I'm making an a game in XCode 7 using Swift 2. I have a variable that I want to pass from the start screen (which is an UIViewController) to the game scene (which is an SKScene). I want the player to select a character in a UIView and play with it in the SKScene. I also want the score that's in the SKScene to show in the game-over screen that's an UIView. I've seen tutorials for passing data between two UIViewControllers and between two SKScenes, but none of them work for this case.
How can I pass a variable from an UIViewController to a SKScene (and vice versa)?
I ran over this same problem yesterday.
Swift 5.2, xcode 12 and targeting iOS 14. Searched high and low. Eventually found the userData attribute of the SKScene.
Note: The app is based on SwiftUI and the SKScene is inside a UIViewRepresentable:
struct SpriteKitContainer: UIViewRepresentable {
typealias UIViewType = SKView
var skScene: SKScene!
#Binding var timerData : ModelProgressTimer
Not that I am passing a binding into the View - this contains a number of data items I wanted to make available to the scene.
I placed code in two places to populate skScene.userData:
func makeUIView(context: Context) -> SKView {
self.skScene.scaleMode = .resizeFill
self.skScene.backgroundColor = .green
debugPrint("setting user data")
self.skScene.userData = [:]
self.skScene.userData!["color"] = UIColor(timerData.flatColorTwo!)
self.skScene.userData!["running"] = timerData.isRunning
self.skScene.userData!["percent"] = timerData.percentComplete
let view = SKView(frame: .zero)
view.preferredFramesPerSecond = 60
// view.showsFPS = true
// view.showsNodeCount = true
view.backgroundColor = .clear
view.allowsTransparency = true
return view
}
func updateUIView(_ view: SKView, context: Context) {
self.skScene.userData = [:]
self.skScene.userData!["running"] = timerData.isRunning
self.skScene.userData!["color"] = UIColor(timerData.flatColorTwo!)
self.skScene.userData!["percent"] = timerData.percentComplete
view.presentScene(context.coordinator.scene)
}
Then, inside the skScene object, I am able to retrieve the userData values:
var item: SKShapeNode! = nil
override func sceneDidLoad() {
let scaleUp = SKAction.scale(by: 2.0, duration: 1.0)
let scaleDown = SKAction.scale(by: 0.5, duration: 1.0)
scaleUp.timingMode = .easeInEaseOut
scaleDown.timingMode = .easeInEaseOut
let sequence = SKAction.sequence([scaleUp,scaleDown])
actionRepeat = SKAction.repeatForever(sequence)
item = SKShapeNode(circleOfRadius: radius)
addChild(item)
}
override func didChangeSize(_ oldSize: CGSize) {
item.fillColor = self.userData!["color"] as! UIColor
item.strokeColor = .clear
let meRunning = self.userData!["running"] as! Bool
if meRunning {
item.run(actionRepeat)
} else {
item.removeAllActions()
}
}
This draws a circle that "pulses" if the "running" boolean is set in the userdata (a Bool value).
If you haven't already found the answer, I did find a way to do this. I was doing something very similar.
In my case I have a UIView that gets called as a pause menu from my scene. I have made the class and variable names a little more ambiguous so they can apply to your situation as well.
class MyView: UIView {
var scene: MyScene!
var button: UIButton!
init(frame: CGRect, scene: MyScene){
super.init(frame: frame)
self.scene = scene
//initialize the button
button.addGestureRecognizer(UITapGestureRecognizer(target: self, action: "buttonTapped"))
}
func buttonTapped(){
self.removeFromSuperview() // this removes my menu from the scene
scene.doTheThing() // this calls the method on my scene
}
Here are the relevant parts of my scene.
class MyScene: SKScene {
func doTheThing(){
//this is a function on the scene. You can pass any variable you want through the function.
}
}
In your situation, it sounds like the first screen is a UIView and the second screen is the SKScene.
You may want to make your SKScene first, pause it, and then add the UIView in front of the Scene. Once the character is selected, you can remove the UIView and add your character into the scene.
I hope that this answers your question. If it doesn't let me know.
From the level select scene:
let scene = GameScene(fileNamed:"GameScene")
scene?.userData = [:]
scene?.userData!["level"] = 21
self.view?.presentScene(scene!)
From within the game scene:
let level = self.userData!["level"] as! Int
Related
I'm making a game using spritekit. I'm using a joystick in my game which is declared in a separate SKNode class called 'joystick'.
In this class, I add a UIGesturerecongiser to the view from the class. In the constructor method, one of the parameters is a SKView which is passed from the game scene.
Constructor Method in Joystick class:
init(colour: UIColor, position: CGPoint, skView: SKView) {
//constructor method
self.colour = colour;
self.parentposition = position;
self.view = skView;
super.init();
//setup properties
//user interaction is needed to allow touches to be detected
self.isUserInteractionEnabled = true;
//setup
setup();
}
In the games scene, I initialise the class like this:
class GameScene: SKScene {
func setupJoyStick() {
let joystick1 = Joystick(colour: UIColor.red, position: CGPoint(x: screenwidth / 3, y: screenwidth / 10 * 1.5), skView: self.view!)
self.addChild(joystick1)
}
}
Error:
When I run my app, I get an error because the 'self.view' return nil and because it is forced to unwrap, it causes a fatal error.
Where View is defined:
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! GameScene? {
// Copy gameplay related content over to the scene
sceneNode.entities = scene.entities
sceneNode.graphs = scene.graphs
// Set the scale mode to scale to fit the window
sceneNode.scaleMode = .aspectFill
sceneNode.size = view.bounds.size
// Present the scene
if let view = self.view as! SKView? {
view.presentScene(sceneNode)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
Additional Info:
I'm using:
Xcode 9.2
Swift 4
Sprite Kit
I'm testing it on:
Iphone 6s
Latest version of IOS (non-beta), latest public release.
Can someone please explain why this is happening and how to fix this problem.
Thanks in advance, any help would be appreciated.
Looks like you're trying to get view property of SKScene but it's nil. It's because you didn't presented SKScene.
Unfortunately I haven't worked with SpriteKit but you can find info about view property here and about SKScene here.
I have created a UI elements on main.storyboard which i require to be hidden until the game is over and the once the player tap the screen to dismiss. Main.storyboard is linked to GameViewController therefor all my IBOutlets and IBActions are in there and all my game code is in GameScene. How can i link the view controller to the scene for that the popup image and buttons only appear when it is game over. Would greatly appreciate some help, I have been stuck on this for quite some time now.
This seems to be quite a common problem people have with SpriteKit games so lets go through the difference between SpriteKit games and UIKit apps.
When you make a regular UIKit app, e.g. YouTube, Facebook, you would use ViewControllers, CollectionViews, Views etc for each screen/menu that you see (Home screen, Channel screen, Subscription channel screen etc). So you would use UIKit APIs for this such as UIButtons, UIImageViews, UILabels, UIViews, UICollectionViews etc. To do this visually we would use storyboards.
In SpriteKit games on the other hand it works differently. You work with SKScenes for each screen that you see (MenuScene, SettingsScene, GameScene, GameOverScene etc) and only have 1 ViewController (GameViewController). That GameViewController, which has a SKView in it, will present all your SKScenes.
So we should add our UI directly in the relevant SKScenes using SpriteKit APIs such as SKLabelNodes, SKSpriteNodes, SKNodes etc. To do this visually we would use the SpriteKit scene level editor and not storyboards.
So the general logic would be to load your 1st SKScene as usual from the GameViewController and than do the rest from within the relevant SKScenes. Your GameViewController should basically have next to no code in it beyond the default code. You can also transition from 1 scene to another scene very easily (GameScene -> GameOverScene).
If you use GameViewController for your UI it will get messy really quickly if you have multiple SKScenes because UI will be added to GameViewController and therefore all SKScenes. So you would have to remove/show UI when you transition between scenes and it would be madness.
To add a label in SpriteKit it would be something like this
class GameScene: SKScene {
lazy var scoreLabel: SKLabelNode = {
let label = SKLabelNode(fontNamed: "HelveticaNeue")
label.text = "SomeText"
label.fontSize = 22
label.fontColor = .yellow
label.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
return label
}()
override func didMove(to view: SKView) {
addChild(scoreLabel)
}
}
To make buttons you essentially create a SKSpriteNode and give it a name and then look for it in touchesBegan or touchesEnded and run an SKAction on it for animation and some code after.
enum ButtonName: String {
case play
case share
}
class GameScene: SKScene {
lazy var shareButton: SKSpriteNode = {
let button = SKSpriteNode(imageNamed: "ShareButton")
button.name = ButtonName.share.rawValue
button.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
return button
}()
override func didMove(to view: SKView) {
addChild(shareButton)
}
/// Touches began
override open func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let node = atPoint(location)
if let nodeName = node.name {
switch nodeName {
case ButtonName.play.rawValue:
// run some SKAction animation and some code
case ButtonName.share.rawValue:
let action1 = SKAction.scale(to: 0.9, duration: 0.2)
let action2 = SKAction.scale(to: 1, duration: 0.2)
let action3 = SKAction.run { [weak self] in
self?.openShareMenu(value: "\(self!.score)", image: nil) // image is nil in this example, if you use a image just create a UIImage and pass it into the method
}
let sequence = SKAction.sequence([action1, action2, action3])
node.run(sequence)
default:
break
}
}
}
}
}
To make this even easier I would create a button helper class, for a simple example have a look at this
https://nathandemick.com/2014/09/buttons-sprite-kit-using-swift/
You can also check out Apple's sample game DemoBots for a more feature rich example.
This way you can have things such as animations etc in the helper class and don't have to repeat code for each button.
For sharing, I would actually use UIActivityController instead of those older Social APIs which might become deprecated soon. This also allows you to share to multiple services via 1 UI and you will also only need 1 share button in your app. It could be a simple function like this in the SKScene you are calling it from.
func openShareMenu(value: String, image: UIImage?) {
guard let view = view else { return }
// Activity items
var activityItems = [AnyObject]()
// Text
let text = "Can you beat my score " + value
activityItems.append(text as AnyObject)
// Add image if valid
if let image = image {
activityItems.append(image)
}
// Activity controller
let activityController = UIActivityViewController(activityItems: activityItems, applicationActivities: nil)
// iPad settings
if Device.isPad {
activityController.popoverPresentationController?.sourceView = view
activityController.popoverPresentationController?.sourceRect = CGRect(x: view.bounds.midX, y: view.bounds.midY, width: 0, height: 0)
activityController.popoverPresentationController?.permittedArrowDirections = UIPopoverArrowDirection.init(rawValue: 0)
}
// Excluded activity types
activityController.excludedActivityTypes = [
UIActivityType.airDrop,
UIActivityType.print,
UIActivityType.assignToContact,
UIActivityType.addToReadingList,
]
// Present
view.window?.rootViewController?.present(activityController, animated: true)
}
and then call it like so when the correct button was pressed (see above example)
openShareMenu(value: "\(self.score)", image: SOMEUIIMAGE)
Hope this helps
create reference of GameViewController in GameScene class like this way
class GameScene: SKScene, SKPhysicsContactDelegate {
var referenceOfGameViewController : GameViewController!
}
in GameViewController pass the reference like this way
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
scene.referenceOfGameViewController = self
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
by using this line you can pass reference to GameScene class
scene.referenceOfGameViewController = self
Now In GameScene class you can access all the variable of GameViewController like this way
referenceOfGameViewController.fbButton.hidden = false
referenceOfGameViewController.gameOverPopUP.hidden = false
I created an .sks particle emitter based on the spark template.
My app is a normal app (not a game). When a user clicks a button, I have a new View controller that shows modally over fullscreen so that I can blur the background.
In this modal, I created a view and gave it a class of SCNView see image below:
How can I load the particle .sks file to do the animation on that viewController on the Particles view?
Update
How to load a SceneKit particle systems in view controller?
As mentioned by #mnuages, you can use .scnp file instead of .sks, which is a SceneKit Particle System.
So the steps are:
Create a SceneKit Particle System, I called it ConfettiSceneKitParticleSystem.scnp
Then in your art-board, select the view and select the class SCNView for it like in the printscreen of the question
In your UIViewController:
class SomeVC: UIViewController {
#IBOutlet weak var particles: SCNView!
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene()
let particlesNode = SCNNode()
let particleSystem = SCNParticleSystem(named: "ConfettiSceneKitParticleSystem", inDirectory: "")
particlesNode.addParticleSystem(particleSystem!)
scene.rootNode.addChildNode(particlesNode)
particles.scene = scene
}
}
Et Voila...you have you animation :)
.sks files are SpriteKit particle systems. You can also create SceneKit particle systems in Xcode, they are .scnp files.
A .scnp file is basically an archived SCNParticleSystem that you can load with NSKeyedUnarchiver and add to your scene using -addParticleSystem:withTransform:.
It might be easier to create a SpriteKit Particle File (which is what you did). You can add it to your main view in your UIViewController.
Add this somewhere:
extension SKView {
convenience init(withEmitter name: String) {
self.init()
self.frame = UIScreen.main.bounds
backgroundColor = .clear
let scene = SKScene(size: self.frame.size)
scene.backgroundColor = .clear
guard let emitter = SKEmitterNode(fileNamed: name + ".sks") else { return }
emitter.name = name
emitter.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height / 2)
scene.addChild(emitter)
presentScene(scene)
}
}
To use:
override func viewWillAppear(_ animated: Bool) {
view.addSubview(SKView(withEmitter: "ParticleFileName"))
}
I am developing a game with 3 different SKScenes(scene1, scene2, scene3). In GameViewController i initialize all of them like this:
class GameViewController: UIViewController {
var hero = Hero()
var skView: SKView!
var scene1: SKScene!
var scene2: SKScene!
var scene3: SKScene!
override func viewDidLoad() {
super.viewDidLoad()
// init scenes
scene1 = SKScene(size: view.bounds.size, hero: hero)
scene2 = SKScene(size: view.bounds.size, hero: hero)
scene3 = SKScene(size: view.bounds.size, hero: hero)
scene1.scaleMode = .AspectFill
scene2.scaleMode = .AspectFill
scene3.scaleMode = .AspectFill
// set view
skView = self.view as SKView
// present the first scene
skView.presentScene(scene1)
}
My idea is to present the first scene at first and present(swith to) the other scene later(i.e. when hero is stronger). In each scene the hero sprite was added like this:
func addHero() {
let heroSprite = SKSpriteNode(imageNamed: "hero")
hero.sprite = heroSprite
heroSprite.position = CGPoint(x: size.width/4, y: size.height/2)
addChild(heroSprite)
}
And in update method, hero position is updated by touching.
func update() {
if touching {
hero.position++
}
}
Hero class looks like this:
class Hero {
var sprite: SKSpriteNode?
}
The problem is:
The hero is movable by touching when only the first scene(scene1) is initialized. Which means, the hero is not movable any more with code above.
Can anyone give me some advice what have i done wrong? Thanks in advance!
PS: The complete codes can be found in Github.
The issue is solved by another related question: Sprites must be cleaned before switch scenes with SpriteKit and Swift?
By switching scenes, be sure not to add the sprites twice by checking the init status. For example in "didMoveToView", "init" or "setup" method:
if isInit {
do nothing
} else {
add sprites
isInit = true
}
I have a SKLabelNode added in my SKScene and it's color is black. But somewhere in the code I am doing
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
var keysArr = playerLabels.allKeys
for k in keysArr {
var playerLabel = k as SKLabelNode
if CGRectContainsPoint(playerLabel.frame, location) {
selectedPlayer = playerLabels.objectForKey(playerLabel) as AvailablePlayer
playerLabel.fontColor = UIColor.redColor()
}
}
}
}
and it does not change the label node color. I have to do
playerLabel.removeFromParent()
self.addChild(playerLabel)
so that the color change would take effect. This looks like a hack to me and I am wondering if I am doing something wrong or if there is another way to do this.
I find that if I do something with the scene like a null action the sprite updates, e.g.:
final class MainViewController: UIViewController {
/// The view controller for the main scene (self!)
private(set) static var viewController: MainViewController!
private var mainNode: SCNNode!
private var uiAction: SCNAction!
override func viewDidLoad() {
super.viewDidLoad()
...
// Retrieve and store the main node
mainNode = main.rootNode.childNodeWithName("ship", recursively: true)!
// Animate the UI (needed to allow buttons to respond - probably an iOS bug :( )
uiAction = SCNAction.repeatAction((SCNAction.rotateByX(0, y: 0, z: 0, duration: 1)), count: 1)
// Give other objects access to this view controller
MainViewController.viewController = self
}
...
/// Force the update the UI by doing a nothing animation (probably an iOS 8 bug :( )
func updateUI() {
mainNode.runAction(uiAction)
}
}
I then call updateUI every time I modify a sprite, e.g.:
MainViewController.viewController.updateUI()
Not ideal since you have to manually call updateUI, but it is the best I have come up with :(