How to create a separation between two SpriteKit objects - ios

I have a circle and triangles inside and outside. I was looking through my character if it is not in a circle outside the circle touching triangles and vice versa.
It does not matter if my character out of my circle it still happens.
In fact if I'm in my circle and triangles outside my circle so my character should not touch them.
How do I solve this?
Does anyone have an idea?
My Code :
func AddCharacter() {
BooCharacter.size = CGSize(width: 30, height: 30)
BooCharacter.anchorPoint.y = 0
BooCharacter.zRotation = CGFloat(-M_PI_2)
//BooCharacter.position.y += circleRadius
BooCharacter.position = CGPoint(x:0.0, y:circleRadius)
BooCharacter.physicsBody = SKPhysicsBody(texture:BooCharacterSKT, size: CGSize(width: 30, height: 30))
BooCharacter.physicsBody = SKPhysicsBody(circleOfRadius: 15);
BooCharacter.physicsBody?.categoryBitMask = heroCategory
BooCharacter.physicsBody?.contactTestBitMask = triangleCategory
BooCharacter.physicsBody?.collisionBitMask = triangleCategory;
}
func AddCircle() {
Circle = SKShapeNode(circleOfRadius: circleRadius)
Circle.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
Circle.strokeColor = UIColor.whiteColor()
self.addChild(Circle)
Circle.addChild(BooCharacter)
self.AddTriangleToCircle(Circle, Location: CGFloat(random(1...90)), Inside: true)
self.AddTriangleToCircle(Circle, Location: CGFloat(random(90...280)), Inside: false)
self.AddTriangleToCircle(Circle, Location: CGFloat(random(280...360)), Inside: false)
//self.AddTriangleToCircle(Circle, Location: 90)
//self.AddTriangleToCircle(Circle, Location: 180)
//self.AddTriangleToCircle(Circle, Location: 240)
//self.AddTriangleToCircle(Circle, Location: 300)
}
func AddPointsLable() {
pointsLabel = PointsLabel(num: 0)
pointsLabel.position = CGPoint(x: self.size.width/2, y: self.size.height/2 - 35)
pointsLabel.name = "pointsLabel"
addChild(pointsLabel)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
BooCharacter.zRotation += CGFloat(M_PI)
//for touch in touches {
//let location = touch.locationInNode(self)
let TapLable = childNodeWithName("tap")
TapLable?.removeFromParent()
//}
}
override func update(currentTime: NSTimeInterval) {
angleRelatedToCircle -= rotationSpeed
//BooCharacter.zRotation -= rotationSpeed
let newLocation = CGPointMake(circleRadius * cos(angleRelatedToCircle), circleRadius * sin(angleRelatedToCircle));
// BooCharacter.position.x = circleRadius * cos(angleRelatedToCircle)
// BooCharacter.position.y = circleRadius * sin(angleRelatedToCircle)
BooCharacter.runAction(SKAction.rotateByAngle(-rotationSpeed, duration: 0));
BooCharacter.runAction(SKAction.moveTo(newLocation, duration: 0));
//SKAction.moveTo(CGP, duration: <#T##NSTimeInterval#>)
//NSLog("x = %f, y = %f, r = %f",BooCharacter.position.x,BooCharacter.position.y,BooCharacter.zRotation);
}
func AddTriangleToCircle(Circle: SKShapeNode, Location: CGFloat, Inside: Bool) {
let Triangle: SKSpriteNode = SKSpriteNode(imageNamed: "Triangle")
Triangle.size = CGSize(width: 30, height: 30)
Triangle.anchorPoint.y = 0
if Inside == true {
// Inside Triangle
Triangle.zRotation = CGFloat(M_PI_2)
} else {
// Outside Triangle
Triangle.zRotation = CGFloat(-M_PI_2)
}
Triangle.position = CGPoint(x:0.0, y:circleRadius)
let rotationSpeed1 = rotationSpeed + Location;
var angleRelatedToCircle1 = angleRelatedToCircle;
angleRelatedToCircle1 -= rotationSpeed1
Triangle.zRotation -= rotationSpeed1
Triangle.position.x = circleRadius * cos(angleRelatedToCircle1)
Triangle.position.y = circleRadius * sin(angleRelatedToCircle1)
//Triangle.name = "Triangle";
Triangle.physicsBody = SKPhysicsBody(texture:TriangelSKT, size: CGSize(width: 30, height: 30))
//TODO: Make this a polygon body
Triangle.physicsBody?.categoryBitMask = triangleCategory
Triangle.physicsBody?.contactTestBitMask = heroCategory
Triangle.physicsBody?.collisionBitMask = heroCategory
Circle.addChild(Triangle);
}
func didBeginContact(contact: SKPhysicsContact) {
// ---------------------------------------------
// Hero Hit Triangle
// ---------------------------------------------
if (contact.bodyA.categoryBitMask == triangleCategory) {
// Play Sound Effect
// Remove Triangle
//contact.bodyA.node?.removeFromParent();
// Update Score
NSLog("Hero hit Triangle");
}
}
func random(range: Range<Int> ) -> Int
{
var offset = 0
if range.startIndex < 0 // allow negative ranges
{
offset = abs(range.startIndex)
}
let mini = UInt32(range.startIndex + offset)
let maxi = UInt32(range.endIndex + offset)
return Int(mini + arc4random_uniform(maxi - mini)) - offset
}
}

What you probably want is to set character's physics body like this:
BooCharacter.physicsBody = SKPhysicsBody(circleOfRadius: 15);
because currently, character size is a 30x30 rectangle and its body is a circle with a diameter of 60 (d=2r). You need a body with diameter of 30.
Also, you are changing characters anchor point but keep in mind that physics body is not affected with that action. It stays centered on node's position... Read more in this example.
And about triangle node. Currently it has a physics body with a rectangular shape even if it's a triangle. Not sure if you want that, but it may cause the problems you are experiencing. You have a few options to solve this:
Create physics body manually, like pointed in one of your previous questions, or
Create a physics body from a texture. Keep in mind that this might be performance intensive, but it will probably be fine for your game because you don't have many objects on the scene.

Related

Collision in Spritekit not collide with another node

I describe as StackOverflow standards the following issue.
Summarize the problem
I have issue about colliding two nodes. One is composed by a crowd and each people is a single item of my crowd defined in the same way (included in a while just to be clear and using index "i" and "j" to create the row of the crowd). I wanted to make disappear once arrive a node (as civilian) to the bottom and going to the top and the crowd remove the civilian spawned along the path. Actually I have this thing and the func tells me that the colliding happens but it didn't 'cause nothing happens and the civilian node captured by crowd it didn't disappear or removed with the removefromparent(). I've got no error messages with my compiler, it works for him. My scope is : detecting node civilian during the path by the crowd and remove this one from the path.
What I've tried
I tried many things to fix this. The first thing is following a lot of tutorials about how Collision Masks etc.. work. I know what they do. But what I've tried it was to make a invisible line for the last line of crowd of people just to see if the problem is the crowd itself and making that if the civilian node arrives to collide the invisible line is like he was in contact with the crowd but it didin't this effect. I followed a lot of tutorial such as HackingWithswift, Youtube tutorials but the procedure for me it's clear but nothing happens (sorry for being repetitive).
Show code
My problem is about this GameScene.sks because it it just one file with all the functions.
import SpriteKit
import GameplayKit
enum CategoryMask: UInt32 {
case civilian_value = 1
case crowd_value = 2
case background_value = 0
}
enum GameState {
case ready
case playing
case dead
}
var gameState = GameState.ready {
didSet {
print(gameState)
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
let player = SKSpriteNode(imageNamed: "player1")
let textureA = SKTexture(imageNamed: "player1")
let textureB = SKTexture(imageNamed: "player2")
let pause = SKSpriteNode(imageNamed: "pause-button")
let resume = SKSpriteNode(imageNamed: "pause-button")
var civilian = SKSpriteNode()
let pauseLayer = SKNode()
let gameLayer = SKNode()
weak var sceneDelegate: GameSceneDelegate?
//main
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
//func for dynamic background
moveBackground(image: ["background1", "background2", "background3", "background1"], x: 0, z: -3, duration: 5, size: CGSize(width: 0.5, height: 1.0))
character(player: player)
run(SKAction.repeatForever(
SKAction.sequence([
SKAction.run(civilians),
SKAction.wait(forDuration: 3.0)])))
run(SKAction.run(crowdSpawn))
pause.name="pause"
pause.position = CGPoint(x: frame.minX/1.3, y: frame.minY/1.15)
pause.size=CGSize(width: 0.1, height: 0.1)
pause.zPosition = 4
addChild(pause)
if self.scene?.isPaused == true {
resume.name="resume"
resume.position = CGPoint(x: frame.minX/1.5, y: frame.minY/1.15)
resume.size=CGSize(width: 0.1, height: 0.1)
resume.zPosition = 12
addChild(resume)
}
}
func pauseGame() {
sceneDelegate?.gameWasPaused()
let barr = SKSpriteNode()
let barrbehind = SKSpriteNode()
let buttonresume = SKSpriteNode(imageNamed: "back")
barrbehind.name = "barrbehind"
barrbehind.zPosition = 9
barrbehind.color = SKColor.black
barrbehind.size = CGSize(width: frame.width, height: frame.height)
barrbehind.alpha = 0.5
self.addChild(barradietro)
barr.name = "bar"
barr.size = CGSize(width: 0.4, height: 0.5)
barr.color = SKColor.white
barr.zPosition = 10
self.addChild(barr)
buttonresume.name = "resume"
buttonresume.zPosition = 11
buttonresume.color = SKColor.black
buttonresume.size = CGSize(width: 0.1, height: 0.1)
buttonresume.alpha = 0.5
self.addChild(buttonresume)
self.scene?.isPaused = true
}
//random func (it helps for generate randomly civilians along the path
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//func to define civilians
func civilians() {
let civilian = SKSpriteNode(imageNamed: "PV")
civilian.name = "civilian"
//posiziono il civile
civilian.position = CGPoint(x: frame.size.width/8.0 * random(min: -1.5, max: 1.5), y: -frame.size.height * 0.45)
civilian.physicsBody = SKPhysicsBody(rectangleOf: civilian.size)
civilian.zPosition = 3
civilian.physicsBody?.categoryBitMask = CategoryMask.civilian_value.rawValue
civilian.physicsBody?.collisionBitMask = CategoryMask.crowd_value.rawValue
civilian.physicsBody?.contactTestBitMask = CategoryMask.crowd_value.rawValue
civilian.physicsBody?.isDynamic = true
//civilian size
civilian.size=CGSize(width: 0.2, height: 0.2)
//civilian movement
civilian.run(
SKAction.moveBy(x: 0.0, y: frame.size.height + civilian.size.height,duration: TimeInterval(1.77)))
addChild(civilian)
}
//func for the main character
func character(player: SKSpriteNode){
player.position = CGPoint(x: 0, y: 0)
player.size = CGSize(width: 0.2, height: 0.2)
let animation = SKAction.animate(with: [textureB,textureA], timePerFrame:0.2)
player.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(player)
player.run(SKAction.repeatForever(animation))
}
//func for generate the crowd
func crowdSpawn(){
var i = 0.0
var j = 0.25
var crowdRaw : Bool = true
while crowdRaw {
if i <= 1 {
let crowd = SKSpriteNode(imageNamed: "player1")
crowd.name = "crowd"
//posiziono il civile
crowd.size=CGSize(width: 0.15, height: 0.15)
crowd.position = CGPoint(x: -frame.size.width / 3.6 + CGFloat(i)/2 * crowd.size.width , y: frame.size.height / 2 + (CGFloat(j)*2) * -crowd.size.height)
crowd.zPosition = 3
let animation = SKAction.animate(with: [textureB,textureA], timePerFrame:0.25)
crowd.run(SKAction.repeatForever(animation))
crowd.run(SKAction.moveBy(x: frame.size.width / 16.0 + CGFloat(i) * crowd.size.width, y: 0, duration: 0))
let infectedCollision = SKSpriteNode(color: UIColor.red,
size: CGSize(width: 1, height: 0.1))
infectedCollision.physicsBody = SKPhysicsBody(rectangleOf: infectedCollision.size)
infectedCollision.physicsBody?.categoryBitMask = CategoryMask.crowd_value.rawValue
//collisionBitMask : qui la linea della folla non può collidere con il civilian
infectedCollision.physicsBody?.collisionBitMask = CategoryMask.civilian_value.rawValue
infectedCollision.physicsBody?.contactTestBitMask = CategoryMask.civilian_value.rawValue
infectedCollision.physicsBody?.isDynamic = true
infectedCollision.name = "infectedCollision"
infectedCollision.position = crowd.position
addChild(crowd)
addChild(infectedCollision)
i += 0.25
} else {
j += 0.25
i = 0.0
}
if j == 1 {
crowdRaw = false
}
}
}
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.node?.position == contact.bodyB.node?.position {
let actionMoveDone = SKAction.removeFromParent()
civilian.run(SKAction.sequence([actionMoveDone]))
}
}
//func about the touches
func touchDown(atPoint pos : CGPoint) {
let action = SKAction.move(to: pos, duration: 1.0)
// playerSprite is a SpriteKit sprite node.
player.run(action)
}
//func about the touches
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
switch gameState {
case .ready:
gameState = .playing
case .playing:
for t in touches {
let location = t.location(in: self)
player.position.x = location.x/2
for node in self.nodes(at: location){
if node.name == "civilian" {
let explode = SKAction.colorize(with: UIColor.systemBlue,colorBlendFactor: 5.0, duration: 2)
let vanish = SKAction.fadeOut(withDuration: 2.0)
node.run(explode , completion: {
node.run(vanish) {
node.removeFromParent()
}
})
}else if node.name == "pause" {
pauseGame()
}else if node.name == "resume" {
self.scene?.isPaused = false
}
}
}
case .dead:
print("dead")
}
}
//function to have different backgrounds in scrolling (3 backgrounds in a loop)
func moveBackground(image: [String], x: CGFloat, z:CGFloat, duration: Double, size: CGSize) {
for i in 0...3 {
let background = SKSpriteNode(imageNamed: image[i])
background.position = CGPoint(x: x, y: size.height * CGFloat(i))
background.size = size
background.zPosition = z
let move = SKAction.moveBy(x: 0, y: -background.size.height*3, duration: 0)
let back = SKAction.moveBy(x: 0, y: background.size.height*3, duration: duration)
let sequence = SKAction.sequence([move,back])
let repeatAction = SKAction.repeatForever(sequence)
addChild(background)
background.run(repeatAction)
}
}
}
Ok, it was fun to recall how all this SpriteKit stuff works :D
First problem you have is node/sprite creation. The solution could be some kind of Factory pattern with more or less abstraction. GameScene doesn't have to know how nodes are initialized/configured. Scene could know only which type of nodes exist, and thats enough to get them ready for use.
//MARK: - Factory
protocol AbstractFactory {
func getNode()-> SKNode
func getNodeConfig()->SpriteConfig
}
class CivilianFactory : AbstractFactory {
// Local Constants
private struct K {
static let size = CGSize(width: 32, height: 32)
static let name = "civilian"
static let color = UIColor.yellow
}
// Here we get Civilian sprite config
func getNodeConfig() -> SpriteConfig {
let physics = SpritePhysicsConfig(categoryMask: Collider.civilian, contactMask: Collider.player | Collider.wall, collisionMask: Collider.none)
return SpriteConfig(name: K.name, size: K.size, color: K.color, physics: physics)
}
func getNode() -> SKNode {
let config = getNodeConfig()
let sprite = SKSpriteNode(color: config.color, size: config.size)
sprite.color = config.color
sprite.name = config.name
sprite.zPosition = 1
if let physics = config.physics {
sprite.physicsBody = SKPhysicsBody(rectangleOf: config.size)
sprite.physicsBody?.isDynamic = physics.isDynamic
sprite.physicsBody?.affectedByGravity = physics.isAffectedByGravity
sprite.physicsBody?.categoryBitMask = physics.categoryMask
sprite.physicsBody?.contactTestBitMask = physics.contactMask
sprite.physicsBody?.collisionBitMask = physics.collisionMask
}
}
return sprite
}
}
Same as this, You will make other "factories" as needed (just copy the factory and change visual/physics data setup). For this example I will make PlayerFactory.
and with next method I will create my nodes:
private func getNode(factory:AbstractFactory)->SKNode{
return factory.getNode()
}
and then just use it like this:
let node = getNode(factory: self.civiliansFactory) // or self.whateverFactory
Here you just provide a factory you want (can be anything that conforms to AbstractFactory), and in return, You get a desired node (You can return here anything that is SKNode). This way, we have hid initialization process, dependencies etc. from outside world (GameScene), and put everything in one place.
So, quite flexible, plus removes a bunch of repeating code from your scene.
And here are config structs for sprites creation:
//MARK: - Sprite Config
struct SpriteConfig {
let name:String
let size:CGSize
let color:UIColor
let physics:SpritePhysicsConfig? // lets make this optional
}
struct SpritePhysicsConfig {
let categoryMask: UInt32
let contactMask: UInt32
let collisionMask:UInt32
let isDynamic:Bool
let isAffectedByGravity:Bool
init(categoryMask:UInt32, contactMask:UInt32, collisionMask:UInt32, isDynamic:Bool = true, isAffectedByGravity:Bool = false){
self.categoryMask = categoryMask
self.contactMask = contactMask
self.collisionMask = collisionMask
self.isDynamic = isDynamic
self.isAffectedByGravity = isAffectedByGravity
}
}
Now some useful extensions that I needed:
//MARK: - Extensions
//Extension borrowed from here : https://stackoverflow.com/a/37760551
extension CGRect {
func randomPoint(x:CGFloat? = nil, y:CGFloat? = nil) -> CGPoint {
let origin = self.origin
return CGPoint(x: x == nil ? CGFloat(arc4random_uniform(UInt32(self.width))) + origin.x : x!,
y: y == nil ? CGFloat(arc4random_uniform(UInt32(self.height))) + origin.y : y!)
}
}
//Extension borrowed from here: https://stackoverflow.com/a/33292919
extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
return abs(CGFloat(hypotf(Float(point.x - x), Float(point.y - y))))
}
}
And the GameScene:
//MARK: - Game Scene
class GameScene: SKScene {
//MARK: - Local Constants
// It's always good to have some kind of local constants per file, so that you have all variables in one place when it comes to changing/tuning
private struct K {
struct Actions {
static let civilianSpawningKey = "civilian.spawning"
static let playerMovingKey = "player.moving"
static let spawningDuration:TimeInterval = 0.7
static let spawningRange = 0.2
static let fadeOutDuration:TimeInterval = 0.35
}
struct General {
static let playerSpeed:CGFloat = 350
}
}
//MARK: - Private Properties
private var player:SKSpriteNode?
// Just in case, nodes are removed after physics simulation is done (in didSimulatePhysics which is called in each frame)
// Frame-Cycle Events : https://developer.apple.com/documentation/spritekit/skscene/responding_to_frame-cycle_events
private var trash:[SKNode] = []
private let civilianFactory = CivilianFactory()
private let playerFactory = PlayerFactory()
//MARK: - Scene lifecycle
override func sceneDidLoad() {
physicsWorld.contactDelegate = self
spawnCivilians()
}
//MARK: - Creating & Spawning sprites
private func getNode(factory:AbstractFactory)->SKNode{
return factory.getNode()
}
private func spawnCivilian(at position: CGPoint){
let node = getNode(factory: civilianFactory)
node.position = position
addChild(node)
}
private func spawnPlayer(at position: CGPoint){
// If its a first time, create player and leave it there
guard let `player` = player else {
let node = getNode(factory: playerFactory)
node.position = position
self.player = (node as? SKSpriteNode)
addChild(node)
return
}
// If player exists, move it around
let distance = player.position.distance(point: position)
let speed = K.General.playerSpeed
// To maintain same moving speed, cause if we use constant here, sprite would move faster or slower based on a given distance
let duration = distance / speed
let move = SKAction.move(to: position, duration:duration)
// This is a good way to check if some action is running
if player.action(forKey: K.Actions.playerMovingKey) != nil {
player.removeAction(forKey: K.Actions.playerMovingKey)
}
player.run(move, withKey: K.Actions.playerMovingKey)
}
private func spawnCivilians(){
let wait = SKAction .wait(forDuration: K.Actions.spawningDuration, withRange: K.Actions.spawningRange)
let spawn = SKAction.run({[weak self] in
guard let `self` = self else {return}
self.spawnCivilian(at: self.frame.randomPoint())
})
let spawning = SKAction.sequence([wait,spawn])
self.run(SKAction.repeatForever(spawning), withKey:K.Actions.civilianSpawningKey)
}
//MARK: - Touches Handling
func touchDown(atPoint pos : CGPoint) {
spawnPlayer(at: pos)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
}
So I pretty much commented everything. Here, you :
Start spawning civilians infinitely, immediately after the scene is loaded
On touch you add player to the scene
On every next touch player travels to the touch location (by the same speed)
And contacts:
//MARK: - Physics
struct Collider{
static let player : UInt32 = 0x1 << 0
static let civilian : UInt32 = 0x1 << 1
static let wall : UInt32 = 0x1 << 2
static let none : UInt32 = 0x0
}
extension GameScene: SKPhysicsContactDelegate{
//MARK: - Removing Sprites
override func didSimulatePhysics() {
for node in trash {
// first remove node from parent (with fadeOut)
node.run(SKAction.sequence([SKAction.fadeOut(withDuration: K.Actions.fadeOutDuration), SKAction.removeFromParent()]))
}
trash.removeAll() // then empty the trash
}
//MARK: Removing
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node, let nodeB = contact.bodyB.node else {
//Silliness like removing a node from a node tree before physics simulation is done will trigger this error
fatalError("Physics body without its node detected!")
}
let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch mask {
// Contact between player and civilian detected
case Collider.player | Collider.civilian:
if let civilian = (contact.bodyA.categoryBitMask == Collider.civilian ? nodeA : nodeB) as? SKSpriteNode
{
trash.append(civilian)
}
default:
break
}
}
}
I guess those contacts and node removal were your problem. The point is that nodes that have physics body, are safer to remove from a node tree when didSimulatePhysics method is finished. There is a link in comments that explains what happens each frame, but the bottom point is, that physics engine retains physics body cause simulation is not finished, but the node is removed and that often end up in some unexpected results.
So to try how this work, you just copy / paste it in your GameScene. Here is how it looks:
You can see how nodes are really removed by observing nodes count label. (to enable these labels, you just go (in your view controller class) with (self.view as? SKView)?.showsNodeCount = true, showsFPS, showsPhysics etc).

SpriteKit keep moving player in current direction while falling after touchesEnded

I'm making my own Mario Bros. replica for the first level to learn how to make games with iOS, with my own assets. So far I've managed to place three SKSpriteNodes for the controls (left, right, up), and my player node can move in those three directions, but if I make my player jump while running in either direction, as soon as I remove my finger from the "left control", the player loses all its momentum and falls right there (as if it hit a wall) instead of following the parabola.
I don't know what might be needed in this case to be an MRE, so this is basically the whole thing that can reproduce the issue, along with some attempts I've made to make it work.
Basically I tried to apply an impulse / set the velocity / change the position directly and this last one was the one with better results (yet it still makes the player node to fall as soon as I remove the finger from the direction controls).
Here's a video demonstrating the issue.
This is the GameScene
import SpriteKit
import GameplayKit
class GameScene: SKScene {
private var player = SKSpriteNode()
private var bg = SKSpriteNode()
private var leftArrow = SKSpriteNode()
private var rightArrow = SKSpriteNode()
private var upArrow = SKSpriteNode()
private var floor = [SKSpriteNode]()
private var isLeftTouched = false
private var isRightTouched = false
private var selectedNodes: [UITouch:SKSpriteNode] = [:]
override func didMove(to view: SKView) {
addBackground()
addFloor()
addPlayer(xOffset: 0, yOffset: 0)
addControls()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 50))
let touch = touches.first! as UITouch
let positionInScene = touch.location(in: self)
let touchedNode = self.atPoint(positionInScene)
for touch in touches {
let location = touch.location(in:self)
if let node = self.atPoint(location) as? SKSpriteNode {
if let name = touchedNode.name {
selectedNodes[touch] = node
if name == "up" {
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 60))
} else if name == "left" {
isLeftTouched = true
} else if name == "right" {
isRightTouched = true
}
}
}
}
if let name = touchedNode.name {
if name == "up" {
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 60))
} else if name == "left" {
isLeftTouched = true
} else if name == "right" {
isRightTouched = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//let direction = ((touches.first?.location(in: self).x)! < (touches.first?.previousLocation(in: self).x)!) ? Direction.LEFT : Direction.RIGHT
//runIn(direction: direction)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
if selectedNodes[touch] != nil {
if selectedNodes[touch]?.name == "left" {
isLeftTouched = false
} else if selectedNodes[touch]?.name == "right" {
isRightTouched = false
}
selectedNodes[touch] = nil
}
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if isLeftTouched {
runIn(direction: Direction.LEFT)
}
if isRightTouched {
runIn(direction: Direction.RIGHT)
}
}
// MARK: INTERACTION METHODS
func runIn(direction: Direction) {
let x = player.position.x + (direction == Direction.RIGHT ? 5 : -5)
let position = CGPoint(x: x, y: player.position.y)
if position.x >= self.frame.maxX || position.x <= self.frame.minX {
return
}
player.position = position
//player.physicsBody?.velocity = CGVector(dx: direction == Direction.RIGHT ? 50 : -50, dy: 0)
//player.physicsBody?.applyImpulse(CGVector(dx: direction == Direction.RIGHT ? 5 : -5 , dy: 0))
}
// MARK: UI METHODS
func addBackground() {
let bgTexture = SKTexture(imageNamed: "bg")
bg = SKSpriteNode(texture: bgTexture)
bg.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
bg.size.height = self.frame.height
bg.zPosition = -10
self.addChild(bg)
}
func addPlayer(xOffset: CGFloat, yOffset: CGFloat) {
let playerTexture = SKTexture(imageNamed: "player")
player = SKSpriteNode(texture: playerTexture)
//let xPos = calculateXOffset(for: player, from: self.frame.midX, offset: xOffset)
//let yPos = calculateXOffset(for: player, from: self.frame.midY, offset: yOffset)
player.position = CGPoint(x: self.frame.midX,
y: self.frame.midY)
player.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: player.frame.width, height: player.frame.height))
player.physicsBody?.isDynamic = true
self.addChild(player)
}
func addFloor() {
let blockTexture = SKTexture(imageNamed: "block")
for i in 0 ... (Int) (self.frame.width / blockTexture.size().width) {
let blockNode = SKSpriteNode(texture: blockTexture)
blockNode.position = CGPoint(x: self.frame.minX + (blockNode.frame.width * CGFloat(i)),
y: self.frame.minY + blockNode.frame.height / 2)
blockNode.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: blockNode.frame.width, height: blockNode.frame.height))
blockNode.physicsBody?.isDynamic = false
floor.append(blockNode)
self.addChild(blockNode)
}
}
func addControls() {
addLeftArrow()
addRightArrow()
addUpArrow()
}
func addLeftArrow() {
let leftTexture = SKTexture(imageNamed: "left")
leftArrow = SKSpriteNode(texture: leftTexture)
leftArrow.name = "left"
leftArrow.position = CGPoint(x: calculateXOffset(for: leftArrow, from: self.frame.minX, offset: 50),
y: calculateXOffset(for: leftArrow, from: self.frame.minY, offset: 50))
self.addChild(leftArrow)
}
func addRightArrow() {
let rightTexture = SKTexture(imageNamed: "right")
rightArrow = SKSpriteNode(texture: rightTexture)
rightArrow.name = "right"
rightArrow.position = CGPoint(x: calculateXOffset(for: rightArrow, from: self.frame.minX, offset: 150),
y: calculateXOffset(for: rightArrow, from: self.frame.minY, offset: 50))
self.addChild(rightArrow)
}
func addUpArrow() {
let upTexture = SKTexture(imageNamed: "up")
upArrow = SKSpriteNode(texture: upTexture)
upArrow.name = "up"
upArrow.position = CGPoint(x: calculateXOffset(for: upArrow, from: self.frame.maxX, offset: -(125 + upTexture.size().width)),
y: calculateXOffset(for: upArrow, from: self.frame.minY, offset: 50))
self.addChild(upArrow)
}
// MARK: UTILITY FUNCTIONS
func calculateXOffset(for asset: SKSpriteNode, from coord: CGFloat, offset: CGFloat) -> CGFloat {
let width = asset.frame.width
return coord + offset + width;
}
func calculateYOffset(for asset: SKSpriteNode, from coord: CGFloat, offset: CGFloat) -> CGFloat {
let height = asset.frame.height
return coord + offset + height;
}
}
My Direction enum:
enum Direction {
case LEFT
case RIGHT
case UP
case DOWN
}
And the only change I made in GameViewController was this:
scene.scaleMode = .resizeFill
My GameScene.sks is 926 x 428, only supporting landscape. I also set the LaunchScreen to Main due to a bug in Xcode 12: Background is not filling the whole view SpriteKit
And these are all my assets:
Edit
I tried applying an impulse in my runIn method like this:
player.physicsBody?.applyImpulse(CGVector(dx: direction == Direction.RIGHT ? 2 : -2 , dy: 0))
This makes the player node move in the parabola but now from time to time it gets stuck and the only way to make it move is to make it jump until it happens again.
Here's a video demonstrating the issue again.
If I try to set the velocity instead, then I'm not able to jump while moving and it seems to glide when jumping and moving after.
I ended up following #JohnL suggestion in the comments above, to use an impulse as well to move my player node:
player.physicsBody?.applyImpulse(CGVector(dx: direction == Direction.RIGHT ? 2 : -2 , dy: 0))
The issue where the player node was stuck while moving was removed when changing the floor for a single asset rather than multiple blocks one next to each other.

(Swift SpriteKit) Rotate sprite in the direction of touch

On the screenshot provided, the red arrow and cross are just for demonstration purposes and are not in the game. I would like the sprite of the spaceship to face the direction of the ball it shoots.
Link to image
Here is my current code for touch location
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
var bullet = SKSpriteNode(imageNamed: "bullet")
bullet.position = cannon.position
bullet.size = CGSize(width: 35, height: 35)
//physics
bullet.physicsBody = SKPhysicsBody(circleOfRadius: bullet.size.width/2)
bullet.physicsBody?.categoryBitMask = PhysicsCategory.bullet
bullet.physicsBody?.collisionBitMask = PhysicsCategory.enemy
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
bullet.name = "bullet"
bullet.physicsBody?.affectedByGravity = false
self.addChild(bullet)
var dx = CGFloat(location.x - cannon.position.x)
var dy = CGFloat(location.y - cannon.position.y)
let magnitude = sqrt(dx * dx + dy * dy)
dx /= magnitude
dy /= magnitude
let vector = CGVector(dx: 120.0 * dx, dy: 120.0 * dy) //adjust constant to increase impluse.
bullet.physicsBody?.applyImpulse(vector)
// I found this code bellow this comment, but it just moves the cannon's y position
let direction = SKAction.moveTo(
CGPointMake(
400 * -cos(bullet.zRotation - CGFloat(M_PI_2)) + bullet.position.x,
400 * -sin(bullet.zRotation - CGFloat(M_PI_2)) + bullet.position.y
),
duration: 0.8)
cannon.runAction(direction)
}
}
Here is the code I found which works perfectly.
Rotate a sprite to sprite position not exact in SpriteKit with Swift
let angle = atan2(location.y - cannon.position.y , location.x - cannon.position.x)
cannon.zRotation = angle - CGFloat(M_PI_2)
I had been working some time ago in something like what you want so, here is my results
first you need to use VectorMath.swift created by Nick Lockwood and this is my code to make my spider move towards user touch
import SpriteKit
import SceneKit
class GameScene: SKScene {
let sprite = SKSpriteNode(imageNamed:"Aranna")
var velocity = Vector2(x: 0, y: 0)
var positionV2D = Vector2(x: 0, y: 0)
var headingVector = Vector2(x: 0, y: 1)
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let myLabel = SKLabelNode(fontNamed:"Chalkduster")
myLabel.text = "Hello, World!";
myLabel.fontSize = 45;
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
sprite.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
positionV2D = Vector2(point:sprite.position);
let testVector = Vector2(x: 10, y: 14);
velocity += testVector;
print(velocity.toString());
velocity += Vector2(x: 1, y: 1);
//velocity = velocity + testVector;
print(velocity.toString());
velocity *= 0.5;
velocity.printVector2D();
velocity = Vector2(x: 2, y: 2);
velocity.normalized();
velocity.printVector2D();
self.addChild(sprite)
}
func ToRad(grados:CGFloat) ->CGFloat
{
return ((CGFloat(M_PI) * grados) / 180.0)
}
func ToDeg(rad:CGFloat) ->CGFloat
{
return (180.0 * rad / CGFloat(M_PI))
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
let toTarget = Vec2DNormalize(Vector2(point:location) - positionV2D);
let angle2 = headingVector.angleWith(toTarget);
print(ToDeg(CGFloat(angle2)));
headingVector.printVector2D();
self.sprite.runAction(SKAction.rotateToAngle(CGFloat(angle2), duration: 0.1))
self.sprite.runAction(SKAction.moveTo(location, duration: 0.5))
positionV2D = Vector2(point: location);
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
I hope this helps you
If you want to rotate only you shouldn't call the moveTo action.
Calculate the angle between touch location and location of the cannon and call action rotateToAngel
here is the code
let angle = atan2(dy, dx) - CGFloat(M_PI_2)
let direction = SKAction.rotateToAngle(angle, duration: 0.4, shortestUnitArc: true)
cannon.runAction(direction)
I found that with the answer submitted by James that this caused it to rotate in the wrong way, fine if you have something like a canonball but as it was used on my game which had a mage and a fireball with a trail it caused an issue, this can be easily fixed with
let angle = atan2(touchlocation.x - cannon.position.x , touchlocation.y -
cannon.position.y)
cannon.zRotation = -(angle - CGFloat(Double.pi/2))
use Double.pi / 2 and M_PI_2 is depriciated now

How do I move one node from one position to another position?

I have a file where I move a square from one side to a point near the middle of the screen.
After that, I want to move it to another position, but I am unsure of how to do that.
This is my code so far. When you run it, it moves to one point and then stops.
What I want it to do is it moves to that one point and immediately goes to a point with the same x value but a y value touching the top of the screen.
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
createEnemies()
}
deinit{
print("deinit called")
}
func randomBetweenNumbers(firstNum: CGFloat, secondNum: CGFloat) -> CGFloat{
return CGFloat(arc4random()) / CGFloat(UINT32_MAX) * abs(firstNum - secondNum) + min(firstNum, secondNum)
}
//Helper method for spawning a point along the screen borders. This will not work for diagonal lines.
func randomPointBetween(start:CGPoint, end:CGPoint)->CGPoint{
return CGPoint(x: randomBetweenNumbers(start.x, secondNum: end.x), y: randomBetweenNumbers(start.y, secondNum: end.y))
}
func createEnemies(){
//Randomize spawning time.
//This will create a node every 0.5 +/- 0.1 seconds, means between 0.4 and 0.6 sec
let wait = SKAction .waitForDuration(0.5, withRange: 0.2)
weak var weakSelf = self //Use weakSelf to break a possible strong reference cycle
let spawn = SKAction.runBlock({
var random = arc4random() % 4 + 1
var position = CGPoint()
var moveTo = CGPoint()
var offset:CGFloat = 40
switch random {
//Left
case 1:
position = weakSelf!.randomPointBetween(CGPoint(x: 0, y: weakSelf!.frame.height/2), end: CGPoint(x: 0, y: weakSelf!.frame.height/2))
//Move to opposite side
moveTo = CGPoint(x: weakSelf!.frame.width/4, y: weakSelf!.frame.height/2)
//moveTo2 = CGPoint(x: weakSelf!.frame.width/4, y: weakSelf!.frame.height)
break
default:
break
}
weakSelf!.spawnEnemyAtPosition(position, moveTo: moveTo)
})
let spawning = SKAction.sequence([wait,spawn])
self.runAction(SKAction.repeatActionForever(spawning), withKey:"spawning")
}
func spawnEnemyAtPosition(position:CGPoint, moveTo:CGPoint){
let enemy = SKSpriteNode(color: SKColor.redColor(), size: CGSize(width: 40, height: 40))
enemy.position = position
enemy.physicsBody = SKPhysicsBody(rectangleOfSize: enemy.size)
enemy.physicsBody?.affectedByGravity = false
enemy.physicsBody?.dynamic = true
enemy.physicsBody?.collisionBitMask = 0 // no collisions
//Here you can randomize the value of duration parameter to change the speed of a node
let move = SKAction.moveTo(moveTo,duration: 2.5)
//let remove = SKAction.removeFromParent()
enemy.runAction(SKAction.sequence([move]))
/*if enemy.position = CGPoint(x: weakSelf!.frame.width/4, y: weakSelf!.frame.height/2) {
let move2 = SKAction.moveTo(moveTo2,duration: 2.5)
enemy.runAction(SKAction.sequence([move2]))
}*/
self.addChild(enemy)
print("\(enemy.position)")
}
func didBeginContact(contact: SKPhysicsContact) {
}
/*
Added for debugging purposes
override func touchesBegan(touches: NSSet, withEvent event: UIEvent?) {
//Just make a transition to the other scene, in order to check if deinit is called
//You have to make a new scene ... I named it WelcomeScene
var scene:WelcomeScene = WelcomeScene(fileNamed: "WelcomeScene.sks")
scene.scaleMode = .AspectFill
self.view?.presentScene(scene )
}
*/
Run a sequence for example.
moveTo = CGPoint(x: weakSelf!.frame.width/4, y: weakSelf!.frame.height/2)
moveTo2 = CGPoint(x: weakSelf!.frame.width/4, y: weakSelf!.frame.height)
let move = SKAction.moveTo(moveTo,duration: 2.5)
let move2 = SKAction.moveTo(moveTo2,duration: 2.5)
let moveToSequence = SKAction.sequence([move, move2])
enemy.runAction(moveToSequence)

iOS SpriteKit collision with screen edges not working

I am trying to create a collision between an SKShapeNode instance and the edges of the screen but for some reason the ShapeNode still goes beyond the limits of the screen. I have implemented code that I believe should take care of the collision but I am new to SpriteKit so I am not entirely sure. Here's a snippet of the code:
//
// GameScene.swift
// SpriteKitTest
//
// Created by 580380 on 3/10/16.
// Copyright (c) 2016 580380. All rights reserved.
//
import SpriteKit
import UIKit
import CoreMotion
class GameScene: SKScene {
//MARK: - Global variables
let motionManager = CMMotionManager()
var circleNode = SKShapeNode()
var destX : CGFloat = 0.0
var destY : CGFloat = 0.0
enum Collision :UInt32 {
case ball = 1
case wall = 2
}
//MARK: - Sprite kit functionality
override func didMoveToView(view: SKView) {
backgroundColor = UIColor.whiteColor()
createCircleNode()
moveCircleNode()
self.addChild(circleNode)
}
//Setup and configuring the SKShapeNode object
private func createCircleNode() {
circleNode.path = UIBezierPath(arcCenter: CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)), radius: 20, startAngle: 0, endAngle: CGFloat(2*M_PI), clockwise: true).CGPath
circleNode.fillColor = UIColor.redColor()
circleNode.strokeColor = UIColor.blueColor()
circleNode.lineWidth = 1
}
private func moveCircleNode() {
circleNode.physicsBody = SKPhysicsBody()
circleNode.physicsBody?.dynamic = true
circleNode.physicsBody?.affectedByGravity = false
if motionManager.accelerometerAvailable {
motionManager.accelerometerUpdateInterval = 0.1
motionManager.startAccelerometerUpdatesToQueue(NSOperationQueue.mainQueue(), withHandler: { (data, error) -> Void in
self.destX = self.circleNode.position.x + CGFloat(data!.acceleration.x*100)
self.destY = self.circleNode.position.y + CGFloat(data!.acceleration.y*200)
})
}
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody!.dynamic = true
self.physicsBody!.affectedByGravity = false
self.physicsBody!.categoryBitMask = Collision.wall.rawValue
self.physicsBody!.collisionBitMask = Collision.ball.rawValue
}
override func update(currentTime: NSTimeInterval) {
let destXAction = SKAction.moveToX(destX, duration: 0.1)
let destYAction = SKAction.moveToY(destY, duration: 0.1)
self.circleNode.runAction(destXAction)
self.circleNode.runAction(destYAction)
}
}
Any idea where I could be going wrong?
The main issue here I will assume is that the Game Scene never actually gets its size set.
In your GameViewController add the line scene.size = skView.bounds.size under let skView = self.view as! SKView.
This will set the size of your scene correctly, so now your ball should collide with your screen edge.... however when you set your circleNode path, the way you implemented it with offset your circle by half the size of the screen.
If you want your circle to appear in the middle of the screen, a better solution would be to have circleNode = SKShapeNode(circleOfRadius: 20) instead of circleNode.path = UIBezierPath(arcCenter: CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)), radius: 20, startAngle: 0, endAngle: CGFloat(2*M_PI), clockwise: true).CGPath. Then set it to be in the center with circleNode.position = CGPointMake(frame.width/2, frame.height/2).
This should solve your issue as a whole, however something you may notice is that the ball may disappear through the edge the screen. To fix this, change your update method to something like this
func clamp(value: CGFloat, min: CGFloat, max: CGFloat) -> CGFloat {
if value > max {
return max
}
if value < min {
return min
}
return value
}
override func update(currentTime: NSTimeInterval) {
let ballRadius: CGFloat = 10
destX = clamp(destX, min: ballRadius, max: frame.width - ballRadius)
destY = clamp(destY, min: ballRadius, max: frame.height - ballRadius)
let destXAction = SKAction.moveToX(destX, duration: 0.1)
let destYAction = SKAction.moveToY(destY, duration: 0.1)
self.circleNode.runAction(destXAction)
self.circleNode.runAction(destYAction)
}
This will make it so the ball should never try to go outside the bounds of the screen. I would also suggest adding circleNode.physicsBody?.usesPreciseCollisionDetection = true so your collisions are more accurate.

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