I managed to get a scrollview working and scrolling, but now when I go to scroll it only scrolls from right to left and was wondering how I go about reversing it so it scrolls from left to right instead.
Here is my menu code that contains my scrollview:
var moveableNode = SKNode()
var scrollView: CustomScrollView!
private var spriteSize = CGSize.zero
let kMargin: CGFloat = 40
var sprite = SKSpriteNode()
class Menu: SKScene {
override func didMoveToView(view: SKView) {
addChild(moveableNode)
spriteSize = SKSpriteNode (imageNamed: "card_level01").size
let initialMargin = size.width/2
let marginPerImage = kMargin + spriteSize.width
scrollView = CustomScrollView(frame: CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height), scene: self, moveableNode: moveableNode)
scrollView.contentSize = CGSizeMake(initialMargin*2 + (marginPerImage * 7), size.height)
// scrollView.contentSize = CGSizeMake(self.frame.size.width * 2, self.frame.size.height)
view.addSubview(scrollView)
for i in 1...8 {
let sprite = SKSpriteNode(imageNamed: String(format: "card_level%02d", i))
sprite.position = CGPoint (x: initialMargin + (marginPerImage * (CGFloat(i) - 1)), y: size.height / 2)
moveableNode.addChild(sprite)
}
Here is my scrollView Class that is a subclass of UIScrollView:
var nodesTouched: [AnyObject] = [] // global
class CustomScrollView: UIScrollView {
// MARK: - Static Properties
/// Touches allowed
static var disabledTouches = false
/// Scroll view
private static var scrollView: UIScrollView!
private static var contentView: UIView!
// MARK: - Properties
/// Current scene
private var currentScene: SKScene?
/// Moveable node
private var moveableNode: SKNode?
// MARK: - Init
init(frame: CGRect, scene: SKScene, moveableNode: SKNode) {
print("Scroll View init")
super.init(frame: frame)
CustomScrollView.scrollView = self
currentScene = scene
self.moveableNode = moveableNode
self.frame = frame
indicatorStyle = .White
scrollEnabled = true
//self.minimumZoomScale = 1
//self.maximumZoomScale = 3
canCancelContentTouches = false
userInteractionEnabled = true
delegate = self
//flip for spritekit (only needed for horizontal)
let verticalFlip = CGAffineTransformMakeScale(-1,-1)
self.transform = verticalFlip
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
// MARK: - Touches
extension CustomScrollView {
/// began
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch began scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesBegan(touches, withEvent: event)
}
/// moved
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch moved scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesMoved(touches, withEvent: event)
}
/// ended
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch ended scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesEnded(touches, withEvent: event)
}
/// cancelled
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
print("Touch cancelled scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesCancelled(touches, withEvent: event)
}
}
// MARK: - Touch Controls
extension CustomScrollView {
/// Disable
class func disable() {
print("Disabled scroll view")
CustomScrollView.scrollView?.userInteractionEnabled = false
CustomScrollView.disabledTouches = true
}
/// Enable
class func enable() {
print("Enabled scroll view")
CustomScrollView.scrollView?.userInteractionEnabled = true
CustomScrollView.disabledTouches = false
}
}
// MARK: - Delegates
extension CustomScrollView: UIScrollViewDelegate {
/// did scroll
func scrollViewDidScroll(scrollView: UIScrollView) {
print("Scroll view did scroll")
moveableNode!.position.x = scrollView.contentOffset.x // Left/Right
//moveableNode!.position.y = scrollView.contentOffset.y // Up/Dowm
}
}
You need get my updated helper on gitHub (v1.1) first before reading the rest.
My helper only really works well when your scene scale mode (gameViewController) is set to
.ResizeFill
so your scenes do not crop. If you use a different scaleMode such as
.AspectFill
than it might crop stuff in your scrollView which you would need to adjust for.
It also doesnt work if your game/app supports both portrait and landscape, which is unlikely for a game anyway.
So as I said and you have also noticed when using a ScrollView in spriteKit the coordinates are different compared to UIKit. For vertical scrolling this doesn't really mean anything, but for horizontal scrolling everything it is in reverse. So to fix this you do the following
Set up your scrollView for horizontal scrolling, passing along the new scrollDirection property (.Horizontal in this case)
scrollView = CustomScrollView(frame: CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height), scene: self, moveableNode: moveableNode, scrollDirection: .Horizontal)
scrollView.contentSize = CGSizeMake(self.frame.size.width * 3, self.frame.size.height) // * 3 makes it twice as wide as screen
view.addSubview(scrollView)
you need to also add this line of code after adding it to the view.
scrollView.setContentOffset(CGPoint(x: 0 + self.frame.size.width * 2, y: 0), animated: true)
this is the line you use to tell the ScrollView on which page to start. Now in this example the scrollView is three times as wide as the screen, therefore you need to offset the content by 2 screen lengths
Now to make things easier for positioning I would do this, create sprites for each page of the scrollView. This makes positioning much easier later on.
let page1ScrollView = SKSpriteNode(color: SKColor.clearColor(), size: CGSizeMake(self.frame.size.width, self.frame.size.height))
page1ScrollView.position = CGPointMake(CGRectGetMidX(self.frame) - (self.frame.size.width * 2), CGRectGetMidY(self.frame))
moveableNode.addChild(page1ScrollView)
let page2ScrollView = SKSpriteNode(color: SKColor.clearColor(), size: CGSizeMake(self.frame.size.width, self.frame.size.height))
page2ScrollView.position = CGPointMake(CGRectGetMidX(self.frame) - (self.frame.size.width), CGRectGetMidY(self.frame))
moveableNode.addChild(page2ScrollView)
let page3ScrollView = SKSpriteNode(color: SKColor.clearColor(), size: CGSizeMake(self.frame.size.width, self.frame.size.height))
page3ScrollView.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
moveableNode.addChild(page3ScrollView)
and now you can positioning your actual labels, sprites much easier.
/// Test label page 1
let myLabel = SKLabelNode(fontNamed:"Chalkduster")
myLabel.text = "Hello, World!"
myLabel.fontSize = 45
myLabel.position = CGPointMake(0, 0)
page1ScrollView.addChild(myLabel)
/// Test sprite page 2
let sprite = SKSpriteNode(color: SKColor.redColor(), size: CGSize(width: 50, height: 50))
sprite.position = CGPointMake(0, 0)
page2ScrollView.addChild(sprite)
/// Test sprite page 3
let sprite2 = SKSpriteNode(color: SKColor.blueColor(), size: CGSize(width: 50, height: 50))
sprite2.position = CGPointMake(0, 0)
page3ScrollView.addChild(sprite2)
Hope this helps.
I also updated my GitHub project to explain this better
https://github.com/crashoverride777/Swift2-SpriteKit-UIScrollView-Helper
Related
I am trying to implement a multi-row sequence of items (like Video editing sequence in Final Cut Pro or Adobe Premiere pro shown below).
While I one can always implement it using UIScrollView and placing custom views manually, it would be tedious particularly in reordering items and animating changes and also zooming across the timeline using pinch gesture. Is it possible to implement it using UICollectionView using UICollectionViewCompositionalLayout and UICollectionViewDiffableDataSource? From WWDC videos, it seems almost everything is possible using compositional layout but it isn't clear if it is possible to implement a timeline using it. Maybe UICollectionView is not the right paradigm for this use case and one should use UIScrollView? Even if I use UIScrollView, managing things like dragging & reordering items, animating datasource changes, trimming items, zooming the content are going to be issues. Any pointers to existing code base that implements these features?
Here is my playground code as a partial answer for a simple empty iOS Playground file. It should give you a basic idea how to implement it using SpriteKit. I didn't add any animations and the scene so far has a fixed width and the "camera" is also fixed and doesn't allow zooming yet. But I wanted to give you something so you can decided if this is even the right solution for you.
import UIKit
import SpriteKit
import PlaygroundSupport
class MyViewController: UIViewController {
override func loadView() {
// Setting up a basic UIView as parent
let parentView = UIView()
parentView.frame = CGRect(x: 0, y: 0, width: 600, height: 600)
parentView.backgroundColor = .black
// Defining the SKView
let tracksSKView = SKView(frame: parentView.frame)
tracksSKView.ignoresSiblingOrder = false
// Options to debug visually
// tracksSKView.showsNodeCount = true
// tracksSKView.showsPhysics = true
// tracksSKView.showsFields = true
// tracksSKView.showsLargeContentViewer = true
// Defining our subclassed SKScene
let scene = GameScene(size: tracksSKView.bounds.size)
// Presenting and adding views and sceens
tracksSKView.presentScene(scene)
parentView.addSubview(tracksSKView)
self.view = parentView
}
}
//MARK: - Custom SKScene
class GameScene: SKScene {
let trackSize = CGSize(width: 2048, height: 120)
let tracksCount = 4
// Hardcoded clips, use your data source and update when a clip has been moved in any way.
let clips: [Clip] = [
Clip(name: "SongA", track: 1, xPosition: 0, lengh: 245),
Clip(name: "SongB", track: 2, xPosition: 200, lengh: 166, color: .blue),
Clip(name: "SongC", track: 3, xPosition: 200, lengh: 256, color: .red)
]
var touchingClip = false
var touchedClip = SKNode()
// Bacically like loadView or viewDidLoad
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
self.size = CGSize(width: 1024, height: 768)
self.name = "scene"
addTracks(amount: tracksCount)
addClips(clips: clips)
}
// Adding x amount of tracks.
func addTracks(amount: Int) {
for n in 0..<amount {
let trackNode = SKSpriteNode(color: n%2 == 0 ? .systemGray : .systemGray2, size: trackSize)
// Setting up physical propeties of the border of the track
trackNode.physicsBody = SKPhysicsBody(edgeLoopFrom: trackNode.frame)
trackNode.physicsBody?.restitution = 0.2
trackNode.physicsBody?.allowsRotation = false
trackNode.physicsBody?.affectedByGravity = false
trackNode.physicsBody?.isDynamic = false
// Positioning the track
trackNode.zPosition = -1
trackNode.position.y = frame.minY + trackSize.height / 2 + CGFloat(n) * trackSize.height
addChild(trackNode)
}
}
// Adding the Clip objects stored in an array.
func addClips(clips: [Clip]) {
for clip in clips {
let clipNode = SKSpriteNode(color: clip.color, size: CGSize(width: clip.lengh, height: Int(trackSize.height) - 20))
clipNode.position.x = clip.xPosition + CGFloat(clip.lengh / 2)
clipNode.position.y = frame.minY + (trackSize.height * CGFloat(clip.track)) + 1
clipNode.zPosition = 1
clipNode.physicsBody = SKPhysicsBody(rectangleOf: clipNode.frame.size)
clipNode.physicsBody?.affectedByGravity = true
clipNode.physicsBody?.allowsRotation = false
clipNode.physicsBody?.restitution = 0.2
addChild(clipNode)
}
}
//MARK: - User interaction
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
// getting all nodes the user touched (visible and hidden below others.
let tappedNodes = nodes(at: location)
//getting the top node
if let node = tappedNodes.first {
touchedClip = node
touchingClip = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard touchingClip else { return }
// Moving the clip (node) based on the movement of the touch. It's very basic and can look jittery. Using the animate methods would create better results.
for touch in touches {
let location = touch.location(in: self)
touchedClip.position = location
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
touchingClip = false
}
}
//MARK: - Interaction in between object like collisions etc.
extension GameScene: SKPhysicsContactDelegate {
// handle different contact cases here
}
//MARK: - Clip object
struct Clip {
var name: String
var track: Int
var xPosition: CGFloat
var lengh: Int
var color: UIColor = .green
}
PlaygroundPage.current.liveView = MyViewController()
I've added a gesture recognizer for a long press to move the clips, while touch and pan is not resizing the clip. Here is the new code:
import UIKit
import SpriteKit
import PlaygroundSupport
PlaygroundPage.current.liveView = MyViewController()
class MyViewController: UIViewController {
override func loadView() {
// Setting up a basic UIView as parent
let parentView = UIView()
parentView.frame = CGRect(x: 0, y: 0, width: 600, height: 600)
parentView.backgroundColor = .black
// Defining the SKView
let tracksSKView = SKView(frame: parentView.frame)
tracksSKView.ignoresSiblingOrder = false
// Options to debug visually
tracksSKView.showsNodeCount = true
tracksSKView.showsPhysics = true
tracksSKView.showsFields = true
tracksSKView.showsLargeContentViewer = true
// Defining our subclassed SKScene
let scene = GameScene(size: tracksSKView.bounds.size)
// Presenting and adding views and sceens
tracksSKView.presentScene(scene)
parentView.addSubview(tracksSKView)
self.view = parentView
}
}
//MARK: - Custom SKScene
class GameScene: SKScene {
let trackSize = CGSize(width: 2048, height: 120)
let tracksCount = 4
// Hardcoded clips, use your data source and update when a clip has been moved in any way.
let clips: [Clip] = [
Clip(name: "SongA", track: 1, xPosition: 0, lengh: 245),
Clip(name: "SongB", track: 2, xPosition: 200, lengh: 166, color: .blue),
Clip(name: "SongC", track: 3, xPosition: 200, lengh: 256, color: .red)
]
// Different interactions, I used a sepperate variable for each interaction instead of one to be able to add more later.
var touchingClip = false
var movingClip = false
var resizingClip = true
var touchedClip = SKNode()
var location = CGPoint()
// Bacically like loadView or viewDidLoad
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
// Using the UI gesture recognizer in the case of a long press seemed easier than trying to figure out the gestures in the touches methods.
let longPressRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(GameScene.longPress))
self.view!.addGestureRecognizer(longPressRecognizer)
// Adding tracks and clips
addTracks(amount: tracksCount)
addClips(clips: clips)
}
// Method that handles the long press
#objc func longPress(sender: UILongPressGestureRecognizer) {
if sender.state == .began || sender.state == .changed {
movingClip = true
resizingClip = false
} else {
movingClip = false
resizingClip = true
}
location = sender.location(in: self.view)
}
//MARK: - Setting up the tracks and clips
// Adding x amount of tracks.
func addTracks(amount: Int) {
for n in 0..<amount {
let trackNode = SKSpriteNode(color: n%2 == 0 ? .systemGray : .systemGray2, size: trackSize)
// Setting up physical propeties of the border of the track
trackNode.physicsBody = SKPhysicsBody(edgeLoopFrom: trackNode.frame)
trackNode.physicsBody?.restitution = 0.2
trackNode.physicsBody?.allowsRotation = false
trackNode.physicsBody?.affectedByGravity = false
trackNode.physicsBody?.isDynamic = false
// Positioning the track
trackNode.zPosition = -1
trackNode.position.y = frame.minY + trackSize.height / 2 + CGFloat(n) * trackSize.height
addChild(trackNode)
}
}
// Adding the Clip objects stored in an array.
func addClips(clips: [Clip]) {
for clip in clips {
let clipNode = SKSpriteNode(color: clip.color, size: CGSize(width: clip.lengh, height: Int(trackSize.height) - 20))
clipNode.name = clip.name
clipNode.position.x = clip.xPosition + CGFloat(clip.lengh / 2)
clipNode.position.y = frame.minY + (trackSize.height * CGFloat(clip.track)) + 1
clipNode.zPosition = 1
clipNode.physicsBody = SKPhysicsBody(rectangleOf: clipNode.frame.size)
clipNode.physicsBody?.affectedByGravity = true
clipNode.physicsBody?.allowsRotation = false
clipNode.physicsBody?.restitution = 0.2
clipNode.physicsBody?.isDynamic = true
addChild(clipNode)
}
}
//MARK: - User interaction
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard touches.first != nil else { return }
for touch in touches {
let location = touch.location(in: self)
touchedClip = atPoint(location) as! SKSpriteNode
if clips.contains(where: { $0.name == touchedClip.name }) {
touchingClip = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard touchingClip else { return }
for touch in touches {
if resizingClip {
let resizeValue = touch.location(in: touchedClip).x - touch.previousLocation(in: touchedClip).x
// Checking that we're only adding width to the clip or trimming no more then the remaining width.
if resizeValue > 0 || (resizeValue < 0 && abs(resizeValue) < touchedClip.frame.size.width) {
let action = SKAction.resize(byWidth: resizeValue, height: 0, duration: 0.0)
action.timingMode = .linear
touchedClip.run(action)
}
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
touchingClip = false
resizingClip = true
movingClip = false
}
//MARK: - Scene update
// Runs as long as scene is active once per frame (target of 60 frames per second)
override func update(_ currentTime: TimeInterval) {
// The moving needs to be done in the update method, the touches methods are unresponsive while the gesture recognizer is active.
if movingClip && touchingClip {
let newLocation = convertPoint(fromView: location)
let action = SKAction.move(to: newLocation, duration: 0.1)
action.timingMode = .easeInEaseOut
touchedClip.run(action)
}
// The physics body does not change when the clip node is resized. I'm updating it here.
if resizingClip && touchingClip {
touchedClip.physicsBody = SKPhysicsBody(rectangleOf: touchedClip.frame.size)
touchedClip.physicsBody?.affectedByGravity = true
touchedClip.physicsBody?.allowsRotation = false
touchedClip.physicsBody?.restitution = 0.2
touchedClip.physicsBody?.isDynamic = true
}
}
}
//MARK: - Interaction in between object like collisions etc.
extension GameScene: SKPhysicsContactDelegate {
// handle different contact cases here
}
//MARK: - Clip object
struct Clip {
var name: String
var track: Int
var xPosition: CGFloat
var lengh: Int
var color: UIColor = .green
}
Sources:
www.udemy.com/course/dive-into-spritekit (Pretty good, but not great)
designcode.io (Not recommended)
stackoverflow.com/questions/30337608/detect-long-touch-in-sprite-kit
as well as more SO and Apple Dev :)
I´m making an app that draw lines between points to make a figure. The first thing is to draw points using touches but i´ve tried a lot and i still can´t find the way to draw the points firstly. Here is my code:
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
var xpoint: CGFloat = 0
var ypoint: CGFloat = 0
var opacity: CGFloat = 1.0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self.view)
xpoint = location.x
ypoint = location.y
}
}
override func viewDidLoad() {
super.viewDidLoad()
}
}
Now, you just need to take that location and add a view there. Try to update touchesBegan to look something like this:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self.view)
xpoint = location.x
ypoint = location.y
//Initialize the view at the correct spot
//We set the view's frame by giving it an origin (that's the CGPoint we build from the x and y coordinates) and giving it a size, which can be anything really
let pointView = UIView(frame: CGRect(origin: CGPoint(x: xpoint, y: ypoint), size: CGSize(width: 25, height: 25))
//Round the view's corners so that it is a circle, not a square
view.layer.cornerRadius = 12.5
//Give the view a background color (in this case, blue)
view.backgroundColor = .blue
//Add the view as a subview of the current view controller's view
self.view.addSubview(view)
}
}
I am having a little trouble modelling the correct way to move my player node in the way
that I want.
This is my first foray into Spritekit and I have the basics up and running (I have a static background, added player node and have a playable bounds rectangle with bounds checking)
The way I have added my player movement is to track the beginning touch position and
store this in scene class scoped variable (Called beginningTouchPosition) and to also store the current touch position (Called currentTouchPosition).
I also track the players sprite node position (currentPlayerPosition)
What I do is onTouchesBegan I update 'beginningTouchPosition' and then within onTouchesMoved I update 'currentTouchPosition', this way I can know the direction the user wants his ship to move by getting the direction relative to the 'beginningTouchPosition' as he/she moves their finger around. Also the distance of 'currentTouchPosition' from 'beginningTouchPosition' determines how fast the ship moves.
I move the player in the update by creating a CGVector using the above points and using this with an SKAction.MoveBy call.
I did it this way as I wanted the user to be able to touch anywhere on the screen to be able to control movement.
How I wanted the player to move. I'd rather have the ship move by applying a certain set velocity with a set acceleration in a certain direction. So that the player will accelerate from zero to say 1 in the space of 1/2 second when the finger is moved and to continue in that direction until the finger is either moved again or lifted.
If the finger is lifted then the ship should continue moving in the last direction but to start decelerate until the velocity is back to zero.
I am basically trying to simulate how a object would move in zero gravity, with the obvious non-realistic feature of deceleration.
I've found tutorials that show how to move an object towards a finger touch but this isnt what I want as I am trying to make a game that is a side scrolling space shooter where the player can go anywhere within the playable area, as opposed to simply up and down. Similar to the old retro game 'Nemesis', see screen below:
I've attached my player class code and scene code for better visualization of how I am currently doing it all.
Any pointers to literature on how to apply velocities with acceleration in a specified direction would be helpful :)
Scene file - Level_1.swift
import SpriteKit
// Global
/*
Level_1 set up and control
*/
class Level_1: SKScene {
// Instance variables
var lastUpdateTime:NSTimeInterval = 0
var dt:NSTimeInterval = 0
var player = Player() // Sub classed SKSpriteNode for all player related stuff
var currentTouchPosition: CGPoint!
var beginningTouchPosition:CGPoint!
var currentPlayerPosition: CGPoint!
let playableRectArea:CGRect
override init(size: CGSize) {
// Constant - Max aspect ratio supported
let maxAspectRatio:CGFloat = 16.0/9.0
// Calculate playable height
let playableHeight = size.width / maxAspectRatio
// Determine margin on top and bottom by subtracting playable height
// from scene height and then divide by 2
let playableMargin = (size.height-playableHeight)/2.0
// Calculate the actual playable area rectangle
playableRectArea = CGRect(x: 0, y: playableMargin,
width: size.width,
height: playableHeight)
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func didMoveToView(view: SKView) {
/* Setup your scene here */
currentTouchPosition = CGPointZero
beginningTouchPosition = CGPointZero
let background = SKSpriteNode(imageNamed: "background1")
background.position = CGPoint(x: size.width/2, y: size.height/2)
background.zPosition = -1
self.addChild(background)
currentPlayerPosition = CGPoint(x: 100, y: size.height/2)
player.position = currentPlayerPosition
self.addChild(player)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
currentTouchPosition = touch.locationInNode(self)
}
let dxVectorValue = (-1) * (beginningTouchPosition.x - currentTouchPosition.x)
let dyVectorValue = (-1) * (beginningTouchPosition.y - currentTouchPosition.y)
player.movePlayerBy(dxVectorValue, dyVectorValue: dyVectorValue, duration: dt)
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
player.removeAllActions()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch: AnyObject in touches {
beginningTouchPosition = touch.locationInNode(self)
currentTouchPosition = beginningTouchPosition
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
currentPlayerPosition = player.position
if lastUpdateTime > 0 {
dt = currentTime - lastUpdateTime
}else{
dt = 0
}
lastUpdateTime = currentTime
player.boundsCheckPlayer(playableRectArea)
}
}
Player node - Player.swift
import Foundation
import SpriteKit
struct PhysicsCategory {
static let None : UInt32 = 0
static let All : UInt32 = UInt32.max
static let Player : UInt32 = 0b1 // 1
static let Enemy : UInt32 = 0b10 // 2
}
class Player: SKSpriteNode{
init(){
// Initialize the player object
let texture = SKTexture(imageNamed: "ship1")
super.init(texture: texture, color: UIColor.clearColor(), size: texture.size())
self.xScale = 2
self.yScale = 2
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.zPosition = 1
// Player physics
self.physicsBody?.allowsRotation = false
self.physicsBody?.dynamic = false
self.physicsBody?.categoryBitMask = PhysicsCategory.Player
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
// Check if the player sprite is within the playable area bounds
func boundsCheckPlayer(playableArea: CGRect){
let bottomLeft = CGPoint(x: 0, y: CGRectGetMinY(playableArea))
let topRight = CGPoint(x: playableArea.size.width, y: CGRectGetMaxY(playableArea))
if(self.position.x <= bottomLeft.x){
self.position.x = bottomLeft.x
// velocity.x = -velocity.x
}
if(self.position.x >= topRight.x){
self.position.x = topRight.x
// velocity.x = -velocity.x
}
if(self.position.y <= bottomLeft.y){
self.position.y = bottomLeft.y
// velocity.y = -velocity.y
}
if(self.position.y >= topRight.y){
self.position.y = topRight.y
// velocity.y = -velocity.y
}
}
/*
Move the player in a certain direction by a specific amount
*/
func movePlayerBy(dxVectorValue: CGFloat, dyVectorValue: CGFloat, duration: NSTimeInterval)->(){
let moveActionVector = CGVectorMake(dxVectorValue, dyVectorValue)
let movePlayerAction = SKAction.moveBy(moveActionVector, duration: 1/duration)
self.runAction(movePlayerAction)
}
}
Basically we need a scene with zero gravity and a player where the touches cause force type physics actions. This is instead of moveBy type digital actions that simple move a character on the screen by such and such.
I went ahead and tested the code to try and get you something similar to what you describe. I altered some of your code a tad... to get it to work with my own set-up, as you didn't provide your GameViewController code so ask if you have any questions.
I've provided the code at the end with comments that say // IMPORTANT CODE with a # beside.
Here's details on why you use each piece of "IMPORTANT CODE
We need physics to accomplish what you describe so first ensure the player class will have a physics body. The body will be dynamic and affected by gravity (Zero Gravity), however you may want to fiddle with the gravity slightly for gameplay sake.
let body:SKPhysicsBody = SKPhysicsBody(texture: texture, alphaThreshold: 0, size: texture.size() )
self.physicsBody = body
self.physicsBody?.allowsRotation = false
self.physicsBody?.dynamic = true
self.physicsBody?.affectedByGravity = true
Since you want zero gravity we need to change our physics worlds gravity in our scene
scene?.physicsWorld.gravity = CGVectorMake(0, 0)
Next we change your movePlayerBy() to work with forces instead of simple digital movement. We do this with SKAction.applyForce.
This gives you a set-up based on force that's correlated with the swipe.
However, you may want a constant velocity no matter how hard the swipe. You can do that by normalizing the vector.. See here for somehow who asked that question and how it may apply here
(http://www.scriptscoop2.com/t/adc37b4f2ea8/swift-giving-a-physicsbody-a-constant-force.html)
func movePlayerBy(dxVectorValue: CGFloat, dyVectorValue: CGFloat, duration: NSTimeInterval)->(){
print("move player")
let moveActionVector = CGVectorMake(dxVectorValue, dyVectorValue)
let movePlayerAction = SKAction.applyForce(moveActionVector, duration: 1/duration)
self.runAction(movePlayerAction)
}
If you want the player to decelerate , we must add a function to set the player's velocity to 0. I've made it so this happens 0.5 seconds after the function is initially called.. otherwise the "floating through gravity" effect isn't really noticed as the movement would end with touchesEnded().
You can experiment with other ways to de-accelerate like a negative force of what was used initially, before the pause action in the sequence below.
There's many other ways to make it more of a true deceleration ... like a second sequence that subtracts -1 from velocity at a set time interval until it hits 0, before we hard code velocity to 0.
But, that's up to you from a gameplay standpoint.
So this should be enough to give you an idea.
func stopMoving() {
let delayTime: NSTimeInterval = 0.5 // 0.5 second pause
let stopAction: SKAction = SKAction.runBlock{
self.physicsBody?.velocity = CGVectorMake(0, 0)
}
let pause: SKAction = SKAction.waitForDuration(delayTime)
let stopSequence: SKAction = SKAction.sequence([pause,stopAction])
self.runAction(stopSequence)
}
We alter touchesEnded() to call stopMoving() .. But, try it without this to see it without that "deceleration".
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
player.removeAllActions()
player.stopMoving()
}
Other Notes.
Currently the bounds only catch the player on the left and right with the code I created... I'm not sure if that will happen in your set-up. But, as that's another question to figure out, I didn't further look into it.
Here's my code I used ... I'm providing it since I made a few other minor alterations for the sake of testing. I wouldn't worry about anything other than where I place the new important pieces of code.
GameScene.Swift
import SpriteKit
// Global
/*
Level_1 set up and control
*/
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
class Level_1: GameScene {
// Instance variables
var lastUpdateTime:NSTimeInterval = 0
var dt:NSTimeInterval = 0
var player = Player() // Sub classed SKSpriteNode for all player related stuff
var currentTouchPosition: CGPoint = CGPointZero
var beginningTouchPosition:CGPoint = CGPointZero
var currentPlayerPosition: CGPoint = CGPointZero
var playableRectArea:CGRect = CGRectZero
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// IMPORTANT CODE 2 //
scene?.physicsWorld.gravity = CGVectorMake(0, 0)
// Constant - Max aspect ratio supported
let maxAspectRatio:CGFloat = 16.0/9.0
// Calculate playable height
let playableHeight = size.width / maxAspectRatio
// Determine margin on top and bottom by subtracting playable height
// from scene height and then divide by 2
let playableMargin = (size.height-playableHeight)/2.0
// Calculate the actual playable area rectangle
playableRectArea = CGRect(x: 0, y: playableMargin,
width: size.width,
height: playableHeight)
currentTouchPosition = CGPointZero
beginningTouchPosition = CGPointZero
let background = SKSpriteNode(imageNamed: "Level1_Background")
background.position = CGPoint(x: size.width/2, y: size.height/2)
background.zPosition = -1
self.addChild(background)
// CHANGED TO Put my own texture visible on the screen
currentPlayerPosition = CGPoint(x: size.width/2, y: size.height/2)
player.position = currentPlayerPosition
self.addChild(player)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
currentTouchPosition = touch.locationInNode(self)
}
let dxVectorValue = (-1) * (beginningTouchPosition.x - currentTouchPosition.x)
let dyVectorValue = (-1) * (beginningTouchPosition.y - currentTouchPosition.y)
player.movePlayerBy(dxVectorValue, dyVectorValue: dyVectorValue, duration: dt)
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
player.removeAllActions()
// IMPORTANT CODE 5 //
player.stopMoving()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
print("touch")
for touch: AnyObject in touches {
beginningTouchPosition = touch.locationInNode(self)
currentTouchPosition = beginningTouchPosition
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
currentPlayerPosition = player.position
if lastUpdateTime > 0 {
dt = currentTime - lastUpdateTime
}else{
dt = 0
}
lastUpdateTime = currentTime
player.boundsCheckPlayer(playableRectArea)
}
}
GameViewController.swift
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.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 = .AspectFill
skView.presentScene(scene)
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
Player.swift
import Foundation
import SpriteKit
struct PhysicsCategory {
static let None : UInt32 = 0
static let All : UInt32 = UInt32.max
static let Player : UInt32 = 0b1 // 1
static let Enemy : UInt32 = 0b10 // 2
}
class Player: SKSpriteNode{
init(){
// Initialize the player object
let texture = SKTexture(imageNamed: "Player1")
super.init(texture: texture, color: UIColor.clearColor(), size: texture.size())
self.xScale = 2
self.yScale = 2
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.zPosition = 1
// Player physics
// IMPORTANT CODE 1 //
let body:SKPhysicsBody = SKPhysicsBody(texture: texture, alphaThreshold: 0, size: texture.size() )
self.physicsBody = body
self.physicsBody?.allowsRotation = false
self.physicsBody?.dynamic = true
self.physicsBody?.affectedByGravity = true
self.physicsBody?.categoryBitMask = PhysicsCategory.Player
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
// Check if the player sprite is within the playable area bounds
func boundsCheckPlayer(playableArea: CGRect){
let bottomLeft = CGPoint(x: 0, y: CGRectGetMinY(playableArea))
let topRight = CGPoint(x: playableArea.size.width, y: CGRectGetMaxY(playableArea))
if(self.position.x <= bottomLeft.x){
self.position.x = bottomLeft.x
// velocity.x = -velocity.x
}
if(self.position.x >= topRight.x){
self.position.x = topRight.x
// velocity.x = -velocity.x
}
if(self.position.y <= bottomLeft.y){
self.position.y = bottomLeft.y
// velocity.y = -velocity.y
}
if(self.position.y >= topRight.y){
self.position.y = topRight.y
// velocity.y = -velocity.y
}
}
/*
Move the player in a certain direction by a specific amount
*/
// IMPORTANT CODE 3 //
func movePlayerBy(dxVectorValue: CGFloat, dyVectorValue: CGFloat, duration: NSTimeInterval)->(){
print("move player")
let moveActionVector = CGVectorMake(dxVectorValue, dyVectorValue)
let movePlayerAction = SKAction.applyForce(moveActionVector, duration: 1/duration)
self.runAction(movePlayerAction)
}
// IMPORTANT CODE 4 //
func stopMoving() {
let delayTime: NSTimeInterval = 0.5 // 0.5 second pause
let stopAction: SKAction = SKAction.runBlock{
self.physicsBody?.velocity = CGVectorMake(0, 0)
}
let pause: SKAction = SKAction.waitForDuration(delayTime)
let stopSequence: SKAction = SKAction.sequence([pause,stopAction])
self.runAction(stopSequence)
}
}
I created a subclass of UIimageView because i want to use this imageview multiple times. I'm using touchesmoved to drag the image. So when i use multiple images of same class, i want to find whether they intersect each other. Here's the image class code
import UIKit
class imgBall: UIImageView {
private var xOffset: CGFloat = 0.0
private var yOffset: CGFloat = 0.0
required init(coder aDecoder:NSCoder) {
fatalError("use init(point:")
}
init(point:CGPoint) {
let image = UIImage(named: "ball.png")!
super.init(image:image)
self.frame = CGRect(origin: point, size: CGSize(width: 100, height: 100))
self.userInteractionEnabled = true
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let point = touches.anyObject()!.locationInView(self.superview)
xOffset = point.x - self.center.x
yOffset = point.y - self.center.y
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
let point = touches.anyObject()!.locationInView(self.superview)
self.center.x = point.x - xOffset
}
}
and this is how I'm using it in gameviewcontroller
viewDidLoad() {
var ball1 = imgBall(point: CGPoint(x: 20, y: 0))
self.view.addSubview(ball1)
var ball2 = imgBall(point: CGPoint(x: 50, y: 70))
self.view.addSubview(ball2)
}
so how do i find out if they intersect/collide each other?
You've got to use CGRectIntersectsRect with something like this :
if (CGRectIntersectsRect(ball1.frame,ball2.frame) {
// they intersect
} else {
// they're safe
}
I am trying to rotate an UIImageView using Touch events, I want the image to rotate with my finger, I want to do the same as this: dropbox link (best to see it, so u understand what I mean)
After researching on how to rotate an UIImageView: How can I rotate an UIImageView by 20 degrees. I have tried the following code with my simple approach to developing iPhone apps:
class ViewController: UIViewController {
var startpoint:CGPoint!
var endpoint:CGPoint!
#IBOutlet var yello:UIImageView
override func touchesMoved(touches: NSSet!, withEvent event: UIEvent!) {
let t:UITouch = touches.anyObject() as UITouch
startpoint = t.locationInView(self.view)
endpoint = t.previousLocationInView(self.view)
if t.view == yello {
var startX = startpoint.x
var endX = endpoint.x
yello.center = CGPointMake(yello.center.x, yello.center.y)
UIView.animateWithDuration(1, animations: { self.yello.transform = CGAffineTransformMakeRotation(startX-endX)})
}
}
}
I can see clearly that my code has a lot of mistakes and bad practices, and it also doesn't behave correctly as I want. (see dropbox link above)
So maybe there is a better way to do this perhaps by using CoreAnimation, and I would appreciate if code sample would do the same as I want.
I just wrote this real quick. I think it is what you are looking for. Instead of using images I used colored-views but you could easily replace that with an image. You may want to detect if the view was dragged so that the user must drag the view in-order to rotate, because currently the user can drag anywhere to rotate the view. (The code below now checks for this case) Let me know if you have any questions about it.
class ViewController: UIViewController {
var myView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
myView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 20))
myView.center = self.view.center
myView.backgroundColor = UIColor.redColor()
self.view.addSubview(myView)
myView.layer.anchorPoint = CGPoint(x: 1.0, y: 0.5)
let box = UIView(frame: CGRect(x: 0, y: 0, width: 20, height: 20))
box.backgroundColor = UIColor.blueColor()
myView.addSubview(box)
}
override func touchesMoved(touches: NSSet!, withEvent event: UIEvent!) {
let touch = touches.anyObject() as UITouch
if touch.view === myView.subviews[0] {
let position = touch.locationInView(self.view)
let target = myView.center
let angle = atan2(target.y-position.y, target.x-position.x)
myView.transform = CGAffineTransformMakeRotation(angle)
}
}
}
//updated code for swift 4
class ViewController: UIViewController {
var myView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
myView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 20))
myView.center = self.view.center
myView.isUserInteractionEnabled = true
myView.backgroundColor = UIColor.red
self.view.addSubview(myView)
myView.layer.anchorPoint = CGPoint(x: 1.0, y: 0.5)
let box = UIView(frame: CGRect(x: 0, y: 0, width: 20, height: 20))
box.backgroundColor = UIColor.blue
myView.addSubview(box)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch:UITouch = touches.first!
if touch.view === myView.subviews[0] {
let position = touch.location(in: self.view)
let target = myView.center
let angle = atan2(target.y-position.y, target.x-position.x)
myView.transform = CGAffineTransform(rotationAngle: angle)
}
}