Basically when the user taps the screen they can add a sprite to the screen, which is contained within a wrapper class called Planet that contains a couple more variables. I stored all the planets in an NSMutableArray, so when the screen is tapped a new planet is created and I add that planet's spriteNode to the view as a child. I want to be able to update values such as the sprite's size and position, but the issue is that I can't seem to be able to do that by accessing the sprite from the planet class in the planets NSMutableArray
basically when the screen is tapped, a planet is added, and until the tap ends, the "update mass" method is called, increasing the size of the sprite a little bit.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
mass = 10;
massTimer = [NSTimer scheduledTimerWithTimeInterval:.2 target:self selector:#selector(increaseMass) userInfo:nil repeats:YES];
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
Planet *planet = [[Planet alloc] init];
[planet planetWithImage:#"Earth"];
planet.mass = mass;
planet.spriteNode.xScale = planet.spriteNode.yScale = planet.mass * .004;
planet.spriteNode.position = location;
SKAction *action = [SKAction rotateByAngle:M_PI_2 duration:5];
[planet.spriteNode runAction:[SKAction repeatActionForever:action]];
[self addChild:planet.spriteNode];
[planets addObject:planet];
touchBeginX = location.x;
touchBeginY = location.y;
break; //only get one :p
}
}
-(void)increaseMass {
NSLog(#"increase mass");
((Planet *) [planets objectAtIndex:([planets count] - 1)]).mass++;
((Planet *) [planets objectAtIndex:([planets count] - 1)]).spriteNode.xScale = ((Planet *) [planets objectAtIndex:([planets count] - 1)]).spriteNode.yScale = .002 * ((Planet *) [planets objectAtIndex:([planets count] - 1)]).mass;
}
The planet with image class just create a new planet class with a couple variables and a spriteNode object within it that uses the image called, in this case, #"Planet".
I would do this differently. Have you considered saving the currentPlanet in an instance variable, running an action on that, and cancelling that action in touchesEnded:withEvent:?
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
mass = 10;
// grab only the first touch
self.currentTouch = touches.firstObject;
CGPoint location = [self.currentTouch locationInNode:self];
self.currentPlanet = [[Planet alloc] init];
[self.currentPlanet planetWithImage:#"Earth"];
self.currentPlanet.mass = mass;
self.currentPlanet.spriteNode.xScale = self.currentPlanet.spriteNode.yScale = self.currentPlanet.mass * .004;
self.currentPlanet.spriteNode.position = location;
SKAction *spinAction = [SKAction rotateByAngle:M_PI_2 duration:5];
[self.currentPlanet.spriteNode runAction:[SKAction repeatActionForever:spinAction]];
SKAction *growAction = [SKAction sequence:#[[SKAction waitForDuration:0.2], [SKAction performSelector:#selector(grow) onTarget:self.currentPlanet]];
[self.currentPlanet.spriteNode runAction:[SKAction repeatActionForever:growAction] withKey:#"growAction"];
[self addChild:self.currentPlanet.spriteNode];
[planets addObject:self.currentPlanet];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if ([touches containsObject:self.currentTouch]) {
[self.currentPlanet removeActionForKey:#"growAction"];
}
}
Then in your Planet class:
#implementation Planet ()
- (void)grow
{
self.mass++;
self.spriteNode.xScale = self.spriteNode.yScale = 0.002 * self.mass;
}
#end
This way you are accessing the sprite you care about directly, rather than trying to find it in the array of planets. If this is your only use for that planets array, you could get rid of it if you do it this way.
Related
I am creating game in which user can hit the object falling from the top of the screen with the racket. user can continuously move the racket but if it is at minimal speed or is at rest it should not hit the object, but if it above the minimal speed user should hit them. I have achieved that but the issue is when user start touching the racket which continously move with the user touch, the speed varition is their it does not start with the same speed and while touch is moving at that time also some times speed is very less even though the movement is fast. Here is my piece of code
-(void)didMoveToView:(SKView *)view {
self.physicsWorld.contactDelegate = (id)self;
racketNode = [SKSpriteNode spriteNodeWithImageNamed:#"racket"];
racketNode.size = CGSizeMake(50,50);
racketNode.position = CGPointMake(self.frame.origin.x + self.frame.size.width - 50,50);
racketNode.name = #"racket";
[self addChild:racketNode];
}
-(void) didBeginContact:(SKPhysicsContact *)contact {
SKSpriteNode *nodeA = (SKSpriteNode *)contact.bodyA.node ;
SKSpriteNode *nodeB = (SKSpriteNode *) contact.bodyB.node;
if (([nodeA.name isEqualToString:#"racket"] && [nodeB.name isEqualToString:#"fallingObject"])) {
if (racketNode.speed > kMinSpeed)
[nodeB removeFromParent];
else {
nodeB.physicsBody.contactTestBitMask = 0;
[self performSelector:#selector(providingCollsion:) withObject:nodeB afterDelay:0.1];
}
}
}
-(void) providingCollsion:(SKSpriteNode *) node {
node.physicsBody.contactTestBitMask = racketHit;
}
-(void) touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
start = location;
startTime = touch.timestamp;
racketNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:racketNode.frame.size];
racketNode.physicsBody.categoryBitMask = racket;
racketNode.physicsBody.contactTestBitMask = HitIt;
racketNode.physicsBody.dynamic = NO;
racketNode.physicsBody.affectedByGravity = NO;
[racketNode runAction:[SKAction moveTo:location duration:0.01]];
}
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
racketNode.physicsBody = nil;
racketNode.speed = 0;
}
-(void) touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
CGFloat dx = location.x - start.x;
CGFloat dy = location.y - start.y;
CGFloat magnitude = sqrt(dx*dx+dy*dy);
// Determine time difference from start of the gesture
CGFloat dt = touch.timestamp - startTime;
// Determine gesture speed in points/sec
CGFloat speed = magnitude/dt;
racketNode.speed = speed;
[handNode runAction:[SKAction moveTo:[touch locationInNode:self] duration:0.01]];
}
Please tell me which part my code is wrong so as to make same object collide with high speed only not on slow speed and also no collision on stable state.
Instead of doing it manually, use UIPanGestureRecognizer to handle your swipes. With it, there is a velocity property that you can use to check if the speed is greater than a given value.
Here is a great tutorial to do it:
https://www.raywenderlich.com/76020/using-uigesturerecognizer-with-swift-tutorial
I have a sprite that can't exist in my game without a pairing SKFieldNode so my solution was to create a subclass of SKSpriteNode and create a property for the SKFieldNode but it didn't work because the SKSpriteNode was acting weird (I don't remember exactly what happened). So my next approach was to change the subclass to SKNode and then I would make the SKSpriteNode and the SKFieldNode a property of this new SKNode. But then it turns out that touchesMoved will only move one of the properties (whichever is on top) which turns out to always be the SKSpriteNode.
What's the best approach to this problem, and how can I fix it so that I can have an SKFieldNode for every SKSpriteNode while still making sure that actions and methods still work properly.
Current code of SKNode subclass:
#interface Whirlpool : SKNode
- (instancetype)initWithPosition:(CGPoint)pos region:(float)region strength:(float)strength falloff:(float)falloff;
#property (nonatomic, strong) SKFieldNode *gravityField;
#end
#import "Whirlpool.h"
#import "Categories.h"
#implementation Whirlpool
- (instancetype)initWithPosition:(CGPoint)pos region:(float)region strength:(float)strength falloff:(float)falloff {
if (self = [super init]) {
// whirlpool sprite
SKSpriteNode *whirlpoolSprite = [[SKSpriteNode alloc] initWithImageNamed:#"whirlpool"];
whirlpoolSprite.size = CGSizeMake(100, 100);
whirlpoolSprite.position = pos;
//removing physicsBody and associated attributes for now so that the boat does not collide with the whirlpool
//whirlpoolSprite.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:whirlpoolSprite.size.width / 2];
//whirlpoolSprite.physicsBody.dynamic = NO;
whirlpoolSprite.zPosition = 1;
whirlpoolSprite.name = #"whirlpool";
[whirlpoolSprite runAction:[SKAction repeatActionForever:[self sharedRotateAction]]];
// whirlpool gravity field
_gravityField = [SKFieldNode radialGravityField];
_gravityField.position = pos;
_gravityField.strength = strength;
_gravityField.falloff = falloff;
_gravityField.region = [[SKRegion alloc] initWithRadius:region];
_gravityField.physicsBody.categoryBitMask = gravityFieldCategory;
_gravityField.zPosition = 1;
[self addChild:whirlpoolSprite];
[self addChild:_gravityField];
}
return self;
}
- (SKAction *)sharedRotateAction {
static SKAction *rotateWhirlpool;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
rotateWhirlpool = [SKAction rotateByAngle:-M_PI * 2 duration:4.0];
});
return rotateWhirlpool;
}
#end
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
// we don't want the player to be able to move the whirlpools after the button is pressed
if (_isRunning) {
return;
}
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
// if the finger touches the boat or the whirlpool, update its location
if ([node.name isEqualToString:#"boat"]) {
node.position = CGPointMake(location.x, node.position.y);
} else if ([node.name isEqualToString:#"whirlpool"]) {
node.position = location;
}
}
}
I believe your issues comes down to that fact that "whirlpool" is a child of your SKNode subclass. So when you are identifying that you are indeed touching a "whirlpool" you are moving it within its parent (the SKNode subclass) and the SKFieldNode and parent stay put. This little adjustment to your original code should work...if I understand the problem correctly.
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
// we don't want the player to be able to move the whirlpools after the button is pressed
if (_isRunning) {
return;
}
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
// if the finger touches the boat or the whirlpool, update its location
if ([node.name isEqualToString:#"boat"]) {
node.position = CGPointMake(location.x, node.position.y);
} else if ([node.name isEqualToString:#"whirlpool"]) {
//move the SKNode subclass the whirlpool is a child of
node.parent.position = location;
}
}
}
Hopefully that helps.
Yikes, the problem here is the way you are grabbing nodes, you may be grabbing the wrong nodes due to all the children. Instead take this approach:
We already know that you are subclassing your sprites, so in your subclasses, add the following code:
//Whirlpool
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self.parent];//Unless you are retaining the scene in the child, then use that
self.position = location;
}
}
Then:
//Boat
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self.parent];//Unless you are retaining the scene in the child, then use that
self.position.x = location.x;
}
}
Then for your Scene, do this:
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
// we don't want the player to be able to move the whirlpools after the button is pressed
if (_isRunning) {
return;
}
//At this point it should call the children on touch events
[super.touchesMoved: touches withEvent:event];
}
i will explain a part of my code. I have Spritenodes (images) who are moving down on the screen.
SKTexture* Squaretexture = [SKTexture textureWithImageNamed:#"squaregreen"];
SquareTexture.filteringMode = SKTextureFilteringNearest;
Square = [SKSpriteNode spriteNodeWithTexture:SquareTexture];
Square.name = #"square";
.
.
.
[_objects addChild:Square];
_objects is a SKNode and Square is a SKSpriteNode. Now there is my code: every one second there is one square, who came from "over the screen" and is moving to the bottom. (Also there are more then one squares on the screen).
Now I want this: When I touch a square it should be "deleted" or hidden, but only the one who i touch. With my code, when i touch all squares are deleted or nothing. I tried with removefromparent and removechild, but i couldn't solve it.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode: self];
SKNode *node = [self nodeAtPoint:location];
NSLog(#"Point in myView: (%f,%f)", location.x, location.y);
if ([node.name isEqualToString:#"Square"]) {
[Square removeFromParent];
[Square removeAllChildren];
}
}
Do you have a suggestion how can I do it?
Thanks for Answers.
Mehmet
You almost had it right. The trick is that you need to have a unique identifier for each object (sprite) that you create and then store those objects in an array for later use.
The code below creates 5 sprites and gives them unique names: Sprite-1, Sprite-2, etc...
Whenever a touch is registered, it extracts the touched node's name, searches the array for the matching object, removes the object from the view and lastly removes the object from the array.
Note that my sample code is based on landscape view.
#import "MyScene.h"
#implementation MyScene
{
NSMutableArray *spriteArray;
int nextObjectID;
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
spriteArray = [[NSMutableArray alloc] init];
nextObjectID = 0;
// create 5 sprites
for (int i=0; i<5; i++)
{
SKSpriteNode *mySprite = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(30, 30)];
nextObjectID ++; // increase counter by 1
mySprite.name = [NSString stringWithFormat:#"Sprite-%i",nextObjectID]; // add unique name to new sprite
mySprite.position = CGPointMake(50+(i*70), 200);
[spriteArray addObject:mySprite];
[self addChild:mySprite];
}
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode: self];
SKNode *node = [self nodeAtPoint:location];
NSLog(#"touched node name: %#",node.name);
NSLog(#"objects in spriteArray: %lu",(unsigned long)[spriteArray count]);
NSMutableArray *discardedItems = [NSMutableArray array];
for(SKNode *object in spriteArray)
{
if([object.name isEqualToString:node.name])
{
[object removeFromParent];
[discardedItems addObject:object];
}
}
[spriteArray removeObjectsInArray:discardedItems];
NSLog(#"objects in spriteArray: %lu",(unsigned long)[spriteArray count]);
}
-(void)update:(CFTimeInterval)currentTime
{
//
}
#end
I'm New to SpriteKit and build a simple CLickerGame in SpriteKit. Now i have the game finish but the thing which should spawn to click on it, spawns from time to time outside the screen. Where can i select the arc4random area where the thing should spawn?
#implementation MyScene
-(void)CreateTestObject
{
SKSpriteNode *TestObject = [SKSpriteNode spriteNodeWithImageNamed:#"TestObject"];
int maxX = CGRectGetMaxX(self.frame);
float ranX = (arc4random()%maxX) + 1;
int maxY = CGRectGetMaxY(self.frame);
float ranY = (arc4random()%maxY) + 1;
TestObject.position = CGPointMake(ranX, ranY);
TestObject = CGSizeMake(75, 75);
TestObject = #"Object";
[self addChild:TestObject];
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
bg = [SKSpriteNode spriteNodeWithImageNamed:#"bg.png"];
bg.position = CGPointMake(160, 284);
bg.size = CGSizeMake(self.frame.size.width, self.frame.size.height);
[self addChild:bg];
[self CreateTestObject];
}
return self;
}
-(void)selectNodeForTouch:(CGPoint)touchLocation
{
SKSpriteNode *touchedNode = (SKSpriteNode *)[self nodeAtPoint:touchLocation];
if([[touchedNode name] isEqualToString:#"TestObject"])
{
SKSpriteNode *TestObject = (SKSpriteNode *)[self childNodeWithName:#"TestObject"];
TestObject.name = #"DisabledTestObject";
SKAction *grow = [SKAction scaleTo:1.2 duration:0.1];
SKAction*shrink = [SKAction scaleTo:0 duration:0.07];
SKAction *removeNode = [SKAction removeFromParent];
SKAction *seq = [SKAction sequence:#[grow, shrink, removeNode]];
[TestObject runAction:seq];
[self CreateTestObject];
[self runAction:[SKAction playSoundFileNamed:#"Sound.aif" waitForCompletion:NO]];
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches)
{
//CGPoint location = [touch locationInNode:self];
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
[self selectNodeForTouch:positionInScene];
}
}
#end
Modify the max values for your (x,y) coordinates of any object being added to your view.
For example, on an iPhone 5 display in landscape mode and the spawned object being of size width=100, height=100, the max x value should be no more than 518. Width of screen being 568 less half the width of your object (50).
The same logic applies for the y value. The max y value should be 270 given the same object dimensions.
The above assumes that you have not changed your object's anchor point from (0.5,0.5) to another value.
Im using Spritekit to create a game for iOS 7. The game has circles moving across the screen using this code
_enemy = [SKSpriteNode spriteNodeWithImageNamed:#"greeny"];
_enemy.position = CGPointMake(CGRectGetMidX(self.frame)+300,
CGRectGetMidY(self.frame));
_enemy.size = CGSizeMake(70, 70);
_enemy.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:35];
_enemy.physicsBody.mass = 0;
_enemy.physicsBody.categoryBitMask = Collisiongreen;
[_enemies addObject:_enemy];
NSLog(#"Enemies%lu",(unsigned long)_enemies.count);
[self addChild:_enemy];
[_enemy runAction:[SKAction moveByX:-900 y:0 duration:4]];
[self runAction:[SKAction playSoundFileNamed:#"Spawn.wav" waitForCompletion:NO]];
[self runAction:[SKAction sequence:#[
[SKAction waitForDuration:1.4],
[SKAction performSelector:#selector(move)
onTarget:self],
]]];
I would like to have it that when the user touches one of the objects moving across the screen that they can move it with their finger either up or down (thats why I'm using touches moved)
The code i have set up right now is
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if(_dead)
return;
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
if(CGRectContainsPoint(_enemy.frame, location)){
[_enemy runAction:[SKAction moveTo:[[touches anyObject] locationInNode:self] duration:0.01]];
}
My problem is that if i touch it the object will move a few pixels but will stop right after. How can I get it to move with my finger and if i let go it will continue moving left like programed before? Thanks!!
So the trick here is that in the touchesMoved method, you want the enemy's postion set to the location of your touch. Use the touchesEnded method to execute a method that makes the enemy continue in the direction of your last touch. This is a rough non-tested example.
You need to store the difference of the current location with the previous location.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if(_dead)
return;
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
if(CGRectContainsPoint(_enemy.frame, location)){
someBool = False;
[_enemy setPosition:location];
changeInX = location.x - lastX;
changeInY = location.y - lastY;
lastX = location.x;
lastY = location.y;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
someBool = True;
}
- (void)update:(NSTimeInterval)currentTime
{
...
if (someBool) {
enemy.position = CGPointMake((enemy.position.x + changeInX), (enemy.position.y + changeInY));
}
...
}