Why is setting a .text property messing with NSTimers - ios

I'm programming a game in xcode 7 using swift and it is an endless game where you avoid falling objects. I have an NSTimer:
#IBAction func startNow(sender: UIButton) {
player.center.x = 160
explosion.center.x = 1000
explosion.center.y = 1000
for f in r {
random = Int(arc4random_uniform(350))
f.image = UIImage(named: "blueSQ1")
if random == 20 {
f.image = UIImage(named: "moneyRain")
}
}
random1 = Int(arc4random_uniform(5))
if random1 <= 3 {
r10.image = UIImage(named: "blackSQ1")
}
slider.value = Float(player.center.x + 122)
shieldImg.image = UIImage(named: "nil")
ad = 1.5
moveDown.invalidate()
speed1 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed2 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed3 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed4 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed5 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed6 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed7 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed8 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed9 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed10 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed11 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed12 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed13 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed14 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
speed15 = ad + CGFloat(Float(arc4random()) / Float(UINT32_MAX))
for x in r {
x.center.y = 55
x.center.x = CGFloat(20+arc4random_uniform(285))
}
moveDown = NSTimer.scheduledTimerWithTimeInterval(0.015, target:self, selector: Selector("updatePos"), userInfo: nil, repeats: true)
timeyWimey = NSTimer.scheduledTimerWithTimeInterval(0.1, target:self, selector: Selector("incrementTime"), userInfo: nil, repeats: true)
checkShield = NSTimer.scheduledTimerWithTimeInterval(0.1, target:self, selector: Selector("ifShielded"), userInfo: nil, repeats: true)
}
func incrementTime() {
timer+=0.1
scoreProgress.setProgress(Float(timer/highscore), animated: false)
//time.text = "Time: \(timer)"
}
func updatePos() {
start.center.y = 10000
startOut.center.y = 10000
coinsLabel.center.y = 10000
buyShieldOut.center.y = 10000
ifDone()
r1.center.y += speed1
r2.center.y += speed2
r3.center.y += speed3
r4.center.y += speed4
r5.center.y += speed5
r6.center.y += speed6
r7.center.y += speed7
r8.center.y += speed8
r9.center.y += speed9
r10.center.y += speed10
r11.center.y += speed11
r12.center.y += speed12
r13.center.y += speed13
r14.center.y += speed14
r15.center.y += speed15
for q in r {
if ((q.center.x)+3 > player.center.x - 15) && ((q.center.x)-3 < player.center.x + 15) && ((q.center.y)+3 > player.center.y - 15) && ((q.center.y)-3 < player.center.y + 15)
{
if (shield == 0) && ((q.image == UIImage(named: "blueSQ1")) || (q.image == UIImage(named: "blackSQ1")))
{
explosion.center.y = 10000
explosion.center.x = 10000
start.text = "RESTART"
start.center.y = 289
timeyWimey.invalidate()
y = Float(round(10*timer)/10)
timeOut.text = "Previous time: \(y)"
coins += Int(y*10)
coinsLabel.text = "Coins: \(coins)"
if y > highscore {
highscore = y
}
highTime.text = "Best time: \(highscore)"
startOut.center.y = 289
coinsLabel.center.y = 130
buyShieldOut.center.y = 167
moveDown.invalidate()
timer = 0
}
if shield == 1 && q.image == UIImage(named: "blueSQ1")
{
activated = true
}
if q.image == UIImage(named: "moneyRain") {
coins += 500
q.image = UIImage(named: "whiteSQ")
}
if q.image == UIImage(named: "green2") {
}
}
}
if ((explosion.center.x)+18 > player.center.x - 15) && ((explosion.center.x)-18 < player.center.x + 15) {
if shield == 1
{
shield = 0
activated = false
}
start.text = "RESTART"
start.center.y = 289
timeyWimey.invalidate()
y = Float(round(10*timer)/10)
timeOut.text = "Previous time: \(y)"
coins += Int(y*10)
coinsLabel.text = "Coins: \(coins)"
if y > highscore {
highscore = y
}
highTime.text = "Best time: \(highscore)"
startOut.center.y = 289
coinsLabel.center.y = 130
buyShieldOut.center.y = 167
moveDown.invalidate()
explosion.center = player.center
timer = 0
}
}
This works fine. But I have commented out the time.text line as when it is active the falling objects repeatedly go back to the top of the screen and begin falling again, then go back to the top of the screen again etc. very quickly - a fraction of a second. It seems to make no sense. Any help would be much appreciated.

Related

How to make a calculation according to the month (each month correponds a value) inserted in a textfield ios - Swift

I have a textfield where the user inserts a specific month with a pickerview. Every month has to correspond to a certain number (which are the working hours in that month).
I need the number for a calculation
here is the code that I wrote:
let redditonetto = Float(reddito.text!) ?? 0
let totaleore = Float(ore.text!) ?? 0
//da reddito 0 a 1247.73
let calcA = redditonetto / 168;
let calcB = totaleore * calcA;
let calcC = calcB * 0.80;
let calcD = calcC - (calcC * 0.0584)
let trat = calcC * 0.0584
If you see let calcA, I need that redditonetto will be divided to a number according to the month inserted in the textfield.
Something like this:
func trat(income: UITextField, hours: UITextField, picker: UIPickerView, monthHours: [Float]) -> Float {
let netIncome = Float(income.text!) ?? 0
let totalHours = Float(hours.text!) ?? 0
let month = picker.selectedRow(inComponent: 0)
guard 0 <= month && month < 12 else { return 0 }
//income 0 to 1247.73
let calcA = netIncome / monthHours[month];
let calcB = totalHours * calcA;
let calcC = calcB * 0.80;
let calcD = calcC - (calcC * 0.0584)
return calcD
}
However, note that this won't work (will return 0) unless a month has been selected.
thank you Daniel T. I really appreciate. I give you my code to understand How to implement and when put return
#IBAction func calcolaPressed(_ sender: UIButton) {
let oremese = ["Gennaio": 184, "Febbraio": 160, "Marzo": 176, "Aprile": 176, "Maggio": 168, "Giugno": 176, "Luglio": 184, "Agosto": 168, "Settembre": 176, "Ottobre": 176, "Novembre": 168, "Dicembre": 184]
func trat(income: UITextField, hours: UITextField, picker: UIPickerView, oremese: [Float]) -> Float {
let redditonetto = Float(reddito.text!) ?? 0
let totaleore = Float(ore.text!) ?? 0
let month = picker.selectedRow(inComponent: 0)
guard 0 <= month && month < 12 else { return 0 }
//da reddito 0 a 1247.73
let calcA = redditonetto / 168;
let calcB = totaleore * calcA;
let calcC = calcB * 0.80;
let calcD = calcC - (calcC * 0.0584)
let trat = calcC * 0.0584
let myDoubleC = calcC
let doubleStrC = (String(format: "%.2f", myDoubleC))
let myDoubleD = calcD
let doubleStrD = (String(format: "%.2f", myDoubleD))
let myDoubleT = trat
let doubleStrT = (String(format: "%.2f", myDoubleT))
//da reddito 1247.74 a 2159.49
let calcB2 = totaleore * 5.67;
let calcC2 = calcB2 - (calcB2 * 0.0584)
let trat2 = calcC2 * 0.0584
let myDoubleB2 = calcB2
let doubleStrB2 = (String(format: "%.2f", myDoubleB2))
let myDoubleC2 = calcC2
let doubleStrC2 = (String(format: "%.2f", myDoubleC2))
let myDoubleT2 = trat2
let doubleStrT2 = (String(format: "%.2f", myDoubleT2))
//da reddito da 2159.50 a 30000
let calcB3 = totaleore * 7.14;
let calcC3 = calcB3 - (calcB3 * 0.0584)
let trat3 = calcC3 * 0.0584
let myDoubleB3 = calcB3
let doubleStrB3 = (String(format: "%.2f", myDoubleB3))
let myDoubleC3 = calcC3
let doubleStrC3 = (String(format: "%.2f", myDoubleC3))
let myDoubleT3 = trat3
let doubleStrT3 = (String(format: "%.2f", myDoubleT3))
if redditonetto >= 0 && redditonetto <= 1247.73 {
nettocig.text = "€ " + "\(doubleStrD)"
indennitalorda.text = "€ " + "\(doubleStrC)"
trattenute.text = "€ " + "\(doubleStrT)"
}
else if redditonetto >= 1247.74 && redditonetto <= 2159.49 {
nettocig.text = "€ " + "\(doubleStrC2)"
indennitalorda.text = "€ " + "\(doubleStrB2)"
trattenute.text = "€ " + "\(doubleStrT2)"
} else {
nettocig.text = "€ " + "\(doubleStrC3)"
indennitalorda.text = "€ " + "\(doubleStrB3)"
trattenute.text = "€ " + "\(doubleStrT3)"
}
if redditonetto >= 0 && redditonetto <= 2159.49{
massimale.text = "€ 998.18"
progressBar.progress = 0.7
}
else { massimale.text = "€ 1199.72"
progressBar.progress = 1
}
}
}
}

Get Index on UIslider

I have radar chart with data.I want to give index for slider Based on data count.If i am moving slider the graph value should move.If suppose i am at bellow of middle value slider thumb should go to near index.
for _ in 0..<3 {
let mind = arc4random_uniform(mult) + min
let bre = arc4random_uniform(mult) + min
let rel = arc4random_uniform(mult) + min
dataPoints.append(GraphDataPoints(mindfulness: Double(mind), breathing: Double(bre), relaxation: Double(rel)))
}
self.setChartData(mindfulness: dataPoints[0].mindfulness, breathing: dataPoints[0].breathing, relaxation: dataPoints[0].relaxation)
numberofPointsOnSlider = Float(100 / (dataPoints.count - 1))
numberofPointsOnSlider is percent to move.In lastSliderValue i am storing the slider value.pointIndex have index.
#objc func sliderTouchEvents(slider:UISlider,event: UIEvent){
slider.isContinuous = true
if let touchEvent = event.allTouches?.first{
switch touchEvent.phase{
case .began:
lastSliderValue = slider.value
break
case .moved:
if slider.value.truncatingRemainder(dividingBy: numberofPointsOnSlider) == 0{
if lastSliderValue < slider.value || lastSliderValue > slider.value{
pointIndex = Int(slider.value / numberofPointsOnSlider)
self.isIncrement = false
}
lastSliderValue = slider.value
}
if !animation {
if pointIndex >= 0 && pointIndex < dataPoints.count {
var percentToMove:Float = 0
if lastSliderValue > slider.value && pointIndex > 0 {
percentToMove = (100 * (numberofPointsOnSlider - (slider.value.truncatingRemainder(dividingBy: numberofPointsOnSlider) ))) / numberofPointsOnSlider
mindfulDiff = Float(dataPoints[pointIndex].mindfulness - dataPoints[pointIndex - 1].mindfulness)
relaxationDiff = Float(dataPoints[pointIndex].relaxation - dataPoints[pointIndex - 1].relaxation)
breathingDiff = Float(dataPoints[pointIndex].breathing - dataPoints[pointIndex - 1].breathing)
}else if lastSliderValue < slider.value && pointIndex < dataPoints.count - 1 {
percentToMove = (100 * (slider.value.truncatingRemainder(dividingBy: numberofPointsOnSlider) )) / numberofPointsOnSlider
mindfulDiff = Float(dataPoints[pointIndex].mindfulness - dataPoints[pointIndex + 1].mindfulness)
relaxationDiff = Float(dataPoints[pointIndex].relaxation - dataPoints[pointIndex + 1].relaxation)
breathingDiff = Float(dataPoints[pointIndex].breathing - dataPoints[pointIndex + 1].breathing)
}
mp = Float(dataPoints[pointIndex].mindfulness) - (mindfulDiff / 100 ) * percentToMove
rp = Float(dataPoints[pointIndex].relaxation) - (relaxationDiff / 100 ) * percentToMove
bp = Float(dataPoints[pointIndex].breathing) - (breathingDiff / 100) * percentToMove
UIView.animate(withDuration: 10, animations: {
self.setChartData(mindfulness: Double(self.mp) , breathing: Double(self.bp) , relaxation: Double(self.rp) )
})
}
else {
if (pointIndex < 0) {
pointIndex = 0
}
}
}
break
case .ended:
let progDiff = lastSliderValue - slider.value
print("End movie, \(pointIndex) , \(slider.value) ,progDiff: \(progDiff)")
if progDiff < 0{
if (progDiff * -1) >= numberofPointsOnSlider / 2 {
animation = true
UIView.animate(withDuration: 10, animations: {
slider.value += self.numberofPointsOnSlider + progDiff
})
pointIndex = Int(slider.value / numberofPointsOnSlider)+1
// if isIncrement {
// pointIndex += pointIndex
// }else {
// isIncrement = true
//
// }
mindfulDiff = Float(dataPoints[pointIndex].mindfulness - Double(mp))
relaxationDiff = Float(dataPoints[pointIndex].relaxation - Double(rp))
breathingDiff = Float(dataPoints[pointIndex].breathing - Double(bp))
doGraphAnimate()
}else {
animation = true
UIView.animate(withDuration: 10, animations: {
slider.value = self.lastSliderValue
})
mindfulDiff = Float(dataPoints[pointIndex].mindfulness - Double(mp))
relaxationDiff = Float(dataPoints[pointIndex].relaxation - Double(rp))
breathingDiff = Float(dataPoints[pointIndex].breathing - Double(bp))
doGraphAnimate()
}
}else if progDiff > 0{
if progDiff >= numberofPointsOnSlider / 2 {
animation = true
// if isIncrement {
// print("pointIndex : \(pointIndex)")
// pointIndex += pointIndex
// print("pointIndex Incremented : \(pointIndex)")
// }else{
// isIncrement = true
// }
pointIndex = Int(slider.value / numberofPointsOnSlider)
UIView.animate(withDuration: 10, animations: {
slider.value -= self.numberofPointsOnSlider - (self.lastSliderValue - slider.value)
})
mindfulDiff = Float(dataPoints[pointIndex].mindfulness - Double(mp))
relaxationDiff = Float(dataPoints[pointIndex].relaxation - Double(rp))
breathingDiff = Float(dataPoints[pointIndex].breathing - Double(bp))
doGraphAnimate()
}
else {
animation = true
UIView.animate(withDuration: 10, animations: {
slider.value = self.lastSliderValue
})
mindfulDiff = Float(dataPoints[pointIndex].mindfulness - Double(mp))
relaxationDiff = Float(dataPoints[pointIndex].relaxation - Double(rp))
breathingDiff = Float(dataPoints[pointIndex].breathing - Double(bp))
doGraphAnimate()
}
}
default :
break
}
}
}
Help me, Thankyou .
DO you mean you want slider to move only at certain discrete positions when you move it ? But your spec is not totally clear.
If so, this is how I, so that if slider moves from 0 to 14 it will show 14, from 15 to 85, it will show 85. I let you adapt to get the exact working you want.
I use this IBAction for the slider
#IBAction fileprivate func changeRowSlider(_ sender: NSSlider) {
let movedPosition = Int(sender.doubleValue)
if movedPosition == 0 {
sender.integerValue = 0
return
}
if movedPosition <= 14 {
sender.integerValue = 14
return
}
if movedPosition <= 85 {
sender.integerValue = 85
return
}
sender.integerValue = 100 // last case: move to maxValue
}

Are pointers to Objective-C arrays (via a bridging header) allowed?

I have been trying to get the GLCameraRipple sample from Apple running in a swift project. Unfortunately this relies heavily on using C style, thread-safe arrays only available in Objective-C.
I have been trying to use a bridging header so that the simulation can run in Objective-C code, and the drawing can run in swift code. That way the thread-safe thing would not be an issue.
I have taken the Objective-C code and translated it almost completely into swift with a few exceptions. I did cull some of the extra math since the texture is the same size as the screen for my needs. If you want to check my translation I have put them below.
Anyway I have made a class that will run in any xcode project with an opengl environment.
import Foundation
import GLKit
import OpenGLES
class WaterDrawer
{
static var sim = RippleModel()
static var shade = Shader("Shader2")
static func pt(pt: CGPoint)
{
sim.initiateRippleAtLocation(pt)
}
static func firstStart(width: Int, height: Int)
{
sim.initWithScreenWidth(width / 4, iheight: height / 4, accWidth: width, accHeight: height)
shade.begin()
buildMatrix(width, height: height)
bufferSetup()
}
static func draw()
{
glUseProgram(shade.progId)
let posLoc = GLuint(glGetAttribLocation(shade.progId, "pos"))
let texLoc = GLuint(glGetAttribLocation(shade.progId, "tc"))
glBindBuffer(GLenum(GL_ARRAY_BUFFER), texVBO);
glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getTexCoords(), GLenum(GL_DYNAMIC_DRAW));
glVertexAttribPointer(texLoc, 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, BUFFER_OFFSET(0))
glEnableVertexAttribArray(texLoc)
glBindBuffer(GLenum(GL_ARRAY_BUFFER), posVBO)
glVertexAttribPointer(posLoc, 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, BUFFER_OFFSET(0))
glEnableVertexAttribArray(posLoc)
let uniOrtho = glGetUniformLocation(shade.progId, "matrix")
glUniformMatrix4fv(uniOrtho, 1, GLboolean(GL_FALSE), &orthographicMatrix)
glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indVBO)
glDrawElements(GLenum(GL_TRIANGLE_STRIP), GLsizei(sim.getIndexCount()), GLenum(GL_UNSIGNED_SHORT), nil)
glBindBuffer(GLenum(GL_ARRAY_BUFFER), 0)
glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), 0)
glDisableVertexAttribArray(posLoc)
glDisableVertexAttribArray(texLoc)
}
static func update()
{
sim.runSimulation()
}
static var posVBO:GLuint = 0
static var texVBO:GLuint = 0
static var indVBO:GLuint = 0
static func bufferSetup()
{
Whirl.crashLog("Started passing in buffer data")
glGenBuffers(1, &indVBO);
glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indVBO);
glBufferData(GLenum(GL_ELEMENT_ARRAY_BUFFER), GLsizeiptr(sim.getIndexSize()), sim.getIndices(), GLenum(GL_STATIC_DRAW));
glGenBuffers(1, &posVBO);
glBindBuffer(GLenum(GL_ARRAY_BUFFER), posVBO);
glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getVertices(), GLenum(GL_STATIC_DRAW));
glGenBuffers(1, &texVBO);
glBindBuffer(GLenum(GL_ARRAY_BUFFER), texVBO);
glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getTexCoords(), GLenum(GL_DYNAMIC_DRAW));
Whirl.crashLog("Finished passing in buffer Data")
}
static var orthographicMatrix:[GLfloat] = []
static func buildMatrix(width: Int, height: Int)
{
orthographicMatrix = glkitmatrixtoarray(GLKMatrix4MakeOrtho(0, GLfloat(width), 0, GLfloat(height), -100, 100))
//Storage.upScaleFactor
}
static func glkitmatrixtoarray(mat: GLKMatrix4) -> [GLfloat]
{
var buildme:[GLfloat] = []
buildme.append(mat.m.0)
buildme.append(mat.m.1)
buildme.append(mat.m.2)
buildme.append(mat.m.3)
buildme.append(mat.m.4)
buildme.append(mat.m.5)
buildme.append(mat.m.6)
buildme.append(mat.m.7)
buildme.append(mat.m.8)
buildme.append(mat.m.9)
buildme.append(mat.m.10)
buildme.append(mat.m.11)
buildme.append(mat.m.12)
buildme.append(mat.m.13)
buildme.append(mat.m.14)
buildme.append(mat.m.15)
return buildme
}
}
So theoretically this code can use either the swift implementation or the Objective-C implementation, I just need to switch the way the mesh is initiated.
Trouble is when I use the Objective-C one the screen is blank, I have checked, and the buffer data looks really weird in the frame capture.
Are you allowed to pass in data from an Objective-C code to a glBuffer?
Simulation.swift
import Foundation
import GLKit
import OpenGLES
class RippleModel
{
var screenWidth:UInt32 = 0
var screenHeight:UInt32 = 0
var poolWidth:UInt32 = 0
var poolHeight:UInt32 = 0
var screenWidthi:Int = 0
var screenHeighti:Int = 0
var poolWidthi:Int = 0
var poolHeighti:Int = 0
let touchRadius:Int = 5 //5 i think
var rippleVertices:[GLfloat] = []
var rippleTexCoords:[GLfloat] = []
var rippleIndices:[GLushort] = []//NOTE IF CHANGE THIS TO INTO SO MUCH DRAW CALL
var rippleSource:[GLfloat] = []
var rippleDest:[GLfloat] = []
var rippleCoeff:[GLfloat] = []
var VertexSize:GLsizeiptr = 0
var IndicieSize:GLsizeiptr = 0
var IndicieCount:Int = 0
func calculateSizes()
{
VertexSize = rippleVertices.count * sizeof(GLfloat)
IndicieSize = rippleIndices.count * sizeof(GLushort)
IndicieCount = rippleIndices.count
Whirl.crashLog("Data sizes Vertex size \(VertexSize)\tIndicie Size \(IndicieSize) \tIndicie Count \(IndicieCount)")
}
func figureOutCoefficent()
{
for y in 0...(2 * touchRadius)
{
for x in 0...(2 * touchRadius)
{
let dx = x - touchRadius
let dy = y - touchRadius
let distance = sqrt(GLfloat(dx * dx + dy * dy))
let me = y * (touchRadius*2 + 1) + x
if (distance <= GLfloat(touchRadius))
{
let factor = distance / GLfloat(touchRadius)
rippleCoeff[me] = -(cos(factor*GLfloat(M_PI))+1.0) * 256.0;
}
else
{
rippleCoeff[me] = 0.0
}
}
}
}
init()
{
}
func initWithScreenWidth( iwidth: Int, iheight: Int, accWidth: Int, accHeight: Int)
{
screenWidth = UInt32(accWidth);screenWidthi = Int(screenWidth)
screenHeight = UInt32(accHeight);screenHeighti = Int(screenHeight)
poolWidth = UInt32(iwidth);poolWidthi = Int(poolWidth)
poolHeight = UInt32(iheight);poolHeighti = Int(poolHeight)
//WE DONT NEED TEX COORD MUMBO JUMBO IT IS FULL SCREEN ALREADY
Whirl.crashLog("Started allocation")
rippleCoeff = [GLfloat](count: Int( (touchRadius * 2 + 1) * (touchRadius*2 + 1) ), repeatedValue: 0)
figureOutCoefficent()
let simCount:Int = Int(poolWidth + 2) * Int(poolHeight + 2)
rippleSource = [GLfloat](count: simCount, repeatedValue: 0)
rippleDest = [GLfloat](count: simCount, repeatedValue: 0)
let locb:Int = Int(poolWidth * poolHeight * 2)
rippleVertices = [GLfloat](count: locb, repeatedValue: 0)
rippleTexCoords = [GLfloat](count: locb, repeatedValue: 0)
rippleIndices = [GLushort](count: Int(poolHeight - 1) * Int((poolWidth * 2) + 2), repeatedValue: 0)
Whirl.crashLog("Finished allocation")
initMesh()
calculateSizes()
}
func initMesh()
{
Whirl.crashLog("Started initting pos coords")
for i in 0..<poolHeight
{let ii = GLfloat(i)
for j in 0..<poolWidth
{let jj = GLfloat(j)
let cordb:Int = Int(i*poolWidth+j)*2
rippleVertices[cordb + 0] = (jj / GLfloat(poolWidth - 1)) * GLfloat(screenWidth)
rippleVertices[cordb + 1] = (ii / GLfloat(poolHeight - 1)) * GLfloat(screenHeight)
rippleTexCoords[cordb + 0] = ii / GLfloat(poolHeight - 1)
rippleTexCoords[cordb + 1] = (jj/GLfloat(poolWidth - 1))
}
}
Whirl.crashLog("Finished initting pos coords")
Whirl.crashLog("Started initting index coords")
var index = 0
for i in 0 ..< poolHeighti-1
{
for j in 0 ..< poolWidthi
{
if (i%2 == 0)
{
// emit extra index to create degenerate triangle
if (j == 0)
{
rippleIndices[index] = GLushort(i*poolWidthi+j);
index += 1;
}
rippleIndices[index] = GLushort(i*poolWidthi+j);
index += 1;
rippleIndices[index] = GLushort((i+1)*poolWidthi+j);
index += 1;
// emit extra index to create degenerate triangle
if (j == (poolWidthi-1))
{
rippleIndices[index] = GLushort((i+1)*poolWidthi+j);
index += 1;
}
}
else
{
// emit extra index to create degenerate triangle
if (j == 0)
{
rippleIndices[index] = GLushort((i+1)*poolWidthi+j);
index += 1;
}
rippleIndices[index] = GLushort((i+1)*poolWidthi+j);
index += 1;
rippleIndices[index] = GLushort(i * poolWidthi + j);
index += 1;
// emit extra index to create degenerate triangle
if (j == (poolWidthi-1))
{
rippleIndices[index] = GLushort(i * poolWidthi + j);
index += 1;
}
}
}
}
Whirl.crashLog("Finished initting coords")
}
var firstUpdate = true
func runSimulation()
{
if (firstUpdate)
{firstUpdate = false; Whirl.crashLog("First update")}
let queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0)
//dispatch_apply(Int(poolHeight), queue, {(y: size_t) -> Void in
for y in 0..<poolHeighti {
let pw = self.poolWidthi
for x in 1..<(pw - 1)
{
let ai:Int = (y ) * (pw + 2) + x + 1
let bi:Int = (y + 2) * (pw + 2) + x + 1
let ci:Int = (y + 1) * (pw + 2) + x
let di:Int = (y + 1) * (pw + 2) + x + 2
let me:Int = (y + 1) * (pw + 2) + x + 1
let a = self.rippleSource[ai]
let b = self.rippleSource[bi]
let c = self.rippleSource[ci]
let d = self.rippleSource[di]
var result = (a + b + c + d) / 2.0 - self.rippleDest[me]
result -= result / 32.0
self.rippleDest[me] = result
}
}
//)
let hm1 = GLfloat(poolHeight - 1)
let wm1 = GLfloat(poolWidth - 1)
//dispatch_apply(poolHeighti, queue, {(y: size_t) -> Void in
for y in 0..<poolHeighti{
let yy = GLfloat(y)
let pw = self.poolWidthi
for x in 1..<(pw - 1)
{let xx = GLfloat(x)
let ai:Int = (y ) * (pw + 2) + x + 1
let bi:Int = (y + 2) * (pw + 2) + x + 1
let ci:Int = (y + 1) * (pw + 2) + x
let di:Int = (y + 1) * (pw + 2) + x + 2
let a = self.rippleDest[ai]
let b = self.rippleDest[bi]
let c = self.rippleDest[ci]
let d = self.rippleDest[di]
var s_offset = ((b - a) / 2048)
var t_offset = ((c - d) / 2048)
s_offset = (s_offset < -0.5) ? -0.5 : s_offset;
t_offset = (t_offset < -0.5) ? -0.5 : t_offset;
s_offset = (s_offset > 0.5) ? 0.5 : s_offset;
t_offset = (t_offset > 0.5) ? 0.5 : t_offset;
let s_tc = yy / hm1
let t_tc = xx / wm1
let me = (y * pw + x) * 2
self.rippleTexCoords[me + 0] = s_tc + s_offset
self.rippleTexCoords[me + 1] = t_tc + t_offset
}
}
//)
let pTmp = rippleDest
rippleDest = rippleSource
rippleSource = pTmp
}
var firstRipple:Bool = true
func initiateRippleAtLocation(location: CGPoint)
{
if (firstRipple)
{firstRipple = false; Whirl.crashLog("First ripple placement")}
let xIndex = Int((GLfloat(location.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi))
let yIndex = Int((1.0 - (GLfloat(location.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight))
let lowy = yIndex - touchRadius
let highy = yIndex + touchRadius
let lowx = xIndex - touchRadius
let highx = xIndex + touchRadius
//Whirl.crashLog("Ripple at (\(xIndex) , \(yIndex))\tX:(\(lowx) - \(highx))\tY:(\(lowy) - \(highy))")
for y in lowy...highy
{
for x in lowx...highx
{
if (x > 0 && x < (poolWidthi - 1) && y > 0 && y < poolHeighti)
{
let ind = (poolWidthi + 2) * (y + 1) + x + 1
let coef = (y-(yIndex-touchRadius))*(touchRadius*2+1)+x-(xIndex-touchRadius)
let past = rippleSource[ind]
let coe = rippleCoeff[coef]
if (coe < past)
{
rippleSource[ind] = coe
}
}
}
}
}
func rippleLine(location1: CGPoint, location2: CGPoint)
{
if (firstRipple)
{firstRipple = false; Whirl.crashLog("First ripple placement")}
let xIndex1 = Int((GLfloat(location1.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi))
let yIndex1 = Int((1.0 - (GLfloat(location1.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight))
let xIndex2 = Int((GLfloat(location2.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi))
let yIndex2 = Int((1.0 - (GLfloat(location2.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight))
let lowy1 = yIndex1 - touchRadius
let highy1 = yIndex1 + touchRadius
let lowx1 = xIndex1 - touchRadius
let highx1 = xIndex1 + touchRadius
let lowy2 = yIndex2 - touchRadius
let highy2 = yIndex2 + touchRadius
let lowx2 = xIndex2 - touchRadius
let highx2 = xIndex2 + touchRadius
let lowx = min(lowx1, lowx2)
let highx = max(highx1, highx2)
let lowy = min(lowy1, lowy2)
let highy = max(highy1, highy2)
for y in lowy...highy
{
for x in lowx...highx
{
if (x > 0 && x < (poolWidthi - 1) && y > 0 && y < poolHeighti)
{
let ind = (poolWidthi + 2) * (y + 1) + x + 1
let tar = ldist(CGPoint(x: xIndex1, y: yIndex1), p2: CGPoint(x: xIndex2, y: yIndex2), me: CGPoint(x: x, y: y))
let dx = x - Int(tar.x)
let dy = y - Int(tar.y)
let distq = (dx * dx + dy * dy)
if (distq < touchRadius * touchRadius)
{
let factor = sqrt(GLfloat(distq)) / GLfloat(touchRadius)
rippleSource[ind] = -(cos(factor*GLfloat(M_PI))+1.0) * 256.0;
}
//rippleSource[ind] = 1000
}
}
}
}
func ldist(p1: CGPoint, p2: CGPoint, me: CGPoint) -> CGPoint
{
let diffX = p2.x - p1.x
let diffY = p2.y - p1.y
var target = CGPoint()
if ((diffX == 0) && (diffY == 0))
{
target = p1
}
let t = ((me.x - p1.x) * diffX + (me.y - p1.y) * diffY) / (diffX * diffX + diffY * diffY)
if (t < 0)
{
target = p1
}
else if (t > 1)
{
target = p2
}
else
{
target = CGPoint(x: (p1.x + t * diffX), y: (p1.y + t * diffY))
}
let int = CGPoint(x: round(target.x), y: round(target.y))
return int
}
func getVertices() -> [GLfloat]
{
//Return the mesh positions
return rippleVertices
}
func getTexCoords() -> [GLfloat]
{
//Return the array of texture coords
return rippleTexCoords
}
func getIndices() -> [GLushort]
{
//Return the array of indices
return rippleIndices
}
func getVertexSize() -> GLsizeiptr
{
//Return the size of the mesh position array
return VertexSize
}
func getIndexSize() -> GLsizeiptr
{
//Return the byte size of the incicie array
return IndicieSize
}
func getIndexCount() -> GLsizeiptr
{
//This goes in the draw call, count of indices
return IndicieCount
}
}
RippleModel.m (from apple)
Are you allowed to pass in data from an objective-c code to a glBuffer?
Why wouldn't you be allowed? Swift has a pointer API (UnsafePointer<T>, UnsafeMutablePointer<T>, etc.) exactly for this purpose. Obviously this is "unsafe" in the sense that the underlying memory the [Objective-]C pointer points to could change at anytime without the Swift pointer knowing. It also has no information about the size of the memory block that it points to.
Any C pointers or arrays can be bridged to Swift (probably as UnsafeMutablePointer<Void> which you will need to cast to your OpenGL type).
You can avoid any risk of referencing invalid memory by dereferencing the pointer (if it is non-nil) and copying the value stored at the pointer to a variable in your Swift application.
With OpenGL ES being a pure set of C functions, I don't think passing a pointer of swift datatypes will work easily.
The following code will give you a hint of how to pass the index buffer.
var Indices: [GLubyte] = [
0, 1, 2,
2, 3, 0
]
var indexBuffer: GLuint = GLuint()
glGenBuffers(1, &indexBuffer)
glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indexBuffer)
glBufferData(GLenum(GL_ELEMENT_ARRAY_BUFFER), Indices.size(), Indices, GLenum(GL_STATIC_DRAW))
Reference: Here is a link with a working code. https://github.com/bradley/iOSSwiftOpenGL/blob/master/iOSSwiftOpenGL/OpenGLView.swift

Succession of countdown timers in xcode

I need multiple countdown timers with different periods following each other. How can I stop one and start another in the same activity and the same label.
I have this code for now:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var countDownLabel: UILabel!
var count = Int()
var timer = Timer()
var timerIndex = Int()
override func viewDidLoad() {
super.viewDidLoad()
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: Selector("update"), userInfo: nil, repeats: true)
}
var timerHasFinishedRunning: Bool = false
func update() {
let minutes = String(count / 60)
let seconds = String(count % 60)
if count == 0 {
if timerIndex == 0 { count = 12
}
else if timerIndex == 1 {
count = 11
}
else if timerIndex == 2 {
count = 10
}
else if timerIndex == 3 {
count = 9
}
else {
timer.invalidate()
countDownLabel.text = "The timer has finished running!"
timerHasFinishedRunning = true
}
if timerHasFinishedRunning == false{
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
timer.invalidate()
timerIndex += 1
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(ViewController.update), userInfo: nil, repeats: true)
}
}
else {
if timerIndex == 0{
count -= 1
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
}
else if timerIndex == 1{
count -= 1
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
}
else if timerIndex == 2{
count -= 1
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
}
else if timerIndex == 3{
count -= 1
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
}
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Initial Answer:
Replace your update() function to this, if you want the format to be M:S:
var timerHasFinishedRunning: Bool = false
func update() {
if count == 0{
if timerIndex == 0{ count = 200 // or the desired value for the second timer
}
else if timerIndex == 1{
count = 40 // or the desired value for the third timer
}
else {
timer.invalidate()
countDownLabel.text = "The timer has finished running!"
timerHasFinishedRunning = true
}
if timerHasFinishedRunning == false{
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
timer.invalidate()
timerIndex += 1
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(ViewController.update), userInfo: nil, repeats: true)
}
}
else {
if timerIndex == 0{
count -= 1
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
}
else if timerIndex == 1{
count -= 1
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
}
else if timerIndex == 2{
count -= 1
let minutes = String(count / 60)
let seconds = String(count % 60)
countDownLabel.text = minutes + ":" + seconds
}
}
}
EDIT:
Replace your code to this, and add your new values! Format: MM:SS:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var countDownLabel: UILabel!
var count = Int()
var timer = Timer()
var timerIndex = 0
var timerHasFinishedRunning: Bool = false
override func viewDidLoad() {
super.viewDidLoad()
count = 5
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(ViewController.update), userInfo: nil, repeats: true)
}
func update() {
if count == 0{
if timerIndex == 0{ count = 3 // or the desired value for the second timer
}
else if timerIndex == 1{
count = 2 // or the desired value for the third timer
}
else {
timer.invalidate()
countDownLabel.text = "The timer has finished running!"
timerHasFinishedRunning = true
}
if timerHasFinishedRunning == false{
let minutes = Int(count / 60)
let seconds = Int(count % 60)
if minutes > 9{
if seconds >= 10{
countDownLabel.text = "\(minutes)" + ":" + "\(seconds)"
}
else if seconds < 10{
countDownLabel.text = "\(minutes)" + ":" + "0\(seconds)"
}
}
else if minutes<=9{
if seconds >= 10{
countDownLabel.text = "0\(minutes)" + ":" + "\(seconds)"
}
else if seconds < 10{
countDownLabel.text = "0\(minutes)" + ":" + "0\(seconds)"
}
}
timer.invalidate()
timerIndex += 1
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(ViewController.update), userInfo: nil, repeats: true)
}
}
else {
count -= 1
let minutes = Int(count / 60)
let seconds = Int(count % 60)
if minutes > 9{
if seconds >= 10{
countDownLabel.text = "\(minutes)" + ":" + "\(seconds)"
}
else if seconds < 10{
countDownLabel.text = "\(minutes)" + ":" + "0\(seconds)"
}
}
else if minutes<=9{
if seconds >= 10{
countDownLabel.text = "0\(minutes)" + ":" + "\(seconds)"
}
else if seconds < 10{
countDownLabel.text = "0\(minutes)" + ":" + "0\(seconds)"
}
}
}
}
}
I will update the answer once again, if I will figure out a way to fix your issue.
Hope this helps!
SIMULATOR:
try this..just change according to your requirement
var count = Int()
var timer = NSTimer()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a
printSecondsToHoursMinutesSeconds(100)
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: #selector(ViewController.update), userInfo: nil, repeats: true)
}
func update() {
count = 1 + count
if(count != 0) {
printSecondsToHoursMinutesSeconds(count)
} else {
timer.invalidate()
}
}
func printSecondsToHoursMinutesSeconds (seconds:Int) -> () {
let (h, m, s) = secondsToHoursMinutesSeconds (Double(seconds))
print ("\(h) Hours, \(m) Minutes, \(s) Seconds")
}
func secondsToHoursMinutesSeconds (seconds : Double) -> (Double, Double, Double) {
let (hr, minf) = modf (seconds / 3600)
let (min, secf) = modf (60 * minf)
return (hr, min, 60 * secf)
}

How to make objects exempt from SKcameranode movement

I'm currently developing a scrolling platformer game, and I was wondering how I could have the joystick object move along with the screen but still be useable. Ive tried a number of things, but none of them have produced any viable options. At the moment, the joystick is usable but will scroll off the screen with the rest of the map.
Here is my code:
import SpriteKit
import UIKit
var map = SKNode()
var idleFrames = [SKTexture]()
var walkFrames = [SKTexture]()
var idleFrames1 = [SKTexture]()
var walkFrames1 = [SKTexture]()
var attackFrames1 = [SKTexture]()
var idling = 0
var bullets = 0
var bullet = SKSpriteNode()
var leaf = SKEmitterNode()
var hud: SKSpriteNode?
class GameScene: SKScene, SKPhysicsContactDelegate {
var sp33d: CGVector = CGVectorMake(0.0,0.0)
var knock: CGVector = CGVectorMake(-10.0, 0.0)
var knock1: CGVector = CGVectorMake(10.0, 0.0)
var jsp33d: CGFloat = 170
var gameStick: Joystick?
var player: SKSpriteNode?
var ground: SKSpriteNode?
var ground2: SKSpriteNode?
var ground3: SKSpriteNode?
var canJump = false
var specialbutton = SKSpriteNode(imageNamed: "special")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
hud = self.childNodeWithName("hud") as? SKSpriteNode
gameStick = Joystick()
gameStick?.createJoystick(hud!.frame.width/4, nameBack: "joystick", nameMoving: "joystick1")
gameStick!.backPart!.zPosition = 4
gameStick!.movingPart!.zPosition = 5
map.addChild(gameStick!.backPart!)
map.addChild(gameStick!.movingPart!)
self.addChild(map)
player = self.childNodeWithName("player") as? SKSpriteNode
ground = self.childNodeWithName("testGround") as? SKSpriteNode
ground2 = self.childNodeWithName("testGround2") as? SKSpriteNode
player?.physicsBody?.categoryBitMask = category.player
ground?.physicsBody?.categoryBitMask = category.ground
ground2?.physicsBody?.categoryBitMask = category.ground
player?.physicsBody?.collisionBitMask = category.ground
ground?.physicsBody?.collisionBitMask = category.player
player!.position = CGPoint(x: CGRectGetMidX(self.frame), y: 70)
specialbutton.position = CGPointMake(600, 83)
specialbutton.xScale = 0.165
specialbutton.yScale = 0.165
specialbutton.alpha = 0.5
map.addChild(specialbutton)
camera = self.childNodeWithName("camera") as? SKCameraNode
camera?.position = player!.position
if charnumber == 2{
player?.texture = SKTexture(imageNamed:"Sarah")
}
let idleAtlas = SKTextureAtlas(named: "idle.atlas")
var idleframes = [SKTexture]()
for var i=1; i<=4; i++ {
let idleframe = "JohnIdle\(i)"
idleframes.append(idleAtlas.textureNamed(idleframe))
}
idleFrames = idleframes
let walkAtlas = SKTextureAtlas(named: "jrun.atlas")
var walkframes = [SKTexture]()
for var i=1; i<=8; i++ {
let walkframe = "Johnrun\(i)"
walkframes.append(walkAtlas.textureNamed(walkframe))
}
walkFrames = walkframes
let idleAtlas1 = SKTextureAtlas(named: "Sarahidle.atlas")
var idleframes1 = [SKTexture]()
for var i=1; i<=4; i++ {
let idleframe1 = "SarahIdle\(i)"
idleframes1.append(idleAtlas1.textureNamed(idleframe1))
}
idleFrames1 = idleframes1
let walkAtlas1 = SKTextureAtlas(named: "Sarahrun.atlas")
var walkframes1 = [SKTexture]()
for var i=1; i<=8; i++ {
let walkframe1 = "Sarahrun\(i)"
walkframes1.append(walkAtlas1.textureNamed(walkframe1))
}
walkFrames1 = walkframes1
let attackAtlas1 = SKTextureAtlas(named: "sattack.atlas")
var attackframes1 = [SKTexture]()
for var i=1; i<=9; i++ {
let attackframe1 = "sattack\(i)"
attackframes1.append(attackAtlas1.textureNamed(attackframe1))
}
attackFrames1 = attackframes1
self.physicsWorld.gravity = CGVectorMake(0, -10.0)
self.physicsWorld.contactDelegate = self
}
func didBeginContact(contact:SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == category.player) && (contact.bodyB.categoryBitMask == category.ground) {
idling = 0
johnmove()
print("hit")
canJump = true
}else{
}
}
func didEndContact(contact: SKPhysicsContact) {
if (contact.bodyA.categoryBitMask == category.player) && (contact.bodyB.categoryBitMask == category.ground) {
canJump = false
}
}
func bulletfire(){
bullet = SKSpriteNode(imageNamed: "bullet1")
leaf = SKEmitterNode(fileNamed: "leafParticle")!
bullets = bullets + 1
bullet.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(0.1, 0.1))
bullet.physicsBody?.collisionBitMask = category.ground
bullet.xScale = 0.016
bullet.yScale = 0.016
bullet.physicsBody?.affectedByGravity = false
self.addChild(bullet)
self.addChild(leaf)
if player?.xScale == 1{
bullet.xScale = -0.016
bullet.position.x = (player?.position.x)! + 21.5
bullet.position.y = (player?.position.y)! + 15.4
bullet.physicsBody?.velocity = (CGVectorMake(1000.0, 0.0))
}else{
bullet.position.x = (player?.position.x)! - 21.5
bullet.position.y = (player?.position.y)! + 15.4
bullet.physicsBody?.velocity = (CGVectorMake(-1000.0, 0.0))
}
let action = SKAction.sequence([SKAction.waitForDuration(1), SKAction.removeFromParent()])
bullet.runAction(action, completion: {bullets = bullets - 1})
leaf.runAction(action)
}
func move(){
if player?.xScale == 1 {
player?.size = CGSizeMake(80,80)
player?.position.x = (player?.position.x)! - 20
}else{
player?.size = CGSizeMake(80,80)
player?.position.x = (player?.position.x)! + 20
}
}
func johnmove() {
if charnumber == 1 {
if idling == 1 {
player?.size = CGSizeMake(80,80)
player?.removeActionForKey("idle")
player?.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(walkFrames, timePerFrame: 0.12, resize: false, restore: true)),withKey: "walk")
}
else if idling == 0 {
player?.removeActionForKey("walk")
player?.size = CGSizeMake(80,80)
player?.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(idleFrames, timePerFrame: 0.6, resize: false, restore: true)),withKey: "idle")
}else if idling == 2 {
player?.removeActionForKey("walk")
player?.removeActionForKey("idle")
player?.size = CGSizeMake(80,80)
player?.texture = SKTexture(imageNamed: "JohnJump.png")
}
}else{
sarahhmove()
}
}
func sarahhmove() {
if idling == 1 {
player?.removeActionForKey("idle1")
player?.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(walkFrames1, timePerFrame: 0.12, resize: true, restore: true)),withKey: "walk1")
}
else if idling == 0 {
player?.removeActionForKey("walk1")
player?.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(idleFrames1, timePerFrame: 0.6, resize: false, restore: true)),withKey: "idle1")
}else if idling == 2 {
player?.removeActionForKey("wal1k")
player?.removeActionForKey("idle1")
player?.texture = SKTexture(imageNamed: "SarahJump.png")
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in (touches ) {
let location = touch.locationInNode(self)
var nodeTouched = SKNode()
nodeTouched = self.nodeAtPoint(location)
if nodeTouched.name == "joystick1" {
gameStick?.movingPart?.position = location
if location.x > gameStick!.backPart!.position.x + gameStick!.backPart!.frame.width/2{
gameStick?.movingPart?.position = CGPointMake(gameStick!.backPart!.position.x + gameStick!.backPart!.frame.width/2, gameStick!.movingPart!.position.y)
}
if location.y > gameStick!.backPart!.position.y + gameStick!.backPart!.frame.height/2{
gameStick?.movingPart?.position = CGPointMake(gameStick!.movingPart!.position.x, gameStick!.backPart!.position.y + gameStick!.backPart!.frame.height/2)
}
}
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in (touches ) {
let location = touch.locationInNode(self)
var nodeTouched = SKNode()
nodeTouched = self.nodeAtPoint(location)
if nodeTouched.name == "joystick1" {
gameStick?.movingPart?.position = location
if location.x > gameStick!.backPart!.position.x + gameStick!.backPart!.frame.width/2{
gameStick?.movingPart?.position = CGPointMake(gameStick!.backPart!.position.x + gameStick!.backPart!.frame.width/2, gameStick!.movingPart!.position.y)
}
if location.y > gameStick!.backPart!.position.y + gameStick!.backPart!.frame.height/2{
gameStick?.movingPart?.position = CGPointMake(gameStick!.movingPart!.position.x, gameStick!.backPart!.position.y + gameStick!.backPart!.frame.height/2)
}
}else if idling == 0 && charnumber == 2{
player?.size = CGSizeMake(80,80)
player?.removeAllActions()
if player?.xScale == 1 {
player?.size = CGSizeMake(80,80)
player?.position.x = (player?.position.x)! + 20
}else{
player?.size = CGSizeMake(80,80)
player?.position.x = (player?.position.x)! - 20
}
player?.size = CGSizeMake(80,80)
player?.runAction(SKAction.repeatAction(SKAction.animateWithTextures(attackFrames1, timePerFrame: 0.09, resize: true, restore: true),count: 1),completion: {self.move()})
player?.size = CGSizeMake(80,80)
player?.texture = SKTexture(imageNamed: "Sarah")
}else if charnumber == 1 && idling == 0{
player?.removeAllActions()
bulletfire()
let yrand = (arc4random_uniform(100) + 50)
let xrand = (arc4random_uniform(300) + 80)
let cartridge = SKSpriteNode(imageNamed: "casing")
cartridge.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(0.1, 0.1))
cartridge.physicsBody?.collisionBitMask = category.ground
cartridge.xScale = 0.05
cartridge.yScale = 0.05
cartridge.zPosition = 3
cartridge.physicsBody?.restitution = 0.5
let spin = SKAction.rotateByAngle(CGFloat(M_PI), duration:0.6)
cartridge.runAction(SKAction.repeatActionForever(spin))
cartridge.physicsBody?.dynamic = true
let flash = SKEmitterNode(fileNamed: "muzzleFlash")
if player?.xScale == 1{
leaf.xScale = -1
flash?.position.x = (player?.position.x)! + 40
flash?.position.y = (player?.position.y)! + 15.3
cartridge.position.x = (player?.position.x)! + 27
cartridge.position.y = (player?.position.y)! + 15.3
player?.physicsBody?.applyImpulse(knock)
cartridge.physicsBody?.velocity = CGVectorMake(-CGFloat(yrand), CGFloat(xrand))
}else{
flash?.position.x = (player?.position.x)! - 40
flash?.position.y = (player?.position.y)! + 15.3
flash?.xAcceleration = -5000
cartridge.position.x = (player?.position.x)! - 27
cartridge.position.y = (player?.position.y)! + 15.3
player?.physicsBody?.applyImpulse(knock1)
cartridge.physicsBody?.velocity = CGVectorMake(CGFloat(yrand), CGFloat(xrand))
}
flash?.zPosition = 3
flash?.xScale = 0.15
flash?.yScale = 0.15
self.addChild(flash!)
self.addChild(cartridge)
let action = SKAction.sequence([SKAction.waitForDuration(0.15), SKAction.removeFromParent()])
let action1 = SKAction.sequence([SKAction.waitForDuration(1.5), SKAction.removeFromParent()])
flash?.runAction(action)
cartridge.runAction(action1)
johnmove()
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in (touches ) {
let location = touch.locationInNode(self)
var nodeTouched = SKNode()
nodeTouched = self.nodeAtPoint(location)
if nodeTouched.name == "joystick1" {
let act = SKAction.moveTo(gameStick!.backPart!.position, duration: 0.2)
gameStick?.movingPart?.runAction(act)
}
}
}
override func update(currentTime: CFTimeInterval) {
hud!.position = (camera?.position)!
let action = SKAction.moveTo((player?.position)!, duration: 0.01)
camera!.runAction(action)
player?.size = CGSizeMake(80,80)
leaf.position = bullet.position
print(canJump)
if (sp33d.dx > 1.5 || sp33d.dx < -1.5) && idling != 1 && idling != 2 {
idling = 1
johnmove()
}else if sp33d.dx < 0.1 && sp33d.dx > -0.1 && idling != 0 && idling != 2{
idling = 0
johnmove()
}
if sp33d.dx > 0.1 {
player!.xScale = 1
} else if sp33d.dx < -0.1 {
player!.xScale = -1
}
/* Called before each frame is rendered */
let vX = gameStick!.movingPart!.position.x - gameStick!.backPart!.position.x
let vY: CGFloat = gameStick!.movingPart!.position.y
if vY > gameStick!.backPart!.position.y + 20 && canJump == true{
sp33d = CGVectorMake(vX/13, jsp33d)
idling = 2
johnmove()
}else{
sp33d = CGVectorMake(vX/13, 0)
}
player?.physicsBody?.applyImpulse(sp33d)
}
}
This is the class in which the joystick is created:
import Foundation
import UIKit
import SpriteKit
class Joystick: UIView {
var movingPart: SKSpriteNode?
var backPart: SKSpriteNode?
let speed: CGFloat = 0.4
var joyStickCenter: CGPoint?
func createJoystick(dimensions: CGFloat, nameBack: String, nameMoving: String)
{
backPart = SKSpriteNode(imageNamed: "joystick")
backPart?.size = CGSizeMake(dimensions, dimensions)
backPart?.position = CGPoint(x: backPart!.size.width/2, y: backPart!.size.width/2)
backPart?.name = nameBack
backPart?.alpha = 0.4
movingPart = SKSpriteNode(imageNamed: "joystick")
movingPart?.size = CGSizeMake(dimensions*0.5, dimensions*0.5)
movingPart?.position = backPart!.position
movingPart?.name = nameMoving
movingPart?.alpha = 0.8
joyStickCenter = backPart!.position
}
func getDistance(p1: CGPoint, p2: CGPoint) -> Double
{
let firstPow = p2.x-p1.x
let secondPow = p2.y-p1.y
var squaredAdded = pow(firstPow, 2)
squaredAdded += pow(secondPow, 2)
let theSquirt = sqrt(Double(squaredAdded))
return theSquirt
}
func resetMovingPart()
{
movingPart?.runAction(SKAction.moveTo(joyStickCenter!, duration: 0.4))
}
func calcXYDiff(loc: CGPoint) -> CGPoint
{
let oldMovingPartPoint = movingPart?.position
movingPart?.position = loc
if movingPart!.position.x-joyStickCenter!.x > backPart!.frame.width/2
{
movingPart?.position.x = oldMovingPartPoint!.x
}
if movingPart!.position.y-joyStickCenter!.y > backPart!.frame.height/2
{
movingPart?.position.y = oldMovingPartPoint!.y
}
let x = loc.x - joyStickCenter!.x
let y = loc.y - joyStickCenter!.y
return CGPoint(x: x*speed, y: y*speed)
}
Any help would be greaty appreciated.
Thanks in advance!
Try calling the resetMovingPart() in your update() func.

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