So I am wondering about something. I have 3 functions:
func makeHeroRun(){
let heroRunAction = SKAction.animateWithTextures([ heroRun2, heroRun3, heroRun4, heroRun3], timePerFrame: 0.2)
let repeatedWalkAction = SKAction.repeatActionForever(heroRunAction)
hero.runAction(repeatedWalkAction)
}
func makeHeroJump(){
let heroJumpAction = SKAction.animateWithTextures([heroJump1, heroJump2, heroJump2], timePerFrame: 0.2)
hero.runAction(heroJumpAction)
}
func makeHeroSlide(){
let heroSlideAction = SKAction.animateWithTextures([heroSlide1, heroSlide2], timePerFrame: 0.1)
hero.runAction(heroSlideAction)
}
And also my touchesBegan:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
var touch = touches.first as! UITouch
var point = touch.locationInView(self.view)
if point.x < size.width / 2 // Detect Left Side Screen Press
{
makeHeroSlide()
}
else
if point.x > size.width / 2 // Detect Right Side Screen Press
{
makeHeroJump()
}
}
"Hero" is the player running in the game.
What i want is that when the "makeHeroSlide" is finish running, i want to repeat "makeHeroRun", so after the hero has been sliding, it should continue to run. And when the hero is jumping, it should stop running, and when the hero hits the ground, it should continue to run again. How can i do this? I want sort of the same functions that are in the "Line Runner" game in AppStore where the player Jumps and Roll.
You can call runAction function with completion: as second parameter which you can use to specify block to execute after it finishes executing the action.
hero.runAction(heroSlideAction, completion: {() -> Void in
// do something here
})
Related
I need to keep track of animation with texture. I am animating power bar and when user clicks the screen it should stop and save the power. I can not figure out how to save power. So far I have this: on first touch power bar animates, but on the second touch it only stops but does not save power.
This is how I create animation:
textureAtlas = SKTextureAtlas(named:"images")
for i in 1...textureAtlas.textureNames.count{
let name = "\(i).png"
textureArray.append(SKTexture(imageNamed: name))
}
let animateForward = SKAction.animate(with: textureArray, timePerFrame: 0.1)
let animateBackward = SKAction.reversed(animateForward)
let sequence = SKAction.sequence([animateForward,animateBackward()])
This is how I detect touches:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouchStorage = touches.first{ // after first touch
let animateForward = SKAction.animate(with: textureArray, timePerFrame: 0.1)
let animateBackward = SKAction.reversed(animateForward)
let sequence = SKAction.sequence([animateForward,animateBackward()])
arrow.removeAllActions()
arrow.run(SKAction.repeatForever(sequence))
firstTouch = firstTouchStorage
}
for touch in touches{
if touch == firstTouch{
touchesArray.append(touch)
let angle = arrow.zRotation
if touchesArray.count == 2{
arrow.removeAllActions()
arrow.removeFromParent()
}
}
}
I am trying to solve this problem for too long, but I can not figure it out. I hope you will help me.
As #KnightOfDragon suggested : animateWithTextures has a restore: parameter, if you set that to false, when you stop animating the last texture should stay on the sprite. If you go ahead and read the textures description, then you will know what texture it stopped on, and could plan accordingly
I am currently working on an arcade app where the user taps for the sprite to jump over an obstacle and swipes down for it to slide under an obstacle. My problem is that when I begin a swipe the touchesBegan function is called so the sprite jumps instead of sliding. Is there a way to distinguish these two?
You can use a gestures state to fine tune user interaction. Gestures are coordinated, so shouldn't interfere with each other.
func handlePanFrom(recognizer: UIPanGestureRecognizer) {
if recognizer.state != .changed {
return
}
// Handle pan here
}
func handleTapFrom(recognizer: UITapGestureRecognizer) {
if recognizer.state != .ended {
return
}
// Handle tap here
}
How about using a slight delay for your touch controls? I have a game where I do something similar using a SKAction with delay. Optionally you can set a location property to give your self a bit of wiggle room with the touchesMoved method incase someone has a twitchy finger (thanks KnightOfDragon)
let jumpDelayKey = "JumpDelayKey"
var startingTouchLocation: CGPoint?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
// starting touch location
startingTouchLocation = location
// start jump delay
let action1 = SKAction.wait(forDuration: 0.05)
let action2 = SKAction.run(jump)
let sequence = SKAction.sequence([action1, action2])
run(sequence, withKey: jumpDelayKey)
}
}
func jump() {
// your jumping code
}
Just make sure the delay is not too long so that your controls dont feel unresponsive. Play around with the value for your desired result.
Than in your touches moved method you remove the SKAction if your move threshold has been reached
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
guard let startingTouchLocation = startingTouchLocation else { return }
// adjust this value of how much you want to move before continuing
let adjuster: CGFloat = 30
guard location.y < (startingTouchLocation.y - adjuster) ||
location.y > (startingTouchLocation.y + adjuster) ||
location.x < (startingTouchLocation.x - adjuster) ||
location.x > (startingTouchLocation.x + adjuster) else {
return }
// Remove jump action
removeAction(forKey: jumpDelayKey)
// your sliding code
}
}
You could play around with Gesture recognisers although I am not sure that will work and how it affects the responder chain.
Hope this helps
I have a car that is a SKShapeNode. It is moving. When I touch it, I want to stop it for 1 second and then go back to movement.
I have this code... But it just stop, a3 is never reached, the car don't start moving again
let a1 = SKAction.speedTo(0.0, duration: 0.0)
let a2 = SKAction.waitForDuration(0.5)
let a3 = SKAction.speedTo(1.0, duration: 0.0)
Here is an example of how to move a node from point A to point B and stop it for one second when touch it.
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
//Create a car
let car = SKSpriteNode(color: UIColor.purpleColor(), size: CGSize(width: 40, height: 40))
car.name = "car"
car.zPosition = 1
//Start - left edge of the screen
car.position = CGPoint(x: CGRectGetMinX(frame), y:CGRectGetMidY(frame))
//End = right edge of the screen
let endPoint = CGPoint(x: CGRectGetMaxX(frame), y:CGRectGetMidY(frame))
let move = SKAction.moveTo(endPoint, duration: 10)
car.runAction(move, withKey: "moving")
addChild(car)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
if let location = touch?.locationInNode(self){
//Get the node
let node = nodeAtPoint(location)
//Check if it's a car
if node.name == "car" {
//See if car is moving
if node.actionForKey("moving") != nil{
//Get the action
let movingAction = node.actionForKey("moving")
//Pause the action (movement)
movingAction?.speed = 0.0
let wait = SKAction.waitForDuration(3)
let block = SKAction.runBlock({
//Unpause the action
movingAction?.speed = 1.0
})
let sequence = SKAction.sequence([wait, block ])
node.runAction(sequence, withKey: "waiting")
}
}
}
}
}
Everything is pretty much commented. So basically, what is happening here is that:
node movement is done by action associated with "moving" key
when user touch the node, action associated by the "moving" key is paused; when this happen, another action called "waiting" is started "in parallel"
"waiting" action waits for one second, and unpause the "moving" action; thus car continue with movement
Currently, when car is touched, the "moving" action is paused...So if you touch the car again, it will stay additional second where it is (the new "waiting" action will overwrite previous "waiting" action). If you don't want this behaviour, you can check if if car is waiting already, like this:
if node.actionForKey("waiting") == nil {/*handle touch*/}
Or you can check if car has stopped by checking the value of speed property of an action associated by the "moving" key.
I want a game over screen and the game to stop when the screen is touched during a specific animation.
let lightTexture = SKTexture(imageNamed: "green light.png")
let lightTexture2 = SKTexture(imageNamed: "red light.png")
let animateGreenLight = SKAction.sequence([SKAction.waitForDuration(2.0, withRange: 0.1), SKAction.animateWithTextures([lightTexture, lightTexture2], timePerFrame: 3)])
let changeGreenLight = SKAction.repeatActionForever(animateGreenLight)
let animateRedLight = SKAction.sequence([SKAction.waitForDuration(2.0, withRange: 0.1), SKAction.animateWithTextures([lightTexture, lightTexture2], timePerFrame: 3)])
let changeRedLight = SKAction.repeatActionForever(animateRedLight)
let greenLight = SKSpriteNode(texture: lightTexture)
greenLight.position = CGPointMake(CGRectGetMidX(self.frame), 650)
greenLight.runAction(changeGreenLight)
self.addChild(greenLight)
let redLight = SKSpriteNode(texture: lightTexture2)
redLight.position = CGPointMake(CGRectGetMidX(self.frame), 650)
redLight.runAction(changeRedLight)
self.addChild(redLight)
When the animation for the red light is on the screen, I want it to be game over. Do I have to make an if statement, and if so for what specifically?
Thank You in advance!
You can make yourself another node which has the same size and position as the red light. Additionally, that node is able to handle touch events. Then, add that node before the animation runs. This can be done with a sequence of actions, e.g.:
let addAction = SKAction.runBlock({ self.addChild(touchNode) })
let animationAction = SKAction.repeatActionForever(animateRedLight)
redLight.runAction(SKAction.sequence([ addAction, animationAction ]))
Update
Since you want the game to end when you touch anywhere, alter the code such that the block sets a variable which indicates that the animation is executed and implement touchesBegan which checks for that variable, e.g.
let addAction = SKAction.runBlock({ self.redLightAnimationRuns = true })
[...]
// In touchesBegan
if touched
{
if redLightAnimationRuns
{
endGame()
}
}
use the touchesBegan() function to call a GameOver() function when the red light is on the screen (which you can control with a variable).
So, when the red light comes on to the screen, variable redLightCurrent is set to true. in TouchesBegan(), when redLightCurrent is true, then call the gameOver() function where you can include what to do when the game is over. This will only occur when a touch has began on the screen.
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
super.touchesBegan(touches, withEvent: event)
let array = Array(touches)
let touch = array[0] as UITouch
let touchLocation = touch.locationInNode(self)
if redLightCurrent {
gameOver()
}
}
This code works with the new xCode 7 and Swift 2.0
I am doing a small for fun project in Swift Xcode 6. The function thecircle() is called at a certain rate by a timer in didMoveToView(). My question is how do I detect if any one of the multiple circle nodes on the display is tapped? I currently do not see a way to access a single node in this function.
func thecircle() {
let circlenode = SKShapeNode(circleOfRadius: 25)
circlenode.strokeColor = UIColor.whiteColor()
circlenode.fillColor = UIColor.redColor()
let initialx = CGFloat(20)
let initialy = CGFloat(1015)
let initialposition = CGPoint(x: initialx, y: initialy)
circlenode.position = initialposition
self.addChild(circlenode)
let action1 = SKAction.moveTo(CGPoint(x: initialx, y: -20), duration: NSTimeInterval(5))
let action2 = SKAction.removeFromParent()
circlenode.runAction(SKAction.sequence([action1, action2]))
}
There are many problems with this.
You shouldnt be creating any looping timer in your games. A scene comes with an update method that is called at every frame of the game. Most of the time this is where you will be checking for changes in your scene.
You have no way of accessing circlenode from outside of your thecircle method. If you want to access from somewhere else you need to set up circlenode to be a property of your scene.
For example:
class GameScene: BaseScene {
let circlenode = SKShapeNode(circleOfRadius: 25)
You need to use the method touchesBegan. It should have come with your spritekit project. You can detect a touch to your node the following way:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
// detect touch in the scene
let location = touch.locationInNode(self)
// check if circlenode has been touched
if self.circlenode.containsPoint(location) {
// your code here
}
}
}