So I'm hoping to learn about making a scrollview of icons (kinda like a menu) in Spritekit, using Swift. I can't find any good resources or tutorials that don't charge.
I have my basic app set up with a ViewController and my scene.
I'm hoping to have a scrollview that's say 2 or 3 times longer than the height of the screen, where I can scroll up and down and view different icons.
I hope this would be a good implementation, so I can programmatically set all the icons using x/y coordinates.
My viewdidLoad:
override func didMoveToView(view: SKView) {
/* Setup your scene here */
addChild(worldNode)
//create Scrollview
//for loop to adding icons from top to bottom of scrollview
//name sprites
//use touch location so allow sprites to be clickable
//will just adjust alpha of icon for testing purposes later
}
This is really all I'm looking at achieving at the moment, if you can imagine, something like this:
Some of the questions that I have seen here seem to go in far more detail than I imagine I need, and are too complex for me at this stage, or they are not in swift...
How can I include a scrollview?
Thank you in advance :)
If your entire UI is a scene built with SpriteKit, you may want to consider building it as if it were a scrolling scene with a camera. Here's an example in a gameplay context
Basically it could work like this:
var sceneCam: SKCameraNode! //declare your camera variable in your scene class
Then, in your didMoveToView function:
sceneCam = SKCameraNode() //initialize your camera
//scaleAsPoint lets you zoom the camera in and out
sceneCam.scaleAsPoint = CGPoint(x: 0.25, y: 0.25)
camera = sceneCam //set the scene's camera
addChild(sceneCam) //add camera to scene
//position the camera on the scene.
sceneCam.position = CGPoint(x: frame.center.x, y: frame.center.y)
Now, in your touchesMoved gesture handler, when you detect the pan, you can adjust the camera position to match the pan gesture translation.
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
let touch = touches.anyObject() as UITouch
let positionInScene = touch.locationInNode(self)
let previousPosition = touch.previousLocationInNode(self)
let translation = CGPoint(x: positionInScene.x - previousPosition.x, y: positionInScene.y - previousPosition.y)
sceneCam.position = CGPoint(x: sceneCam.position.x - translation.x, y: sceneCam.position.y - translation.y)
}
The other crucial part of the setup is just to make your scene the right size for your menu. This is a similar concept to your content size on a scrollview. You might also have some work to do to implement paging or similar UIScrollView features if you desire those. But if you just need a simple scrolling view, you could do it with a camera.
If you ONLY want UIKit elements on this view, it should probably just be it's own VC without a scene. You could even create this menu view controller and place it in a container on your game scene - that way you'd be using only UIKit components in your menu vc, but you can still use it in a SpriteKit setting.
Related
I'm developing an app showing a 3D human body - in the SceneKit editor, I've set up the camera pointing to the model.
As I did set sceneView.allowsCameraControl = true, the user can move around the object, zoom in and zoom out with simple gestures.
In order to move vertically, I've implemented an UISlider - I don't want the user to pan vertically with two finger gestures.
In the slider action, I do the following:
#IBAction func sliderDidMove(_ sender: UISlider) {
cameraNode = sceneView.scene?.rootNode.childNode(withName: "camera", recursively: true)
let vert = 1.5*(0.5 - sender.value)
cameraNode?.position.y = posY + vert
}
This works fine when I change the slider position just after loading my ViewController. But as soon as I rotate or zoom the model by gestures, the slider no longer shows effect - thus I can no longer change the position of my camera node programmatically.
Has anyone an idea how I can fix this?
In my function
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?){
for touch in touches{
let touchLocation = touch.location(in: self.view)
print("X: \(touchLocation.x) Y: \(touchLocation.y)")
}
}
I get reversed Y value. If I click at the top I get ~0 value and if I click at the bottom I get high value. This makes my sprite im moving move in the wrong Y direction.
However if I remove '.view' in self.view it works as it should. Does anyone know why it's reversed when I use self.view?
As explained by Whirlwind in the comment below your question, this happened because with self you indicate SKScene (SpriteKit) and with self.view you use SKView (UIView subclass so UIKit system):
UIKit coordinate system for iOS has its origin at the upper left of the drawing area, and positive values extend down and to the right from it.
SpriteKit coordinate system uses the same coordinate system on both iOS and OS X, has the origin (0,0) in the lower-left corner, and the (1334,750) coordinate in the upper-right corner.
Explanation
For some reason, width and height values are being swapped in my game (as you can see below) that is set to be in landscape orientation. This way, the sprite that should be centered in the screen, is totally off the right position.
Code
You can download it here.
GameScene
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
print("width:", self.frame.width)
print("height:", self.frame.height)
//Sprite
let sprite = SKSpriteNode (imageNamed: "sprite")
sprite.anchorPoint = CGPointZero
sprite.position = CGPoint(x: self.frame.width / 2 - sprite.frame.width / 2, y: self.frame.height / 2 - sprite.frame.height / 2)
addChild(sprite)
}
}
GameViewController
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Set view size.
let scene = GameScene(size: view.bounds.size)
// Configure the view.
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .ResizeFill
skView.presentScene(scene)
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .Landscape
} else {
return .Landscape
}
}
}
Thanks in advance,
Luiz.
If you go to targets-General in your xCode project (where you set version number, bundle ID etc) did you untick portrait? You also might have to check your info.plist to see if all portrait entries are removed for both devices.
You approach unfortunately is bad practice a lot of tutorials teach you and I would not continue like this.
If you use "scaleMode ResizeFill" or set the scene size to "view.bounds" your game will never look consistent on all devices. Furthermore all your values (sprite sizes, font sizes, physics values etc) will also not be the same on devices different to the one you are testing on.
Basically you will have to adjust for all of this on like 5-6 devices and its madness, especially using xCode simulator. Trust me I have been there before with 2 games and it nearly killed me. Its a game of game of "yeah this looks about right".
Dont go through this, so what you should do is
1) Change your scene size to the default scene size used by xCode
GameScene(size: CGSize(width: 1024, height: 768)) // swap if portrait
Note: Check update at bottom
If you dont do this, and leave it at view.bounds.size, point 2 will not work.
2) Change your scene scale mode to .AspectFill (also default xCode settings).
This way all your stuff will look great on all iPhones. Your values will scale correctly and you save yourself a lot of work.
On iPads you will have some extra space at the top and bottom (landscape) or left and right (portrait) which you usually just cover with some more background and have as a non playable area
Your scene basically looks like this now.
The red area is your whole scene size (iPad) but if you run on iPhones you will only see the green bit. In Portrait mode that red area would be on the left and right side.
Thats why y positioning is usually done from the centre because if you use frame.minY or frame.maxY you would be in the red zone and won't see the sprite on iPhones. That red zone you just cover with some more background (your background full screen images should be iPad size).
This also make your game more balanced, because if your would just stretch up your game than it will be easier on iPads because you have more space.
So design your game within the green zone. Than on iPads the only thing you might have to do is move up some UI, like pause button or score label, when you want to show them at the top edge. I do it this way.
// Some button
...
someButton.position = CGPoint(x: frame.midX, y: frame.midY + 200)
addChild(someButton)
if UIDevice.current.userInterfaceIdiom == .pad {
// set for iPad
}
// Some label
someLabel.positon = CGPoint(x: frame.midX - 100, someButton.position.y) // because its y position is the same as someButton I only have to adjust someButton.position.y on iPads.
addChild(someLabel)
I would not continue with your approach, even if it means redoing a lot of work.
UPDATE:
It seems with xCode 8 apple changed the default scene size from 1024x768 (768x1024) to 1334x750 (750x1334). I have only played around with those settings for a bit and they seem confusing for a universal game.
So you scene would now look like this and stuff on the xAxis on iPads is offscreen.
That makes no sense as the iPad is clearly not more widescreen than an iPhone.
I actually opened a bug report to see what apple says about this so for now I would probably keep it at 1024x768.
Hope this helps
Override viewWillLayoutSubviews in your GameViewController to ensure you get the proper width/height of the view. The implication with this also is that any objects you may instantiate would need to wait until this method has been called.
So you would want to do something like
class GameViewController: UIViewController {
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
// NOTE: Add code to do this only once!
// Set view size.
let scene = GameScene(size: view.bounds.size)
// Configure the view.
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .ResizeFill
skView.presentScene(scene)
}
Note I didn't try and compile this and it is missing a trailing }. Additionally, you would want to do this only once, I haven't added the code to do that. In my game, my scene is a property so I just check to see if it is nil and if it is, then I create the scene and present.
Following your code and according to how do you want to construct your sprite and position in GameScene you simply must change the scene.scaleMode to AspectFill or AspectFit (depend by what do you want to achieve):
sources:
#available(iOS 7.0, *)
public enum SKSceneScaleMode : Int {
case Fill /* Scale the SKScene to fill the entire SKView. */
case AspectFill /* Scale the SKScene to fill the SKView while preserving the scene's aspect ratio. Some cropping may occur if the view has a different aspect ratio. */
case AspectFit /* Scale the SKScene to fit within the SKView while preserving the scene's aspect ratio. Some letterboxing may occur if the view has a different aspect ratio. */
case ResizeFill /* Modify the SKScene's actual size to exactly match the SKView. */
}
I have a horizontal scrollview with an image which I need to rotate as the user scrolls left or right. It needs to rotate as the user moves the scroll across the screen. So if the user scrolls half way and stops the image should rotate halfway etc. I have looked at few examples but nothing seems to be giving me the correct result. Can some one please help.
Thanks in advance
Vertical scrolling and Swift 5:
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let topOffset = scrollView.contentOffset.y
let angle = -topOffset * 2 * CGFloat(Double.pi / 180)
self.myImageView.transform = CGAffineTransform(rotationAngle: angle)
}
Don't forget to do this in viewDidLoad:
self.scrollView.delegate = self
You'll need to implement the scrollViewDidScroll method and then apply a rotation matrix to the image. To rotate a UIIMage you can do what they outline here. How to Rotate a UIImage 90 degrees?
However, this would be better accomplished in a pan gesture recognizer. The pan gesture will give you information about how far the user panned, and then you can rotate the image based on that distance.
To rotate image is not good for performance. You'd better set image view's rotate transform as user scrolls. Like this:
imageView.transform = CGAffineTransformMakeRotation(CGFloat(M_PI_2))
I'm new to SpriteKit and Swift (done a lot in Obj-C in the past for iOS) but I'm struggling on something that should be very basic.. positioning sprites on the screen!
Centering a label on the screens seems easy enough:
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
But when I try to put in the Bottom-left or top-right of the screen it isn't visible:
//Bottom-left label
myLabel.horizontalAlignmentMode = .Left
myLabel.position = CGPoint(x: 0.0, y: self.size.height)
or
//Top-right label
myLabel.horizontalAlignmentMode = .Right
myLabel.position = CGPoint(x: self.size.width, y: self.size.height)
This is with a new project, no other code. What am I doing wrong, please?
What you have to keep in mind is that a SpriteKit scene by default takes up far more than the screen. Its default size is 1024 by 768 and everything is scaled for universality unless you tell it otherwise. In your view controller you could see how the scene is initialized. You will see that it probably has a statement that says something like
scene.scaleMode = .AspectFill
This is the source of this. Apple in the documentation explains this in a straightforward manner what happens when you use AspectFill scaleMode:
The scaling factor of each dimension is calculated and the larger of the two is chosen. Each axis of the scene is scaled by the same scaling factor. This guarantees that the entire area of the view is filled but may cause parts of the scene to be cropped.
There are other scale Modes to explore, which you can try but Aspect Fill has a large advantage with its universality.
You can specify the size of an SKScene when you create it. Typically you pass the size of the containing SKView so it covers the entire view. If the device rotates, your view is resized (if your app allows the new orientation). I'm not sure if the SKScene if resized. But either way, you need to update the position of your scene contents so that for example the label is in the top-right with the new dimensions.
The view controller whose view presents the scene receives the message viewWillTransitionToSize(_ size:,withTransitionCoordinator coordinator:). You can subclass this method to send a message to a custom method of the presenting SKScene that the size is changing. Then, you can simply reposition the node using the new size since self.frame will update.
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
Back to the core of the question! How to position a label in the top-right of the scene? Take into account that the scene origin is bottom-left. For SKLabelNode, the center is really in the center. So, offset by half of the label's dimensions.
myLabel.position = CGPoint(x: self.size.width - myLabel.size.width /2,
y: self.size.height - myLabel.size.height/2)
By the way, I have never seen an iOS game which uses a sprite based engine (such as Sprite Kit or Cocos2d) which supports device rotation/multiple screen sizes when running on the same device (iPhone/iPad).