapeNode()
override func didMoveToView(view: SKView) {
self.anchorPoint = CGPointMake(0.5, 0.5)
self.size = CGSizeMake(view.bounds.size.width, view.bounds.size.height)
// Add world
world = SKShapeNode(rectOfSize: CGSizeMake(7000, 7000))
world.physicsBody = SKPhysicsBody(edgeLoopFromPath: world.path!)
world.fillColor = SKColor.blackColor()
self.addChild(world)
// Add Background Image
worldTexture = SKSpriteNode(imageNamed: "grid")
worldTexture.size = CGSize(width: 7000, height: 7000)
world.addChild(worldTexture)
// Add player
player = SKSpriteNode(imageNamed: "Spaceship")
player.size = CGSize(width: 50, height: 50)
player.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 50, height: 50))
player.physicsBody?.affectedByGravity = false
player.physicsBody?.dynamic = true
world.addChild(player)
}
override func update(currentTime: CFTimeInterval) {
world.position.x = -player.position.x
world.position.y = -player.position.y
}
func fireLasers() {
laser = SKShapeNode(rectOfSize: CGSizeMake(10, 50))
laser.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 10, height: 50))
laser.position.x = player.position.x
laser.position.y = player.position.y + CGFloat(50)
laser.fillColor = SKColor.redColor()
laser.physicsBody?.dynamic = true
laser.physicsBody?.affectedByGravity = false
world.addChild(laser)
func remove() {
laser.removeFromParent()
}
runAction(
SKAction.sequence([
SKAction.waitForDuration(5.0),
SKAction.runBlock(remove)
])
)
}
}
Instead of keeping a reference to the laser (which will, as you noticed, force you to only have one around at a time), why not run an action on the created laser nodes themselves? This will allow you to use the handy SKAction class method removeFromParent():
let newLaser = makeNewLaser()
let laserAction = SKAction.sequence([SKAction.waitForDuration(5), SKAction.removeFromParent()])
newLaser.runAction(laserAction)