I have this game so that when my player dies I should just be able to tap the screen and the game should restart, but instead nothing moves no matter how many times I tap. There are no errors.
Here is the code for my restart function: (willing to post any other necessary code)
func restart() {
cloudGenerator.stopClouds()
let newScene = GameScene(size: view!.bounds.size)
view!.presentScene(newScene)
newScene.scaleMode = .AspectFill
}
So, an easy solution is to transition from your current scene to your current scene. By doing this, your code will run from the beginning of the file. You can also add fancy transitions. Here is the code:
let transition = SKTransition.fadeWithDuration(1.0) //create a transition
let gamePlayScene = GamePlayScene(fileNamed: "GamePlayScene") // create a new scene from your file (let variableName = NameOfGameFile(fileNamed: "NameOfGameFile")
self.view?.presentScene(gamePlayScene, transition: transition) // present the scene with the transition
Just put this in the touches began method and have a conditional that if the clouds have been stopped and the user touches the screen, transition to current game scene.
Hope this helped and good luck.
Related
This is my first ever post - I have searched for a long time and could not find the answer.
I am making a game with SpriteKit and want the player to be able to only launch one bomb at a time- i.e they can't fire again until the previous bomb has exploded or gone off screen. Currently when the player taps the screen, they can launch as many bombs as they want.
Any help would be greatly appreciated!
Thanks,
Iain
Steve's idea works out well and is better than mine, but here is a more novice-friendly explanation IMO... Put this in your gamescene :)
var canFireMissile = true
func fireMissile() {
guard canFireMissile else { return }
canFireMissile = false // So you can't fire anymore missiles until 0.5secs later
let wait = SKAction.wait(forDuration: 0.5) // the duration of the missile animation (example)
let reset = SKAction.run { canFireMissile = true } // lets us refire the missile
let sequence = SKAction.sequence([wait, reset])
run(sequence)
}
override func mouseDown(with event: NSEvent) { // touchesBegan on iOS
fireMissile()
}
Create a SKSpriteNode property for your misssile.
Create an SKAction for the movement of the missile and give the action a key so you can refer to it by name).
When the fire button is pressed, check to see if the named action is already running; if it is, do nothing, otherwise run the ‘fireMissile’ action.
I am having an issue with my SpriteKit Scene File. I currently have my GameScene.sks lined to my GameScene.swift file. When my app loads up the user enters a menu, then the user presses play and is transitioned to the GameScene file to play the game via:
let gameScene = SKScene(fileNamed: "GameScene")
gameScene?.scaleMode = .aspectFit
self.view?.presentScene(gameScene!, transition: SKTransition.fade(withDuration: 1.5))
When the player hits an object in the game they die and go back to the menu (also linked to a .sks file) :
let menu = SKScene(fileNamed: "menu")
menu?.scaleMode = .aspectFill
self.view?.presentScene(menu!, transition: transition)
Here where my issue is, after the user is brought back to the menu, the next time they hit play the user immediately dies and is brought back to the menu.
This is because when GameScene is called everything is the same as when the user died. In other words, the player is contacting the same node that caused them to die.
Is there any way to reset the GameScene? I have tried removing all nodes to no avail.
Am I presenting the scenes wrong?
I Figured it out! I moved my removeFromParent() statement into my menu.swift file. Right before I'm about to transition to GameScene:
obstacles.removeFromParent()
then
let gameScene = SKScene(fileNamed: "GameScene")
gameScene?.scaleMode = .aspectFit
self.view?.presentScene(gameScene!, transition: SKTransition.fade(withDuration: 1.5))
Please let me know if you have a better solution. Thanks!
I am making a game using Swift and SpriteKit. I have written something of this sort:
node.alpha = 0
sleep(1)
node.alpha = 1
where node is an SKSpriteNode. Instead of making node invisible, freezing the running of the program for one second and making node visible again, what this code does is it simply freezes the running of the program for one second. I figured that all visual changes take place periodically, maybe after each update. How can resolve this and make the node disappear for one second, having the program frozen?
Thank you!
This answer is going to assume you want to just pause the scene, and not the entire program.
What you want to use is the SKActions sequence and waitForDuration,
and the nodes pause variable.
You essentially want to move the entire scene into a separate node, and let another node control the pausing of it.
Set your scene nodes like this:
let sceneWorld = SKNode() //make this available to the entire class
let timerNode = SKNode()
...
override func didMoveToView()
{
....
scene.addNode(timerNode)
scene.addNode(sceneWorld) //sceneWorld is where you will be adding all gfx sprites now
}
func pauseWorld()
{
let wait1sec = SKAction.waitForDuration(1)
let unpause = SKAction.runBlock({sceneWorld.pause = false;showNodes(true)})
timerNode.runAction(SKAction.sequence[wait1sec,unpause])
showNodes(false)
sceneWorld.pause = true;
}
func showNodes(show : Boolean)
{
let alpha = (show) : 1.0 ? 0.0
//set all nodes that need to hide here with alpha
...
}
The solution of luk2303 has worked perfectly for me in my apps.
you can create a timer like this:
node.alpha = 0
NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "makeNodeVisible", userInfo: nil, repeats: false)
func makeNodeVisible(){
node.alpha = 1
}
For some reason using the sleep function won't work in SpriteKit because it is meant for the ViewController or something like that.
SpriteKit is automatically pausing my app when it goes into the background. This is fine, except it stays paused when the app becomes active again. I'm trying to un-pause the game in the appropriate application events, to no avail. I'm manually un-pausing the two SKViews and the game Scene that constitute the app. From inside the AppDelegate file:
func applicationWillEnterForeground(application: UIApplication) {
if let vw = self.window?.rootViewController {
let gc = vw as! GameViewController
let parView = gc.view as! SKView
parView.paused = false
gc.gameView.paused=false
gc.gameScene.paused=false
println("paused = \(gc.gameScene.paused)")
}
}
func applicationDidBecomeActive(application: UIApplication) {
if let vw = self.window?.rootViewController {
let gc = vw as! GameViewController
let parView = gc.view as! SKView
parView.paused = false
gc.gameView.paused=false
gc.gameScene.paused=false
println("paused = \(gc.gameScene.paused)")
}
}
At the end I print the pause state. If I hit the device's Home key and then return to the app, it prints false as desired. However, somewhere (not by my code) this is being immediately set back to true, and the game remains paused.
Update
I overrode the scene's paused property, and it is definitely being set back to true after I un-pause in the given events. Confusing, because from reading other questions, the typical behavior of sprite kit is to automatically un-pause the game when the app is reactivated. Yet it's doing the exact opposite for me.
Well, I basically gave up on trying to control whether the game pauses/resumes during the app's state changes. Instead I overrode the scene's paused property, so now I can just detect whenever sprite kit decides to pause or resume, and handle that accordingly. My suspicion is that my hierarchy of SKViews in my app might not be conventional, and maybe caused sprite kit difficulty in controlling the scene state, but that's only a guess.
I'm trying to create a replay button for my game, but whenever I go back to the game scene, It seems as if nothing ever stopped. The time is a negative number and the game will just crash. I tried...
if timeInt < 0 {
//////////////
let retryScene = RetryScene(size: self.frame.size)
self.view?.presentScene(retryScene)
self.removeAllChildren()
self.removeAllActions()
///// end game
timeInt = 45
}
I figured removing all children would work and resetting the time would work too. I used a function that updates every second to make the time work. So all functions keep going as if the scene never ended. What should I do?
All the time i whant to restart game I'am presenting Game scene. (starting game scene from begining)
It should look like this
if (node.name == "ReplayButton") {
var gameScene = GameScene(size: self.size)
var transition = SKTransition.doorsCloseHorizontalWithDuration(0.5)
gameScene.scaleMode = SKSceneScaleMode.AspectFill
self.scene!.view?.presentScene(gameScene, transition: transition)
}
I fixed it by stopping the timer that makes the update function.
if time < 0 {
timer.invalidate()
}