How do I pass information in SpriteKit from one scene to another? In my game I have two scenes, the GameScene and the GameOverScene. The score is displayed in the GameScene as it increases, but how do I send this information to the second scene?
This function is called when the player runs out of lives which changes the scene.
func changeScene(){
let secondScene = GameOverScene(size: self.size)
secondScene.scaleMode = scaleMode
let transition = SKTransition.fadeWithDuration(0.5)
self.view?.presentScene(secondScene, transition: transition)
}
This is my gameOverScene
class GameOverScene: SKScene {
var playAgainLabel = SKLabelNode(fontNamed:"Chalkduster")
var currentScore: Int
var scoreLabel = SKLabelNode(fontNamed: "Chalkduster")
var highScore = 0
var highScoreLabel = SKLabelNode(fontNamed: "Chalkduster")
var gameScene = GameScene()
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.blackColor()
playAgainLabel.text = "Click To Play Again!"
playAgainLabel.fontSize = 30
playAgainLabel.fontColor = SKColor.whiteColor()
playAgainLabel.position = CGPoint(x: frame.width / 2, y: frame.height / 2)
self.addChild(playAgainLabel)
if currentScore > highScore {
highScore = currentScore
}
scoreLabel.text = "Score: " + String(currentScore)
scoreLabel.fontSize = 20
scoreLabel.fontColor = SKColor.whiteColor()
scoreLabel.position = CGPoint(x: frame.width/2, y: frame.height/1.4)
self.addChild(scoreLabel)
highScoreLabel.text = "Best: " + String(highScore)
highScoreLabel.fontSize = 20
highScoreLabel.fontColor = SKColor.whiteColor()
highScoreLabel.position = CGPoint(x: frame.width / 2, y: frame.height / 1.6)
self.addChild(highScoreLabel)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
let playingScene = GameScene(size: self.size)
playingScene.scaleMode = scaleMode
let fadeTransition = SKTransition.fadeWithDuration(0.5)
self.view?.presentScene(playingScene, transition: fadeTransition)
}
}
}
For instance, your GameOverScene could be something like this:
class GameOverScene: SKScene {
var object: SomeObject!
}
Now, in your changeScene:
func changeScene(){
let secondScene = GameOverScene(size: self.size)
secondScene.scaleMode = scaleMode
secondScene.object = somethingInFirstSceneThatNeedToBePassed //here we do the passing
let transition = SKTransition.fadeWithDuration(0.5)
self.view?.presentScene(secondScene, transition: transition)
}
Subclass SKScene and create a new initializer with arguments that you want to pass. As you transition from GameScene to second scene, create second scene by using the initializer you created and pass the score. Then present the second scene.
Related
I am making a game using ARKit. Im having trouble witching to the ARSCNview from a SKSecene.
I have this so far:
import Foundation
import SpriteKit
//Back button
let backToBrand = SKLabelNode(fontNamed: "Electric Boots")
class Lamborghini: SKScene {
override func didMove(to view: SKView) {
//Background
let menuBackground = SKSpriteNode(imageNamed: "Background")
menuBackground.setScale(1)
menuBackground.position = CGPoint(x: self.size.width/2, y:
self.size.height/2)
menuBackground.zPosition = 0
self.addChild(menuBackground)
//Back button
backToBrand.text = "Back"
backToBrand.fontSize = 50
backToBrand.fontColor = SKColor.white
backToBrand.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.left
backToBrand.position = CGPoint(x: self.size.width*0.05, y: self.size.height*0.67)
backToBrand.zPosition = 1
self.addChild(backToBrand)
//Test button
let test = SKLabelNode(fontNamed: "Electric Boots")
test.text = "test AR"
test.fontSize = 100
test.fontColor = SKColor.white
test.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
test.zPosition = 2
test.name = "test"
self.addChild(test)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let pointOfTouch = touch.location(in: self)
let nodeITapped = atPoint(pointOfTouch)
if nodeITapped == backToBrand {
let sceneToMOveTo = BrandMenu(size: self.size)
sceneToMOveTo.scaleMode = self.scaleMode
let sceneTransition = SKTransition.fade(withDuration: 0.5)
self.view!.presentScene(sceneToMOveTo, transition: sceneTransition)
}
if nodeITapped.name == "test"{
let sceneToMOveTo = ARView(size: self.size)
sceneToMOveTo.scaleMode = self.scaleMode
let sceneTransition = SKTransition.fade(withDuration: 0.5)
self.view!.presentScene(sceneToMOveTo, transition: sceneTransition)
}
}
}
The part having the problem is:
if nodeITapped.name == "test" {
let sceneToMOveTo = ARView(size: self.size)
sceneToMOveTo.scaleMode = self.scaleMode
let sceneTransition = SKTransition.fade(withDuration: 0.5)
self.view!.presentScene(sceneToMOveTo, transition: sceneTransition)
}
The AR scene is in a ViewController within the Main.Storyboard.
I can't get the Game Scene to move to the ViewController and move back.
In a game that I am currently building a person is supposed to catch balls that are falling from the sky. If the ball goes off the screen it means he didn't catch the ball, and so the scene is supposed to change to a game over scene. The problem is that even if the ball doesn't go below the screen the screen will change. But the screen will change to a blank screen so instead of the GameOverScene().
Here is the code for the GameScene()...
//
// GameScene.swift
// catch balls
//
// Created by Ankith Udupa on 8/10/15.
// Copyright (c) 2015 UdupaLabs. All rights reserved.
//
import SpriteKit
var score = 0
var lossFlag = false
class GameScene: SKScene, SKPhysicsContactDelegate {
var person = SKSpriteNode(imageNamed: "guyLeft_1.png")
var left = true
let kScoreHudName = "scoreHud"
struct PhysicsCategory {
static let None : UInt32 = 0
static let All : UInt32 = UInt32.max
static let Ball : UInt32 = 0b1
static let Person: UInt32 = 0b10
}
override func didMoveToView(view: SKView) {
var content = false
//set up screen
setUpScreen()
//set up the physics
physicsWorld.gravity = CGVectorMake(0, 0)
physicsWorld.contactDelegate = self
//add ball
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(addBall),
SKAction.waitForDuration(1.0)
])
))
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
left = !left
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if ((person.position.x > person.size.width/2) && (person.position.x < size.width-(person.size.width/2))){
if left {
var leftMove = SKAction.moveByX(5, y: 0, duration: 0.1)
person.runAction(leftMove)
}
if !left { // or use an if-else construct
var rightMove = SKAction.moveByX(-5, y: 0, duration: 0.1)
person.runAction(rightMove)
}
}
}
//random number gen functions
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(#min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//add ball function
func addBall(){
//create ball sprite
var ball = SKSpriteNode(imageNamed: "ball.png")
//create physics for ball
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size) // 1
ball.physicsBody?.dynamic = true // 2
ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball // 3
ball.physicsBody?.contactTestBitMask = PhysicsCategory.Person // 4
ball.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
//generate random postion along x axis for ball to spawn
let actualX = random(min:ball.size.width/2+1, max: size.width - ball.size.width/2-1)
//set balls positon
ball.position = CGPoint(x: actualX, y: size.height - ball.size.width/2)
//add ball to scene
addChild(ball)
//determine speed of ball
let actualDuration = random(min: CGFloat(3.0), max: CGFloat(5.0))
//create movement actions and run them
let actionMove = SKAction.moveTo(CGPoint(x:actualX, y: -ball.size.width/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
let Loss = SKAction.runBlock() {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
ball.runAction(SKAction.sequence([actionMove, Loss, actionMoveDone]))
}
//setUpScreen
func setUpScreen(){
self.backgroundColor = SKColor.whiteColor()
var ground = SKShapeNode(rectOfSize: CGSizeMake(self.frame.size.width, self.frame.size.height * 0.2))
ground.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height * 0.1)
ground.fillColor = SKColor.blueColor()
self.addChild(ground)
person.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height * 0.2)
setUpPersonPhysics()
self.addChild(person)
}
//set up person physics
func setUpPersonPhysics(){
person.physicsBody = SKPhysicsBody(rectangleOfSize: person.size)
person.physicsBody?.dynamic = true
person.physicsBody?.categoryBitMask = PhysicsCategory.Person
person.physicsBody?.contactTestBitMask = PhysicsCategory.Ball
person.physicsBody?.collisionBitMask = PhysicsCategory.None
person.physicsBody?.usesPreciseCollisionDetection = true
}
func didBeginContact(contact: SKPhysicsContact) {
// 1
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
// 2
if ((firstBody.categoryBitMask & PhysicsCategory.Ball != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.Person != 0)) {
personDidCollideWithBall(secondBody.node as! SKSpriteNode, ball: firstBody.node as! SKSpriteNode)
}
}
//called when person collides with ball
func personDidCollideWithBall(person:SKSpriteNode, ball:SKSpriteNode) {
println("hit")
ball.removeFromParent()
score++
}
}
and here is the code for the gameOverScene()...
//
// gameOverScene.swift
// catch babies
//
// Created by Ankith Udupa on 8/12/15.
// Copyright (c) 2015 UdupaLabs. All rights reserved.
//
import Foundation
import SpriteKit
class GameOverScene: SKScene {
var message = "Game Over"
override func didMoveToView(view: SKView) {
self.backgroundColor = SKColor.whiteColor()
setUpTextOutPut()
}
func setUpTextOutPut(){
let gameOverLabel = SKLabelNode(fontNamed: "Superclarendon-Black")
gameOverLabel.text = message
gameOverLabel.fontSize = 40
gameOverLabel.fontColor = SKColor.orangeColor()
gameOverLabel.position = CGPoint(x: size.width/2, y: size.height/2)
addChild(gameOverLabel)
let scoreLabel = SKLabelNode(fontNamed: "Superclarendon-Black")
scoreLabel.text = "\(score)"
scoreLabel.fontSize = 40
scoreLabel.fontColor = SKColor.orangeColor()
scoreLabel.position = CGPoint(x: size.width/2, y: size.height/2-50)
addChild(scoreLabel)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
}
}
The error is with your addBall method,
//add ball function
func addBall(){
//create ball sprite
var ball = SKSpriteNode(imageNamed: "ball.png")
//create physics for ball
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size) // 1
ball.physicsBody?.dynamic = true // 2
ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball // 3
ball.physicsBody?.contactTestBitMask = PhysicsCategory.Person // 4
ball.physicsBody?.collisionBitMask = PhysicsCategory.None // 5
//generate random postion along x axis for ball to spawn
let actualX = random(min:ball.size.width/2+1, max: size.width - ball.size.width/2-1)
//set balls positon
ball.position = CGPoint(x: actualX, y: size.height - ball.size.width/2)
//add ball to scene
addChild(ball)
//determine speed of ball
let actualDuration = random(min: CGFloat(3.0), max: CGFloat(5.0))
//create movement actions and run them
let actionMove = SKAction.moveTo(CGPoint(x:actualX, y: -ball.size.width/2), duration: NSTimeInterval(actualDuration))
let actionMoveDone = SKAction.removeFromParent()
let Loss = SKAction.runBlock() {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
ball.runAction(SKAction.sequence([actionMove, Loss, actionMoveDone]))
}
If you look at the method properly, you ask to run the sequence to the sprite and inside runBlock, you move to another scene. Do you need to check if the ball is outside bounds inside this block and only then present your game over scene ?
Should it be something like this,
let Loss = SKAction.runBlock() {
if ball.position.x > self.size.width + ball.frame.size.width * 0.5 || ball.position.y < ball.frame.size.height * 0.5 {
let reveal = SKTransition.crossFadeWithDuration(0.1)
let gameOverScene = GameOverScene()
self.view?.presentScene(GameOverScene(), transition: reveal)
}
}
I checked the answer here and on other sites but didn't get a definitive solution.
I have two scenes
Scene 1:
class GameMenuScene: SKScene {
override func didMoveToView(view: SKView) {
// Add background
var background: SKSpriteNode = SKSpriteNode(imageNamed: "Starfield")
background.position = CGPointMake(-20, 0)
background.size = CGSizeMake(self.size.width + 40, self.size.height)
background.anchorPoint = CGPointZero
background.blendMode = SKBlendMode.Replace
self.addChild(background)
// Add game title
gameTitle = SKSpriteNode(imageNamed: "Title")
gameTitle.name = "Game Title"
gameTitle.xScale = scale
gameTitle.yScale = scale
gameTitle.position = CGPoint(x: CGRectGetMidX(self.frame), y: self.frame.height * 0.75)
self.addChild(gameTitle)
// Add scoreboard
scoreboard = SKSpriteNode(imageNamed: "ScoreBoard")
scoreboard.name = "Scoreboard"
scoreboard.xScale = scale
scoreboard.yScale = scale
scoreboard.position = CGPoint(x: CGRectGetMidX(self.frame), y: self.frame.height * 0.50)
self.addChild(scoreboard)
// Add play button
playButton = SKSpriteNode(imageNamed: "PlayButton")
playButton.name = "PlayButton"
playButton.xScale = scale
playButton.yScale = scale
playButton.position = CGPoint(x: CGRectGetMidX(self.frame), y: self.frame.height * 0.25)
self.addChild(playButton)
// Add menu score label
var menuScoreLabel = SKLabelNode()
menuScoreLabel.fontName = fontName
menuScoreLabel.fontSize = scoreFontsize
menuScoreLabel.text = String(score)
menuScoreLabel.position = CGPointMake(scoreboard.position.x - (scoreboard.size.width / 4), scoreboard.position.y - (scoreboard.size.height / 4))
menuScoreLabel.zPosition = 10
self.addChild(menuScoreLabel)
// Add menu top score label
var menuTopScoreLabel = SKLabelNode()
menuTopScoreLabel.fontName = fontName
menuTopScoreLabel.fontSize = scoreFontsize
menuTopScoreLabel.text = String(userDefaults.integerForKey("TopScore"))
menuTopScoreLabel.position = CGPointMake(scoreboard.position.x + (scoreboard.size.width / 4), scoreboard.position.y - (scoreboard.size.height / 4))
menuTopScoreLabel.zPosition = 10
self.addChild(menuTopScoreLabel)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
// Get touch location
var touchLocation = touch.locationInNode(self)
// Check if Play button is presssed
if playButton.containsPoint(touchLocation) == true {
//println("right node touched")
// Transition to GameScene.swift
var transition: SKTransition = SKTransition.fadeWithDuration(1)
// Configure the view.
let scene = GameScene()
let skView = self.view! as SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.size = skView.bounds.size
scene.scaleMode = .AspectFill
skView.presentScene(scene, transition: transition)
}
}
}
}
Scene 2:
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// Add background
var background: SKSpriteNode = SKSpriteNode(imageNamed: "Starfield")
background.position = CGPointMake(-20, 0)
background.size = CGSizeMake(self.size.width + 40, self.size.height)
background.anchorPoint = CGPointZero
background.blendMode = SKBlendMode.Replace
self.addChild(background)
// Add mainlayer & labelHolderLayer
self.addChild(mainLayer)
self.addChild(labelHolderLayer)
// Add cannon
cannon = SKSpriteNode(imageNamed: "Cannon")
cannon.name = "Cannon"
cannon.position = CGPoint(x: CGRectGetMidX(self.frame), y: 0)
self.addChild(cannon)
// Add score label
scoreLabel.name = "Score Label"
scoreLabel.fontName = fontName
scoreLabel.fontSize = scoreFontsize
scoreLabel.text = String(score)
scoreLabel.position = CGPointMake(CGRectGetMidX(self.frame), self.frame.size.height - scoreFontsize)
scoreLabel.zPosition = 10
self.addChild(scoreLabel)
// Add LivesDisplay
livesDisplay = SKSpriteNode(imageNamed: "Ammo5")
livesDisplay.name = "livesDisplay"
livesDisplay.position = CGPoint(x: self.size.width - livesDisplay.size.width, y: self.size.height - livesDisplay.size.height)
self.addChild(livesDisplay)
// Settings for new game
newGame()
}
func gameIsOver() {
// Set game over flag and stop movement
gameOver = 1
mainLayer.speed = 0
mainLayer.paused = true
// Add game over label
gameOverLabel.fontName = fontName
gameOverLabel.fontSize = gameOverFontsize
gameOverLabel.text = "Game Over!"
gameOverLabel.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
gameOverLabel.zPosition = 10
labelHolderLayer.addChild(gameOverLabel)
// Set main menu top score
if score > userDefaults.integerForKey("TopScore") {
userDefaults.setInteger(score, forKey: "TopScore")
userDefaults.synchronize()
}
// Run acton sequence (wait a few seconds before transitioning)
runAction(SKAction.sequence([SKAction.waitForDuration(1), SKAction.runBlock({ () -> Void in
// Transition back to GameMenuScene
var transition: SKTransition = SKTransition.fadeWithDuration(1)
// Configure the view.
let scene = GameMenuScene()
let skView = self.view! as SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.size = skView.bounds.size
scene.scaleMode = .AspectFill
skView.presentScene(scene, transition: transition)
})]))
}
}
When I initially launch the app, I can transition from scene 1 to scene 2. when the game is over, the app transitions back to scene 1. BUT when I try to go to scene 2 again, the app crashes. This only happens on a device, on the simulator, i can go back and forth without any problems.
the error I get is that a SKNode is being added that already exists. I know what it means and the error starts when I try to
// Add mainlayer & labelHolderLayer
self.addChild(mainLayer)
self.addChild(labelHolderLayer)
But I don't see why It can add the background with no problem but crash from there on. Also why does it work on the simulator but not on a device? do I really need to check in my didMoveToView if the nodes are already created?
I found out the mistake I was making.
I was instantiating the nodes outside my scene 2 class, making them global. Therefore when I went from scene 1 -> scene 2 -> scene 1 there was not problem but going then to scene 2 again caused a crash because the nodes were globally created.
Solution:
Moving the following code within the class solved the problem.
var mainLayer = SKSpriteNode()
var labelHolderLayer = SKSpriteNode()
var livesDisplay = SKSpriteNode()
var scoreLabel = SKLabelNode()
I got a Image with 2 faces, Up and Down ( Imagine a Card ).
Whenever you tap the Image, it changes it image.
I used a Bool to get the expression. However, after the Scene is presented again, I want to show the image which was Up/Down in the last Scene. Note that this is only 1 Scene, and it presents itself again.
How can I pass a Bool value between the Scene?
//Update:
My Code:
....
var FaceUp = true
....
override func didMoveToView(view: SKView) {
TTexture = SKTexture(imageNamed: "TCard.png")
TTexture.filteringMode = .Nearest
T2Texture = SKTexture(imageNamed: "T2Card.png")
T2Texture.filteringMode = .Nearest
Card = SKSpriteNode(texture: TTexture)
Card.position = CGPoint(x: Rate.position.x - (TransparentLayer.size.width / 3), y: Rate.position.y)
Card.size = CGSize(width: 50, height: 50)
Card.name = "Card"
Card.zPosition = 100
self.addChild(Card)
flip(FaceUp)
}
func flip(state : Bool) {
FaceUp = state
if (!state) {
Card.texture = TTexture //Error
Player.texture = T1
Player.runAction(RunAnimation1)
FaceUp = true
} else {
Card.texture = T2Texture //Error
Player.texture = T2
Player.runAction(RunAnimation2)
FaceUp = false
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch:UITouch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
let Node:SKNode = self.nodeAtPoint(touchLocation)
if Node.name == "Card" {
let Scale1 = SKAction.scaleTo(0.7, duration: 0.1)
let Scale2 = SKAction.scaleTo(1, duration: 0.1)
let Scaling = SKAction.sequence([Scale1, Scale2])
Card.runAction(Scaling)
self.flip(FaceUp)
}
}
func Restart(){
self.saveHighScore()
LastScore = Score
self.addLeaderboardScore(self.Score)
let Transition = SKTransition.fadeWithDuration(1.8)
let Scene = GameScene(size: self.frame.size)
Scene.LastScore = Score
Scene.FaceUp = FaceUp
scene?.scaleMode = SKSceneScaleMode.AspectFill
self.scene?.view?.presentScene(Scene, transition: Transition)
}
You can define a function in GameScene like the following.
func setCardState(state : Bool) {
FaceUp = state
if (!state) {
Card.texture = Texture2
Player.texture = T2
} else {
Card.texture = Texture1
Player.texture = T1
}
}
And call it from didMoveToView in the new scene.
override func didMoveToView(view: SKView) {
TTexture = SKTexture(imageNamed: "TCard.png")
TTexture.filteringMode = .Nearest
T2Texture = SKTexture(imageNamed: "T2Card.png")
T2Texture.filteringMode = .Nearest
Card = SKSpriteNode(texture: TTexture)
Card.position = CGPoint(x: Rate.position.x - (TransparentLayer.size.width / 3), y: Rate.position.y)
Card.size = CGSize(width: 50, height: 50)
Card.name = "Card"
Card.zPosition = 100
self.addChild(Card)
setCardState(FaceUp) // added line.
}
Also set the old FaceUp value in the new scene in Restart function.
func Restart(){
self.saveHighScore()
LastScore = Score
self.addLeaderboardScore(self.Score)
let Transition = SKTransition.fadeWithDuration(1.8)
let Scene = GameScene(size: self.frame.size)
Scene.LastScore = Score
scene?.scaleMode = SKSceneScaleMode.AspectFill
Scene.FaceUp = FaceUp //changed line.
self.scene?.view?.presentScene(Scene, transition: Transition)
}
I am in sprite kit making a game in swift. (I am new to swift) And I would like to transition a scene when a node is pressed. I looked it up and the proper way to transition is
let transition = SKTransition.revealWithDirection(SKTransitionDirection.Down, duration: 1.0)
let scene = GameScene(size: self.scene.size)
scene.scaleMode = SKSceneScaleMode.AspectFill
self.scene.view.presentScene(scene, transition: transition)
But when I am programming it doesn't like the self.scene.size and puts a question mark on scene. Here is my code
let playView = PlayScene(size: self.scene?.size)
And I don't know how to fix this. Any suggestions? (Or it might be just a simple error in my part because I am new to swift.
Here is more of my code
In the GameScene.swift File
class GameScene: SKScene {
var playButton = SKSpriteNode(imageNamed: "Play")
var levelsButton = SKSpriteNode(imageNamed: "Levels")
var optionsButton = SKSpriteNode(imageNamed: "Options")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let myLabel = SKLabelNode(fontNamed:"Helvetica-Light")
myLabel.text = "Mini Golf";
myLabel.fontSize = 30;
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:525);
println(size.height)
println(size.width)
let backgroundNode = SKSpriteNode(imageNamed: "Background")
backgroundNode.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame));
playButton.position = CGPoint(x: CGRectGetMidX(self.frame), y: 360)
levelsButton.position = CGPoint(x: CGRectGetMidX(self.frame), y: 295)
optionsButton.position = CGPoint(x: CGRectGetMidX(self.frame), y: 230)
self.addChild(backgroundNode)
self.addChild(playButton)
self.addChild(levelsButton)
self.addChild(optionsButton)
self.addChild(myLabel)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
super.touchesBegan(touches, withEvent: event)
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
//let touchedNode = nodeAtPoint(Location)
//touchedNode.postiion =location
let transitionToPlayScene = SKTransition.revealWithDirection(SKTransitionDirection.Down, duration: 1.0)
if CGRectContainsPoint(playButton.frame, location) {
let playView = PlayScene(size: self.scene?.size)
}
}
}
This is the code in the PlayScene.swift file
import Foundation
import UIKit
import SpriteKit
private let WALL_CATEGORY: UInt32 = 0x1 << 0
private let HOLE_CATEGORY: UInt32 = 0x1 << 1
private let GOLF_CLUB_CATEGORY: UInt32 = 0x1 << 2
private let BALL_CATEGORY: UInt32 = 0x1 << 4
private let DECORATION_BORDER_CATEGORY: UInt32 = 0x1 << 5
class PlayScene: SKScene, SKPhysicsContactDelegate {
var ballNode = SKSpriteNode(imageNamed: "Ball")
var flag = SKSpriteNode(imageNamed: "Flag")
var club = SKSpriteNode(imageNamed: "Golf Club")
var tee = SKSpriteNode(imageNamed: "Tee")
var hole = SKSpriteNode(imageNamed: "Hole")
var decoBorder1 = SKSpriteNode(imageNamed: "Border 1")
var decoBorder2 = SKSpriteNode(imageNamed: "Border 2")
override func didMoveToView(view: SKView) {
//Setting up the view's physics
let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame);
self.physicsBody = borderBody
self.physicsBody?.friction = 0.0
self.physicsBody?.categoryBitMask = WALL_CATEGORY
self.physicsWorld.gravity = CGVectorMake(0.0 ,0.0);
self.physicsWorld.contactDelegate = self
//Setting the ball's properties
ballNode.position = CGPoint(x: CGRectGetMidX(self.frame), y: 100);
ballNode.physicsBody = SKPhysicsBody(rectangleOfSize: ballNode.frame.size);
ballNode.physicsBody?.categoryBitMask = BALL_CATEGORY
ballNode.physicsBody?.mass = 50.0
ballNode.physicsBody?.dynamic = true
ballNode.physicsBody?.allowsRotation = true
self.addChild(ballNode)
//Setting the club's properties
club.position = CGPoint(x: CGRectGetMidX(self.frame)-20, y: 75);
club.physicsBody = SKPhysicsBody(rectangleOfSize: self.frame.size);
club.physicsBody?.categoryBitMask = GOLF_CLUB_CATEGORY
club.physicsBody?.mass = 150.0
club.physicsBody?.dynamic = true
club.physicsBody?.allowsRotation = false
self.addChild(club)
//Setting the Tee's properties
tee.position = CGPoint(x: CGRectGetMidX(self.frame), y: 70);
//self.addChild(tee)
//Setting the decoration border nodes
decoBorder1.position = CGPoint(x: CGRectGetMinX(self.frame), y: 500);
decoBorder2.position = CGPoint(x: CGRectGetMaxX(self.frame), y:500);
decoBorder1.physicsBody = SKPhysicsBody(rectangleOfSize: self.frame.size);
decoBorder2.physicsBody = SKPhysicsBody(rectangleOfSize: self.frame.size);
decoBorder1.physicsBody?.categoryBitMask = DECORATION_BORDER_CATEGORY
decoBorder1.physicsBody?.dynamic = false;
decoBorder1.physicsBody?.allowsRotation = false
decoBorder2.physicsBody?.categoryBitMask = DECORATION_BORDER_CATEGORY
decoBorder2.physicsBody?.dynamic = false;
decoBorder2.physicsBody?.allowsRotation = false
//self.addChild(decoBorder1)
//self.addChild(decoBorder2))
//Setting the Hole properties
hole.position = CGPoint(x: CGRectGetMidX(self.frame), y: 550);
hole.physicsBody = SKPhysicsBody(rectangleOfSize: self.frame.size);
hole.physicsBody?.categoryBitMask = HOLE_CATEGORY
hole.physicsBody?.dynamic = false
hole.physicsBody?.allowsRotation = false
//self.addChild(hole)
}
The question mark comes from optional chaining because your scene property must have been declared like this SKScene?. This isn't a problem though, it just means that if your scene is nil, it won't get the size property.
The real problem is probably this line:
self.scene.view.presentScene(scene, transition: transition)
Reason being, your scene probably doesn't have a view before it's presented.
You probably wanted something like this:
(self.view as SKView).presentScene(scene, transition: transition)
You'll notice I said probably a lot. I'm only speculating on the problem because I don't see enough code, but I appreciate the effort to try and narrow down your problem. You should post more though because it may be somewhere else.
Edit
Try replacing this:
let transitionToPlayScene = SKTransition.revealWithDirection(SKTransitionDirection.Down, duration: 1.0)
if CGRectContainsPoint(playButton.frame, location) {
let playView = PlayScene(size: self.scene?.size)
}
With this
if CGRectContainsPoint(playButton.frame, location) {
let transitionToPlayScene = SKTransition.revealWithDirection(SKTransitionDirection.Down, duration: 1.0)
let nextScene = PlayScene(size: self.size)
self.view!.presentScene(nextScene, transition: transitionToPlayScene)
}
What ended up working for me was this:
let transition = SKTransition.revealWithDirection(SKTransitionDirection.Down, duration: 1.0)
let scene = GameScene(size: (self.scene as SKScene!).size)
scene.scaleMode = SKSceneScaleMode.AspectFill
(self.view as SKView!).presentScene(scene, transition: transition)