i am developing a game using Swift and SpriteKit. I want that the background changes at a certain score. Here is the code:
class GameScene: SKScene {
var bg = SKSpriteNode()
override func didMoveToView(view: SKView) {
makeBg()
}
func makeBg() {
let bgTexture = SKTexture(imageNamed: "img/bg.png")
let moveBg = SKAction.moveByX(-bgTexture.size().width, y: 0, duration: 9)
let replaceBg = SKAction.moveByX(bgTexture.size().width, y: 0, duration:0)
let animateBg = SKAction.repeatActionForever(SKAction.sequence([moveBg, replaceBg]))
for var i: CGFloat = 0; i<3; i++ {
let bg = SKSpriteNode(texture: bgTexture)
bg.name = "background"
bg.position = CGPoint(x: bgTexture.size().width/2 + bgTexture.size().width * i, y: CGRectGetMidY(self.frame))
bg.size.height = self.frame.height
bg.runAction(animateBg)
addChild(bg)
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if score == 0 {
bg.texture = SKTexture(imageNamed: "img/bg.png")
} else if score == 3 {
bg.texture = SKTexture(imageNamed: "img/bgOri.png")
}
}
But image doesn't change...where is the mistake?
So this is how you can change a texture on all the nodes created inside your for loop:
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
makeBg()
}
func makeBg() {
let bgTexture = SKTexture(imageNamed: "img/bg.png")
let moveBg = SKAction.moveByX(-bgTexture.size().width, y: 0, duration: 9)
let replaceBg = SKAction.moveByX(bgTexture.size().width, y: 0, duration:0)
let animateBg = SKAction.repeatActionForever(SKAction.sequence([moveBg, replaceBg]))
for var i: CGFloat = 0; i<3; i++ {
let bg = SKSpriteNode(texture: bgTexture)
bg.name = "background"
bg.position = CGPoint(x: bgTexture.size().width/2 + bgTexture.size().width * i, y: CGRectGetMidY(self.frame))
bg.size.height = self.frame.height
bg.runAction(animateBg)
addChild(bg)
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
enumerateChildNodesWithName("background", usingBlock: { node, stop in
//Make a check based on score and
(node as? SKSpriteNode)?.texture = //set the right texture
})
}
}
Note that you don't need bg property defined in the GameScene to accomplish this.
Related
I'm making a game where the ball(the player) is suppose to avoid other balls passing by the screen. Basically I want the ball always to follow the location of the touch. So wherever I'm moving my finger on the screen, the ball follows.
This is the player Class:
import SpriteKit
struct ColliderType {
static let Player: UInt32 = 1
static let Blue: UInt32 = 2
static let Green: UInt32 = 3
static let Yellow: UInt32 = 4
static let Red: UInt32 = 5
}
class Player: SKSpriteNode {
func initialize() {
self.name = "Player"
self.zPosition = 1
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.height /
2)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.categoryBitMask = ColliderType.Player
self.physicsBody?.collisionBitMask = ColliderType.Blue |
ColliderType.Green | ColliderType.Red | ColliderType.Yellow
self.physicsBody?.contactTestBitMask = ColliderType.Blue |
ColliderType.Green | ColliderType.Red | ColliderType.Yellow
}
}
This is the GameplayScene:
import SpriteKit
class GameplayScene: SKScene, SKPhysicsContactDelegate {
var player = Player()
var ball = SKSpriteNode()
var scoreLabel = SKLabelNode()
var score = 0
var counter = Timer()
override func didMove(to view: SKView) {
initialize()
}
override func update(_ currentTime: TimeInterval) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event:
UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "Retry" {
self.removeAllActions()
self.removeAllChildren()
initialize()
}
if atPoint(location).name == "Quit" {
let mainmenu = MainMenuScene(fileNamed: "MainMenuScene")
mainmenu!.scaleMode = .aspectFill
self.view?.presentScene(mainmenu!, transition:
SKTransition.fade(withDuration: TimeInterval(1)))
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event:
UIEvent?) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event:
UIEvent?) {
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if contact.bodyA.node?.name == "Player" {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.node?.name == "Player" && secondBody.node?.name ==
"Red" {
playerDied()
firstBody.node?.removeFromParent()
}
if firstBody.node?.name == "Player" && secondBody.node?.name ==
"Blue" {
playerDied()
firstBody.node?.removeFromParent()
}
if firstBody.node?.name == "Player" && secondBody.node?.name ==
"Green" {
playerDied()
firstBody.node?.removeFromParent()
}
if firstBody.node?.name == "Player" && secondBody.node?.name ==
"Yellow" {
playerDied()
firstBody.node?.removeFromParent()
}
}
func initialize() {
score = 0
physicsWorld.contactDelegate = self
createPlayer()
createBackground()
spawnRedBall()
spawnBlueBall()
spawnGreenBall()
spawnYellowBall()
createLabel()
counter = Timer.scheduledTimer(timeInterval: TimeInterval(0.7),
target: self, selector: "incrementScore", userInfo: nil, repeats: true)
}
func createPlayer() {
player = Player(imageNamed: "Player")
player.initialize()
player.position = CGPoint(x: 0, y: 0)
self.addChild(player)
}
func createBackground() {
let bg = SKSpriteNode(imageNamed: "BG")
bg.name = "BG"
bg.anchorPoint = CGPoint(x: 0.5, y: 0.5)
bg.position = CGPoint(x: 0, y: 0)
self.addChild(bg)
}
func createRedBall() {
let ball = SKSpriteNode(imageNamed: "Red")
ball.name = "Red"
ball.anchorPoint = CGPoint(x: 0.5, y: 0.5)
ball.zPosition = 1
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height /
2)
ball.physicsBody?.categoryBitMask = ColliderType.Red
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.isDynamic = false
ball.position.y = self.size.height + 100
ball.position.x = CGFloat.randomBetweenNumbers(firstNum: -345,
secondNum: 345)
self.addChild(ball)
let destination = self.frame.height * 2
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
ball.run(SKAction.sequence([move, remove]), withKey: "MoveRed")
}
func spawnRedBall() {
let spawn = SKAction.run({ () -> Void in
self.createRedBall()
})
let delay = SKAction.wait(forDuration: TimeInterval(0.5))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "SpawnRed")
}
func createBlueBall() {
let ball = SKSpriteNode(imageNamed: "Blue")
ball.name = "Blue"
ball.anchorPoint = CGPoint(x: 0.5, y: 0.5)
ball.zPosition = 1
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height /
2)
ball.physicsBody?.categoryBitMask = ColliderType.Blue
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.isDynamic = false
ball.position.y = -self.size.height + 100
ball.position.x = CGFloat.randomBetweenNumbers(firstNum: -345,
secondNum: 345)
self.addChild(ball)
let destination = self.frame.height * 2
let move = SKAction.moveTo(y: destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
ball.run(SKAction.sequence([move, remove]), withKey: "MoveBlue")
}
func spawnBlueBall() {
let spawn = SKAction.run({ () -> Void in
self.createBlueBall()
})
let delay = SKAction.wait(forDuration: TimeInterval(0.5))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "SpawnBlue")
}
func createGreenBall() {
let ball = SKSpriteNode(imageNamed: "Green")
ball.name = "Green"
ball.anchorPoint = CGPoint(x: 0.5, y: 0.5)
ball.zPosition = 1
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height /
2)
ball.physicsBody?.categoryBitMask = ColliderType.Green
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.isDynamic = false
ball.position.x = -self.size.width + 200
ball.position.y = CGFloat.randomBetweenNumbers(firstNum: -637,
secondNum: 637)
self.addChild(ball)
let destination = self.frame.height * 2
let move = SKAction.moveTo(x: destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
ball.run(SKAction.sequence([move, remove]), withKey: "MoveGreen")
}
func spawnGreenBall() {
let spawn = SKAction.run({ () -> Void in
self.createGreenBall()
})
let delay = SKAction.wait(forDuration: TimeInterval(0.5))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "SpawnGreen")
}
func createYellowBall() {
let ball = SKSpriteNode(imageNamed: "Yellow")
ball.name = "Yellow"
ball.anchorPoint = CGPoint(x: 0.5, y: 0.5)
ball.zPosition = 1
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height /
2)
ball.physicsBody?.categoryBitMask = ColliderType.Green
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.isDynamic = false
ball.position.x = self.size.width + 200
ball.position.y = CGFloat.randomBetweenNumbers(firstNum: -637,
secondNum: 637)
self.addChild(ball)
let destination = self.frame.height * 2
let move = SKAction.moveTo(x: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
ball.run(SKAction.sequence([move, remove]), withKey: "MoveYellow")
}
func spawnYellowBall() {
let spawn = SKAction.run({ () -> Void in
self.createYellowBall()
})
let delay = SKAction.wait(forDuration: TimeInterval(0.5))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "SpawnYellow")
}
func createLabel() {
scoreLabel.zPosition = 3
scoreLabel.position = CGPoint(x: -320, y: 600)
scoreLabel.fontName = "Verdana"
scoreLabel.fontSize = 70
scoreLabel.text = "0"
self.addChild(scoreLabel)
}
func incrementScore() {
score += 1
scoreLabel.text = String(score)
}
func playerDied() {
counter.invalidate()
let highscore = GameManager.instance.getHighscore()
if highscore < score {
GameManager.instance.setHighscore(highscore: score)
}
let retry = SKSpriteNode(imageNamed: "Retry")
let quit = SKSpriteNode(imageNamed: "Quit")
retry.name = "Retry"
retry.anchorPoint = CGPoint(x: 0.5, y: 0.5)
retry.position = CGPoint(x: -150, y: -50)
retry.zPosition = 2
retry.setScale(0)
quit.name = "Quit"
quit.anchorPoint = CGPoint(x: 0.5, y: 0.5)
quit.position = CGPoint(x: 150, y: -50)
quit.zPosition = 2
quit.setScale(0)
let scaleUp = SKAction.scale(to: 1, duration: TimeInterval(0.5))
retry.run(scaleUp)
quit.run(scaleUp)
self.addChild(retry)
self.addChild(quit)
}
}
Add the following property:
var ballIsTouched = false
and then implement the touch methods:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let location = touches.first.location(in: self) {
if ball.containsPoint(location) {
ballIsTouched = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if (ballIsTouched == true) {
ball.position = (touches.first?.location(in: self))!
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
ballIsTouched = false
}
I think it is more natural when implementing a dragging, to drag a sprite from the touch location rather than from the center of the sprite. To do this, you should calculate the offset and add it the new sprite's position, like this:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let current = touch.location(in: self)
let previous = touch.previousLocation(in: self)
if ball.contains(current) {
let offset = CGPoint(x: current.x - previous.x , y: current.y - previous.y)
ball.position = CGPoint(x: ball.position.x + offset.x , y: ball.position.y + offset.y)
}
}
}
Here is a sample project to show how to implement a draggable sprite.:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ballIsTouched = false
var ball = SKSpriteNode()
override func didMove(to view: SKView) {
ball = SKSpriteNode(color: .blue, size: CGSize(width:100, height:100))
ball.position = CGPoint(x: 0, y: 0)
addChild(ball)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
if ball.contains(touch.location(in: self)) {
ballIsTouched = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if (ballIsTouched == true) {
ball.position = (touches.first?.location(in: self))!
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
ballIsTouched = false
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
This only allows for the single specified sprite to be dragged. Here is an example with multiple sprites that can be dragged:
import SpriteKit
import GameplayKit
extension SKColor {
static func random() -> SKColor {
let colours = [SKColor.lightGray, SKColor.white, SKColor.gray, SKColor.red, SKColor.green, SKColor.blue, SKColor.cyan, SKColor.yellow, SKColor.magenta, SKColor.orange, SKColor.purple, SKColor.brown]
return colours[Int(arc4random_uniform(UInt32(colours.count)))]
}
}
class GameScene: SKScene {
var touchedSprite : SKSpriteNode?
override func didMove(to view: SKView) {
for i in -1...1 {
let ball = SKSpriteNode(color: SKColor.random(), size: CGSize(width:100, height:100))
ball.position = CGPoint(x: 0, y: i * 200)
addChild(ball)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
touchedSprite = self.atPoint(touch.location(in: self)) as? SKSpriteNode
touchedSprite?.setScale(1.25)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if (touchedSprite != nil) {
touchedSprite?.position = (touches.first?.location(in: self))!
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
touchedSprite?.setScale(1)
touchedSprite = nil
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
You could also implement a draggable protocol or something to limit which sprites can be dragged.
I am trying to create nodes through for loop in sprite kit but I want every time the "for loop" wants to create a new node to check if a value outside the loop if it is changed( depending on this value the node created).
what I want to do is in CreatSquares function
Sorry for my bad English
import SpriteKit
import GameplayKit
var Score = 0
class GameScene: SKScene {
let SquareSide = 100
var touchedNode = SKNode()
var touchLocation = CGPoint()
let ScoreLabel = SKLabelNode()
override func didMove(to view: SKView) {
CreatSquares()
}
func CreatSquares(){
for _ in 0...100{
/*===========================================================================================
(((((((( I want here while creating nodes if the score is equal (let's say) to 20 ->>>> change in SquareSide or change anything in square's properties ))))))))
The problem is that the 100 square created together
================================================================================================
*/
let square = SKShapeNode(rect: CGRect(x: Int(arc4random_uniform(UInt32(self.frame.width))), y: Int(arc4random_uniform(UInt32(self.frame.height))), width: SquareSide, height: SquareSide))
if Score <= 10{
square.fillColor = UIColor.orange}
else{
square.fillColor = UIColor.blue
}
square.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: square.frame.width, height: square.frame.height), center: CGPoint(x: square.position.x, y: square.position.y))
square.physicsBody?.affectedByGravity = false
square.physicsBody?.allowsRotation = false
square.physicsBody?.categoryBitMask = 0
square.name = "square"
self.addChild(square)
}
}
func CreatScoreLabel(){
let ScoreLabel = SKLabelNode()
ScoreLabel.text = "Your Score is:\(Score)"
ScoreLabel.position = CGPoint(x: self.frame.width/2, y: self.frame.height - 50)
ScoreLabel.color = UIColor.white
self.addChild(ScoreLabel)
}
func updatScore(){
ScoreLabel.text = "Your Score is:\(Score)"
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
touchLocation = touch.location(in: self)
touchedNode = self.atPoint(touchLocation)
if touchedNode.name == "square"{
Score += 1
touchedNode.removeFromParent()
}
}
}
override func update(_ currentTime: TimeInterval) {
updatScore()
}
}
In a game that I am currently building a person is supposed to catch balls that are falling from the sky. If the ball goes off the screen it means he didn't catch the ball, and so the scene is supposed to change to a game over scene. The problem is that even if the ball doesn't go below the screen the screen will change. But the screen will change to a blank screen so instead of the GameOverScene().
Here is the code for the GameScene()...
//
// GameScene.swift
// catch balls
//
// Created by Ankith Udupa on 8/10/15.
// Copyright (c) 2015 UdupaLabs. All rights reserved.
//
import SpriteKit
var score = 0
var lossFlag = false
class GameScene: SKScene, SKPhysicsContactDelegate {
var person = SKSpriteNode(imageNamed: "guyLeft_1.png")
var left = true
let kScoreHudName = "scoreHud"
struct PhysicsCategory {
static let None : UInt32 = 0
static let All : UInt32 = UInt32.max
static let Ball : UInt32 = 0b1
static let Person: UInt32 = 0b10
}
override func didMoveToView(view: SKView) {
var content = false
//set up screen
setUpScreen()
//set up the physics
physicsWorld.gravity = CGVectorMake(0, 0)
physicsWorld.contactDelegate = self
//add ball
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(addBall),
SKAction.waitForDuration(1.0)
])
))
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
left = !left
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if ((person.position.x > person.size.width/2) && (person.position.x < size.width-(person.size.width/2))){
if left {
var leftMove = SKAction.moveByX(5, y: 0, duration: 0.1)
person.runAction(leftMove)
}
if !left { // or use an if-else construct
var rightMove = SKAction.moveByX(-5, y: 0, duration: 0.1)
person.runAction(rightMove)
}
}
}
//random number gen functions
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(#min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//add ball function
func addBall(){
//create ball sprite
var ball = SKSpriteNode(imageNamed: "ball.png")
//create physics for ball
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size) // 1
ball.physicsBody?.dynamic = true // 2
ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball // 3
ball.physicsBody?.contactTestBitMask = PhysicsCategory.Person // 4
ball.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
//generate random postion along x axis for ball to spawn
let actualX = random(min:ball.size.width/2+1, max: size.width - ball.size.width/2-1)
//set balls positon
ball.position = CGPoint(x: actualX, y: size.height - ball.size.width/2)
//add ball to scene
addChild(ball)
//determine speed of ball
let actualDuration = random(min: CGFloat(3.0), max: CGFloat(5.0))
//create movement actions and run them
let actionMove = SKAction.moveTo(CGPoint(x:actualX, y: -ball.size.width/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
let Loss = SKAction.runBlock() {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
ball.runAction(SKAction.sequence([actionMove, Loss, actionMoveDone]))
}
//setUpScreen
func setUpScreen(){
self.backgroundColor = SKColor.whiteColor()
var ground = SKShapeNode(rectOfSize: CGSizeMake(self.frame.size.width, self.frame.size.height * 0.2))
ground.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height * 0.1)
ground.fillColor = SKColor.blueColor()
self.addChild(ground)
person.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height * 0.2)
setUpPersonPhysics()
self.addChild(person)
}
//set up person physics
func setUpPersonPhysics(){
person.physicsBody = SKPhysicsBody(rectangleOfSize: person.size)
person.physicsBody?.dynamic = true
person.physicsBody?.categoryBitMask = PhysicsCategory.Person
person.physicsBody?.contactTestBitMask = PhysicsCategory.Ball
person.physicsBody?.collisionBitMask = PhysicsCategory.None
person.physicsBody?.usesPreciseCollisionDetection = true
}
func didBeginContact(contact: SKPhysicsContact) {
// 1
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
// 2
if ((firstBody.categoryBitMask & PhysicsCategory.Ball != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.Person != 0)) {
personDidCollideWithBall(secondBody.node as! SKSpriteNode, ball: firstBody.node as! SKSpriteNode)
}
}
//called when person collides with ball
func personDidCollideWithBall(person:SKSpriteNode, ball:SKSpriteNode) {
println("hit")
ball.removeFromParent()
score++
}
}
and here is the code for the gameOverScene()...
//
// gameOverScene.swift
// catch babies
//
// Created by Ankith Udupa on 8/12/15.
// Copyright (c) 2015 UdupaLabs. All rights reserved.
//
import Foundation
import SpriteKit
class GameOverScene: SKScene {
var message = "Game Over"
override func didMoveToView(view: SKView) {
self.backgroundColor = SKColor.whiteColor()
setUpTextOutPut()
}
func setUpTextOutPut(){
let gameOverLabel = SKLabelNode(fontNamed: "Superclarendon-Black")
gameOverLabel.text = message
gameOverLabel.fontSize = 40
gameOverLabel.fontColor = SKColor.orangeColor()
gameOverLabel.position = CGPoint(x: size.width/2, y: size.height/2)
addChild(gameOverLabel)
let scoreLabel = SKLabelNode(fontNamed: "Superclarendon-Black")
scoreLabel.text = "\(score)"
scoreLabel.fontSize = 40
scoreLabel.fontColor = SKColor.orangeColor()
scoreLabel.position = CGPoint(x: size.width/2, y: size.height/2-50)
addChild(scoreLabel)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
}
}
The error is with your addBall method,
//add ball function
func addBall(){
//create ball sprite
var ball = SKSpriteNode(imageNamed: "ball.png")
//create physics for ball
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size) // 1
ball.physicsBody?.dynamic = true // 2
ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball // 3
ball.physicsBody?.contactTestBitMask = PhysicsCategory.Person // 4
ball.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
//generate random postion along x axis for ball to spawn
let actualX = random(min:ball.size.width/2+1, max: size.width - ball.size.width/2-1)
//set balls positon
ball.position = CGPoint(x: actualX, y: size.height - ball.size.width/2)
//add ball to scene
addChild(ball)
//determine speed of ball
let actualDuration = random(min: CGFloat(3.0), max: CGFloat(5.0))
//create movement actions and run them
let actionMove = SKAction.moveTo(CGPoint(x:actualX, y: -ball.size.width/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
let Loss = SKAction.runBlock() {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
ball.runAction(SKAction.sequence([actionMove, Loss, actionMoveDone]))
}
If you look at the method properly, you ask to run the sequence to the sprite and inside runBlock, you move to another scene. Do you need to check if the ball is outside bounds inside this block and only then present your game over scene ?
Should it be something like this,
let Loss = SKAction.runBlock() {
if ball.position.x > self.size.width + ball.frame.size.width * 0.5 || ball.position.y < ball.frame.size.height * 0.5 {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
}
I'm making a game in sprite kit and in order to move my character I am applying an impulse but that is a problem because that moves him every 50 pixels or so. My question is, could someone please show me how to make a simple character controller so my character can move continuously until the user lets go from holding down the screen?
My GameScene.swift file:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let character = SKSpriteNode(texture: SKTexture(imageNamed: "character"))
var move = false
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//world
self.physicsWorld.contactDelegate = self
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
//character
character.position = CGPointMake(self.frame.size.width * 0.6, self.frame.size.height * 0.6)
character.setScale(0.2)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.dynamic = true
character.physicsBody?.allowsRotation = false
self.addChild(character)
character.physicsBody?.affectedByGravity = true
//platform 1
var platform = SKSpriteNode(texture: SKTexture(imageNamed: "platform"))
platform.position = CGPointMake(self.frame.size.width * 0.6, CGRectGetMidY(self.frame))
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.dynamic = false
platform.setScale(0.25)
platform.physicsBody?.friction = 1
platform.physicsBody?.restitution = 0
platform.physicsBody?.linearDamping = 0
self.addChild(platform)
//platform 2
var platformTexture2 = SKTexture(imageNamed: "platform")
var platform2 = SKSpriteNode(texture: platformTexture2)
platform2.position = CGPointMake(self.frame.size.width * 0.4, self.frame.size.height * 0.3)
platform2.physicsBody = SKPhysicsBody(rectangleOfSize: platform2.size)
platform2.physicsBody?.dynamic = false
platform2.setScale(0.25)
platform2.physicsBody?.friction = 1
platform2.physicsBody?.restitution = 0
platform2.physicsBody?.linearDamping = 0
self.addChild(platform2)
//platform main
var platformTexture3 = SKTexture(imageNamed: "platform")
var platform3 = SKSpriteNode(texture: platformTexture2)
platform3.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame) + platform3.size.height / 3)
platform3.physicsBody = SKPhysicsBody(rectangleOfSize: platform3.size)
platform3.physicsBody?.dynamic = false
platform3.setScale(1)
platform3.size.width = platform3.size.width * CGFloat(2.0)
platform3.physicsBody?.friction = 1
platform3.physicsBody?.restitution = 0
platform3.physicsBody?.linearDamping = 0
self.addChild(platform3)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if location.x < CGRectGetMidX(self.frame){
character.physicsBody?.applyImpulse(CGVector(dx: -50, dy: 0))
} else if location.x > CGRectGetMidX(self.frame){
character.physicsBody?.applyImpulse(CGVector(dx: 50, dy: 0))
}
}
func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
character.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
}
func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
};
}
One way to accomplish this is to maintain a variable to keep track of the state of the touch events (left, right, or none). Here are the basic steps:
In touchesBegan, set touch state variable to left or right
In update, apply impulse continuously while user is touching the screen
In touchesEnded, reset the touch state variable
Here's an example of how to implement this...
Above GameScene class definition, add the following
enum TouchState {
case Left
case Right
case None
}
In GameScene, add the following variable
var touchLocation:TouchState = .None
In GameScene, add or replace the following methods
override func update(currentTime: CFTimeInterval) {
// Apply impulse to physics body while users is touching the screen
switch (touchState) {
case .Left:
character.physicsBody?.applyImpulse(CGVector(dx: -1, dy: 0))
case .Right:
character.physicsBody?.applyImpulse(CGVector(dx: 1, dy: 0))
case .None:
break
}
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch:AnyObject in touches {
let location = touch.locationInNode(self)
if location.x < CGRectGetMidX(self.frame) {
touchState = .Left
} else if location.x > CGRectGetMidX(self.frame) {
touchState = .Right
}
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
// Update touch status
touchState = .None
}
Here's the GameScene.swift...
import SpriteKit
enum TouchLocation {
case Left
case Right
case None
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var character = SKSpriteNode(imageNamed: "character")
var touchLocation:TouchLocation = .None
override func didMoveToView(view: SKView) {
/* Setup your scene here */
scaleMode = .ResizeFill
//character
character.position = CGPointMake(view.frame.size.width * 0.5, view.frame.size.height * 0.5)
character.setScale(0.1)
character.physicsBody = SKPhysicsBody(rectangleOfSize: character.size)
character.physicsBody?.dynamic = true
character.physicsBody?.allowsRotation = false
self.addChild(character)
character.physicsBody?.affectedByGravity = true
//platform 1
var platform = SKSpriteNode(texture: SKTexture(imageNamed: "platform"))
platform.position = CGPointMake(view.frame.size.width * 0.6, CGRectGetMidY(view.frame))
platform.physicsBody = SKPhysicsBody(rectangleOfSize: platform.size)
platform.physicsBody?.dynamic = false
platform.setScale(0.25)
platform.physicsBody?.friction = 1
platform.physicsBody?.restitution = 0
platform.physicsBody?.linearDamping = 0
self.addChild(platform)
//platform 2
var platformTexture2 = SKTexture(imageNamed: "platform")
var platform2 = SKSpriteNode(texture: platformTexture2)
platform2.position = CGPointMake(view.frame.size.width * 0.4, view.frame.size.height * 0.3)
platform2.physicsBody = SKPhysicsBody(rectangleOfSize: platform2.size)
platform2.physicsBody?.dynamic = false
platform2.setScale(0.25)
platform2.physicsBody?.friction = 1
platform2.physicsBody?.restitution = 0
platform2.physicsBody?.linearDamping = 0
self.addChild(platform2)
//platform main
var platformTexture3 = SKTexture(imageNamed: "platform")
var platform3 = SKSpriteNode(texture: platformTexture2)
platform3.position = CGPointMake(CGRectGetMidX(view.frame), CGRectGetMinY(view.frame) + platform3.size.height / 3)
platform3.physicsBody = SKPhysicsBody(rectangleOfSize: platform3.size)
platform3.physicsBody?.dynamic = false
platform3.setScale(1)
platform3.size.width = platform3.size.width * CGFloat(2.0)
platform3.physicsBody?.friction = 1
platform3.physicsBody?.restitution = 0
platform3.physicsBody?.linearDamping = 0
self.addChild(platform3)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
switch (touchLocation) {
case .Left:
character.physicsBody?.applyImpulse(CGVector(dx: -1, dy: 0))
case .Right:
character.physicsBody?.applyImpulse(CGVector(dx: 1, dy: 0))
case .None:
break
}
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch:AnyObject in touches {
let location = touch.locationInNode(self)
if location.x < CGRectGetMidX(self.frame) {
touchLocation = .Left
} else if location.x > CGRectGetMidX(self.frame) {
touchLocation = .Right
}
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
touchLocation = .None
}
}
I have a weird issue with my sprite position, I tried clean build, restart xcode, and run in different schemes(iPhone5s, iPhone6), they all return the same strange issue.
I tried to set the position of the sprite by:
balls.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width)
so when I println(balls.position) to the console, it returns (0.0, 0.0)
But when I tried
println(CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width)
it returns (512.0,1408.0), and this is correct position where the ball should be.
I'm having issue with the last function, func ballPosition, it is used to determind the position of the sprite "balls". for some reason it is always (0, 0).
Here are the complete code from my test project:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var circle = SKShapeNode()
var balls = SKShapeNode()
var ballColor = ["red", "blue", "green", "yellow"]
var points = ["up", "down", "left", "right"]
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
// set circle position and size
circle = SKShapeNode(circleOfRadius: 100 ) // Size of Circle
circle.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame)) //Middle of Screen
circle.strokeColor = SKColor.whiteColor()
circle.fillColor = SKColor.orangeColor()
self.addChild(circle)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
circleRotate()
ballPosition()
// test ball position, this is the part with the issue I mentioned above.
println(balls.position) // (0, 0)
println(CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width)) // (512.0,1408.0)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func circleRotate() {
let circleAction = SKAction.rotateByAngle(CGFloat(-M_PI * 2 / 3), duration: 0.1)
circle.runAction(SKAction.repeatAction(circleAction, count: 1))
}
func ballMove() {
let ballMovement = SKAction.moveTo(CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)), duration: 5)
balls.runAction(ballMovement)
}
func randomColor() {
let ballColorIndex = Int(arc4random_uniform(UInt32(ballColor.count)))
balls = SKShapeNode(circleOfRadius: 10 )
if ballColorIndex == 0 {
balls.strokeColor = SKColor.whiteColor()
balls.fillColor = SKColor.redColor()
// balls.zPosition = 10
ballMove()
} else if ballColorIndex == 1 {
balls.strokeColor = SKColor.whiteColor()
balls.fillColor = SKColor.blueColor()
// balls.zPosition = 10
ballMove()
} else if ballColorIndex == 2 {
balls.strokeColor = SKColor.whiteColor()
balls.fillColor = SKColor.greenColor()
// balls.zPosition = 10
ballMove()
} else if ballColorIndex == 3 {
balls.strokeColor = SKColor.whiteColor()
balls.fillColor = SKColor.yellowColor()
// balls.zPosition = 10
ballMove()
}
}
func ballPosition() {
let ballPointIndex = Int(arc4random_uniform(UInt32(points.count)))
if ballPointIndex == 0 {
balls.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width)
randomColor()
self.addChild(balls)
} else if ballPointIndex == 1 {
balls.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) - self.frame.size.height)
randomColor()
self.addChild(balls)
} else if ballPointIndex == 2 {
balls.position = CGPoint(x:CGRectGetMidX(self.frame) - self.frame.size.width, y:CGRectGetMidY(self.frame))
randomColor()
self.addChild(balls)
} else if ballPointIndex == 3 {
balls.position = CGPoint(x:CGRectGetMidX(self.frame) + self.frame.size.width, y:CGRectGetMidY(self.frame))
randomColor()
self.addChild(balls)
}
}
}
The problem is you're overwriting ball in randomColor() - you're creating a new node which hasn't been added to the parent view.
The underlying problem is you've structured your code in a way that leads to confusion and mistakes. You should keep your functions single purposed. They should do what they say they do. A function called randomColor() should not move the move the ball or set the ball size. The position function should not set the color.
I rearranged the code and ran it. That bug is fixed. You can see what I changed and should be able to get further now. Good luck.
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var circle = SKShapeNode()
var ball = SKShapeNode(circleOfRadius: 10)
var ballColor = ["red", "blue", "green", "yellow"]
var points = ["up", "dowm", "left", "right"]
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
circle = SKShapeNode(circleOfRadius: 100 ) // Size of Circle
circle.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame)) //Middle of Screen
circle.strokeColor = SKColor.whiteColor()
circle.fillColor = SKColor.orangeColor()
self.addChild(circle)
self.addChild(ball)
ball.position = CGPointMake(150, 0)
println("Initial Ball Pos: \(ball.position)")
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
circleRotate()
setRandomBallPosition()
setRandomColor()
ballMove()
// test ball position
println("--------------")
println("Ball Pos: \(ball.position)")
println("Circle pos: \(circle.position)")
println("Midpoint: \(CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + self.frame.size.width))")
println("--------------")
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func circleRotate() {
let circleAction = SKAction.rotateByAngle(CGFloat(-M_PI * 2 / 3), duration: 0.1)
circle.runAction(SKAction.repeatAction(circleAction, count: 1))
}
func ballMove() {
let ballMovement = SKAction.moveTo(CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)), duration: 5)
ball.runAction(ballMovement)
}
func setRandomColor() {
ball.strokeColor = SKColor.whiteColor()
let ballColorIndex = Int(arc4random_uniform(UInt32(ballColor.count)))
switch(ballColorIndex) {
case 0:
ball.fillColor = SKColor.redColor()
case 1:
ball.fillColor = SKColor.blueColor()
case 2:
ball.fillColor = SKColor.greenColor()
case 3:
ball.fillColor = SKColor.yellowColor()
default:
println("Unexpected random index value ", ballColorIndex)
}
}
func setRandomBallPosition() {
let ballPointIndex = Int(arc4random_uniform(UInt32(points.count)))
println("ballPointIndex = \(ballPointIndex)")
switch(ballPointIndex) {
case 0:
ball.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) + (self.frame.size.width / 2))
case 1:
ball.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame) - (self.frame.size.height / 2))
case 2:
ball.position = CGPoint(x:CGRectGetMidX(self.frame) - (self.frame.size.width / 2), y:CGRectGetMidY(self.frame))
case 3:
ball.position = CGPoint(x:CGRectGetMidX(self.frame) + (self.frame.size.width / 2), y:CGRectGetMidY(self.frame))
default:
println("Unexpected random index value: ", ballPointIndex)
}
println("ball position = \(ball.position)")
}
}