Have a Spritekit display a Integer thats stored in a Variable - ios

So I'm having difficulty trying to do something that should be easy, clearly I don't see whats wrong.
This is the code:
import SpriteKit
var money = "0"
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let moneyLabel = SKLabelNode(fontNamed:"Times New Roman")
moneyLabel.text = money;
moneyLabel.fontSize = 14;
moneyLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(moneyLabel)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
money + 1
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
What this is suppose to do is have a label display a Variable, and when the user touches the screen the variable changes by 1, going up by 1 each time its pressed. The Label is suppose to change with the variable.
How do I make this work?

The problem
You are simply adding 1 to money
money + 1
This code:
does not change the money property
does not change the text in you moneyLabel
is illegal since you cannot sum a String and an Int
Solution
This code should do the job
import SpriteKit
class GameScene: SKScene {
private var money = 0 {
didSet {
self.moneyLabel?.text = money.description
}
}
private var moneyLabel : SKLabelNode?
override func didMoveToView(view: SKView) {
let moneyLabel = SKLabelNode(fontNamed:"Times New Roman")
moneyLabel.text = money.description
moneyLabel.fontSize = 14
moneyLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(moneyLabel)
self.moneyLabel = moneyLabel
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
money += touches.count
}
}
Explaination
1)
As you can se I added an observer to the money property (by the way I made it an Int property, not a String as in your code!).
didSet {
self.moneyLabel?.text = money.description
}
Thanks to the observer, each time the money changes, the moneyLabel node is retrieved and it text gets updated.
2)
At the end of didMoveToView I am saving moneyLabel into an instance property
self.moneyLabel = moneyLabel
so I can easily retrieve (we have seen this in the previous point)
3)
Finally in touchesBegan I simply increase the money property by the number of received touches.
money += touches.count
Thanks to the observer, each change to the money property does trigger an updated to the text inside the moneyLabel node.
Hope this helps.

There are three problems here:
money should be an Int, so you can add to it.
You haven't actually updated money to a new value.
You'll need to update the label in addition to money.
Take a look at the changes below; each comment explains why a change was necessary:
import SpriteKit
class GameScene: SKScene {
var money = 0 //now an Int, so we can add to it later
let moneyLabel = SKLabelNode(fontNamed:"Times New Roman") //keep this around so we can update it later
override func didMoveToView(view: SKView) {
moneyLabel.text = String(money) //convert money to a String so we can set the text property to it
moneyLabel.fontSize = 14
moneyLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(moneyLabel)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
money = money + 1 //update money to itself + 1
moneyLabel.text = String(money) //update the label, too
}
}
}

Related

Detect when rotation has completed and move to new Scene

I am trying to implement moving to another scene when a wheel stops rotating. The code I have is shown below. I cannot figure out how to detect when the velocity has reached 0.0?
import SpriteKit
import GameplayKit
class GameplayScene: SKScene {
var player: Player?;
override func didMove(to view: SKView) {
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
}
So from here, I would like to execute the following when the wheel has stopped spinning:
let play_scene = Questions(fileNamed: "QuestionsScene")
play_scene?.scaleMode = .aspectFill
self.view?.presentScene(play_scene!, transition: SKTransition.doorsOpenVertical(withDuration: 1))
I have now edited the class and it looks as follows:
import SpriteKit
import GameplayKit
class GameplayScene: SKScene, SKSceneDelegate {
var player: Player?
override func didMove(to view: SKView) {
self.delegate = self
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.pinned = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func didSimulatePhysics() {
if ((player?.physicsBody?.angularVelocity)! <= CGFloat(0.01))
{
print("Got it")
}
}
}
Problem is I still receive an error on the if statement within didSimulatePhysics function. The error I receive is "Thread 1: EXC_BAD_INSTRUCTION...."
Your wheel's SKPhysicsBody has a built-in property, angularVelocity, that tells you how fast it's spinning. You're already using it when you set it to r to start the wheel spinning.
To watch angularVelocity you can use didSimulatePhysics(). It gets called once every frame, right after the physics calculations are done. That will look something like this:
func didSimulatePhysics() {
if wheelIsSpinning && angularVelocity != nil && angularVelocity! <= CGFloat(0.001) {
wheelIsSpinning = false
// wheel has stopped
// add your code here
}
}
Due to the vagaries of physics modeling, the angularVelocity might never be exactly zero. So instead we watch for it to be less than some arbitrary threshold, in this case 0.001.
You don't want it to execute every frame when the wheel isn't moving, so I added a property wheelIsSpinning to keep track. You'll need to add it as an instance property to GameplayScene, and set it to true in spin().

Confusing issue adding and removing SKPhysicsJointPin upon touch

I'm having trouble with adding and removing my SKPhysicsJointPin in the touchesBegan function. The issue is that my joint is declared in the didMoveToView function because it needs to be positioned based on expressions that exists within it.
That being so I can't refer to the SKPhysicsJoint within the touchesBegan function, which is necessary for what I'm trying to do with my project. Any solutions or suggestions?
Code:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var head = SKSpriteNode(imageNamed: "crown.png")
var headTexture = SKTexture(imageNamed: "crown.png")
var neck = SKSpriteNode(imageNamed: "throat.png")
var neckTexture = SKTexture(imageNamed: "throat.png")
override func didMoveToView(view: SKView) {
head.position.x = torso.position.x - 1
head.position.y = torso.position.y + 77
head.physicsBody = SKPhysicsBody(texture: headTexture, size: head.size)
head.physicsBody!.categoryBitMask = ColliderType.part.rawValue
head.physicsBody!.contactTestBitMask = ColliderType.part.rawValue
head.physicsBody!.collisionBitMask = ColliderType.part.rawValue
self.addChild(head)
neck.position.x = torso.position.x
neck.position.y = torso.position.y + 44
neck.physicsBody = SKPhysicsBody(texture: neckTexture, size: neck.size)
neck.physicsBody!.categoryBitMask = ColliderType.mjoint.rawValue
neck.physicsBody!.contactTestBitMask = ColliderType.mjoint.rawValue
neck.physicsBody!.collisionBitMask = ColliderType.mjoint.rawValue
self.addChild(neck)
let headToNeck = SKPhysicsJointPin.jointWithBodyA(head.physicsBody!, bodyB:neck.physicsBody!, anchor:CGPointMake(head.position.x, head.position.y - 20.8))
headToNeck.shouldEnableLimits = true
self.physicsWorld.addJoint(headToNeck)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.physicsWorld.removeJoint(headToNeck)
}
}
Try creating a class variable like this:
class GameScene: SKScene, SKPhysicsContactDelegate {
var headToNeck: SKPhysicsJoint!
//other variables
override func didMoveToView(view: SKView) {
//other code
self.headToNeck = SKPhysicsJointPin.jointWithBodyA(head.physicsBody!, bodyB:neck.physicsBody!, anchor:CGPointMake(head.position.x, head.position.y - 20.8))
self.headToNeck.shouldEnableLimits = true
self.physicsWorld.addJoint(self.headToNeck)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.physicsWorld.removeJoint(self.headToNeck)
}
}

Swift NSUserDefaults unexpectedly found nil while unwrapping an Optional value

//Help Please This Code won't work, getting this as feedback from Xcode.
fatal error: unexpectedly found nil while unwrapping an Optional value
var savedScore = NSUserDefaults.standardUserDefaults().objectForKey("HighestScore") as! Int
import SpriteKit
class GameScene: SKScene {
var highestScore:Int = 2
var score = Int()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//To save highest score
//To get the saved score
var savedScore = NSUserDefaults.standardUserDefaults().objectForKey("HighestScore") as! Int
print(savedScore)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
score += 1
print("Score - \(score)")
if score > highestScore
{
highestScore = score
NSUserDefaults.standardUserDefaults().setObject(highestScore, forKey:"HighestScore")
NSUserDefaults.standardUserDefaults().synchronize()
print("Beat")
}
else {
print("Not Beat")
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
You are calling the userDefaults function before it ever saves. You need to check if it exists. First you can make it easier on yourself and just save it as an integer. Then you need to check to see if there is a value.
NSUserDefaults.standardUserDefaults().setInteger(highestScore, forKey: "HighestScore")
//IntegerForKey will never return nil. This will return 0 if there is no value.
let savedScore = NSUserDefaults.standardUserDefaults().integerForKey("HighestScore")
print(savedScore)
NSUserDefaults.standardUserDefaults is a Dictionary Object. If you try to read a value that has not set value before, you will get a nil. You could check if the value for key exist
let savedScore = NSUserDefaults.standardUserDefaults.integerForKey("HighestScore") ?? 0
Then if value for HighestScore exist, you will get the correct value, if not, you will set 0 as default value for savedScore.
Thank you guys I got it yesterday but didn't find time to get on here and post it but here is the code that works. Thank You Guys again that helped!
class GameScene: SKScene {
var score = Int()
var highScore = Int()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//IntegerForKey will never return nil. This will return 0 if there is no value.
highScore = NSUserDefaults.standardUserDefaults().integerForKey("HighestScore")
print("highScore - \(highScore)")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
score += 1
print("Score - \(score)")
if score > highScore
{
highScore = score
NSUserDefaults.standardUserDefaults().setObject(highScore, forKey:"HighestScore")
NSUserDefaults.standardUserDefaults().synchronize()
print("Beat")
}
else {
print("Not Beat")
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}

Ease out animation for SKSpriteNode

I'm moving a sprite by using the touchesMoved method. So far this is working fine, but the result looks a little bit unnatural. The sprite stops immediately, once the movement of my finger stops. A more natural impression would be, if the sprite continuous the movement a little time with an ease out function. Any idea how to implement this?
Here is my code:
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode?
var xOrgPosition: CGFloat = 0.0
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite!.xScale = 0.1
sprite!.yScale = 0.1
sprite!.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(sprite!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let xTouchPosition = touch.locationInNode(self).x
if xOrgPosition != 0.0 {
// calculate the new position
sprite!.position = CGPoint(x: sprite!.position.x - (xOrgPosition - xTouchPosition), y: sprite!.position.y)
}
// Store the current touch position to calculate the delta in the next iteration
xOrgPosition = xTouchPosition
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Reset value for the next swipe gesture
xOrgPosition = 0
}
}
Update:
I've made a short sample project, based on the answers from hamobi
Tutorial
Git repository
i think this might be what youre going for. let me know if you have any questions :)
import SpriteKit
class GameScene: SKScene {
var sprite: SKSpriteNode?
var xOrgPosition: CGFloat?
override func didMoveToView(view: SKView) {
sprite = SKSpriteNode(imageNamed:"Spaceship")
sprite!.xScale = 0.1
sprite!.yScale = 0.1
sprite!.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
self.addChild(sprite!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
xOrgPosition = touch.locationInNode(self).x
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
xOrgPosition = nil
}
override func update(currentTime: NSTimeInterval) {
if let xPos = xOrgPosition {
sprite!.position.x += (xPos - sprite!.position.x) * 0.1
}
}
}

Xcode 7 SpriteKit Error with Blocks

Does anybody know why this won't work anymore in Xcode 7 GM?
I have debugged and verified, but even though the nodes are appearing on the scene, they no longer pass touch events to parent nodes.
Below is a fully working example. If you replace the default GameScene from the "New Sprite Kit Game" you can reproduce it yourself.
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let card = Card(imageNamed: "card_background_blank")
card.name = "Card"
let stack = Stack(imageNamed: "stack_background")
stack.name = "Stack"
addChild(stack)
stack.addChild(card)
card.position = CGPointMake(100,100)
stack.zPosition = 1
card.zPosition = 1
stack.position = CGPointMake(506,428)
card.userInteractionEnabled = false
stack.userInteractionEnabled = true
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch")
moveAllCardsAndReturn()
}
func moveAllCardsAndReturn () {
var wait:NSTimeInterval = 1.0
let waitIncrement:NSTimeInterval = 0.05
let duration:NSTimeInterval = 0.15
func removeAndMove(card:Card) {
let oldParent = card.parent!
card.removeFromParent()
addChild(card)
card.position = CGPointMake(500,48)
var sequence = [SKAction]()
sequence.append(SKAction.waitForDuration(wait))
sequence.append(SKAction.runBlock({
card.removeFromParent()
oldParent.addChild(card)
card.position = CGPointMake(100,100)
}))
card.runAction(SKAction.sequence(sequence))
wait += waitIncrement
}
let stack = childNodeWithName("Stack")
let card = stack?.childNodeWithName("Card")
removeAndMove(card as! Card)
}
}
class Stack:SKSpriteNode {
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Stack Touch")
}
}
class Card:SKSpriteNode {
}
What happens is the scene works correctly, but touches no longer pass to the parent node, even though userInteractionEnabled is false for the card and true for the parent node of the card (a Stack:SKSpriteNode)
So, I have updated this with a working test case. It is a bug, as it works in iOS 8.4 sim, but not in 9 GM. I have submitted it to apple.
This is a bug.
I have created a tester class to test for the presence of the bug and act accordingly...
Can be found here

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