nodeAtPoint wrong node - ios

I'm making a game with swift and spritekit and I have a function where I have multiple sprites falling from the top of the screen. I also made it so I can be able to detect a touch on the sprite using nodeAtPoint, and made it possible to flick the sprites. My problem is that due to nodeAtPoint dragging the deepest node in the tree, when i click and drag on a sprite, the newest sprite in the scene gets pulled toward my touch instead of the one i originally touched. If anyone has some suggestions on how to only affect the node I touched I'd really appreciate it.
class GameScene: SKScene {
var ball = SKSpriteNode(imagedNamed: "blueBlue")
var touchedNode: SKNode? = SKNode()
override func didMoveToView(view: SKView) {
var create = SKAction.runBlock({() in self.createTargets()})
var wait = SKAction.waitForDuration(2)
var waitAndCreateForever = SKAction.repeatActionForever(SKAction.sequence([create, wait]))
self.runAction(waitAndCreateForever)
}
func createTargets() {
ball = SKSpriteNode(imageNamed: "blueBlue")
let randomx = Int(arc4random_uniform(170) + 290)
ball.zPosition = 0
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width / 11)
ball.physicsBody?.dynamic = true
ball.size = CGSize(width: ball.size.width / 1.5, height: ball.size.height / 1.5)
let random = Int(arc4random_uniform(35))
let textures = [texture1, texture2, texture3, texture4, texture5, texture6, texture7, texture8, texture9, texture10, texture11, texture12, texture13, texture14, texture15, texture16, texture17, texture18, texture19, texture20, texture21, texture22, texture23, texture24, texture25, texture1, texture7, texture18, texture24, texture25, texture1, texture7, texture18, texture24, texture25]
ball.texture = textures[random]
ball.position = CGPoint(x: randomx, y: 1400)
addChild(ball)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
touchedNode = self.nodeAtPoint(touchLocation)
if touchedNode.frame.contains(touchLocation) {
touching = true
touchPoint = touchLocation
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
touching = true
touchPoint = touchLocation
}
override func update(currentTime: NSTimeInterval) {
if touching {
if touchPoint != touchedNode.position {
let dt: CGFloat = 0.1
let distance = CGVector(dx: touchPoint.x - touchedNode.position.x, dy: touchPoint.y - touchedNode.position.y)
let vel = CGVector(dx: distance.dx / dt, dy: distance.dy / dt)
if touchedNode.parent != nil {
touchedNode.physicsBody?.velocity = vel
}
}
}
}
}

I suggest you make the following changes to the code:
Add a check to see if a sprite is already being moved (if yes, do nothing)
Turn off the affectedByGravity property for the sprite being moved
Reset touchedNode and touching variables when the touch ends
Here's an implementation with the above changes...
Replace touchesBegan and touchesMoved with the following
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
if (!touching) {
let node = self.nodeAtPoint(touchLocation)
if node is SKSpriteNode {
touchedNode = node
touching = true
touchPoint = touchLocation
touchedNode!.physicsBody?.affectedByGravity = false
}
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
if (touching) {
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
touchPoint = touchLocation
}
}
And add this method
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
if (touchedNode != nil) {
touchedNode!.physicsBody!.affectedByGravity = true
}
touchedNode = nil
touching = false
}

Related

Node not moving

I'm trying to throw a node around the screen, I've taken the below code but nothing actually happens.
When the scene loads the node spawns in the middle of the screen then drops to the bottom.
The code was taken from elsewhere in the site and granted it was a bit old so I'm assuming I'm missing something?
var sprite: SKSpriteNode!
var touchPoint: CGPoint = CGPoint()
var touching: Bool = false
override func didMove(to view: SKView) {
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
sprite = SKSpriteNode(color: UIColor.red, size: CGSize(width: 50, height: 50))
sprite.physicsBody = SKPhysicsBody(rectangleOf: sprite.size)
sprite.position = CGPoint(x: 50.0, y: 50.0)
self.addChild(sprite)
}
func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
if sprite.frame.contains(location) {
touchPoint = location
touching = true
}
}
}
func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
touchPoint = location
}
}
func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
touching = false
}
func touchesCancelled(touches: Set<NSObject>!, withEvent event: UIEvent!) {
touching = false
}
func update(currentTime: TimeInterval) {
if touching {
let dt:CGFloat = 1.0/60.0
let distance = CGVector(dx: touchPoint.x-sprite.position.x, dy: touchPoint.y-sprite.position.y)
let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
sprite.physicsBody!.velocity = velocity
}
}
}

Move the object in a specific area

I have a circle called circle and a line called ground in the View.
I can drag & move the circle in the whole view, but when I try to limit it (in the code) to move only under the ground area - it works (when I try to drag it above the ground) and the circle moves only by my x location dragging, BUT when I try to drag it back under the ground - the circle only moves by the x location dragging and the y location dragging doesn't change (the y is the ground y).
How can I make it move back again, in a free way, under the ground and not only by the x location of the dragging?
Here is what I tried so far:
let ground = SKSpriteNode()
var circle = SKShapeNode(circleOfRadius: 40)
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// ground.physicsBody?.dynamic = false
ground.color = SKColor.redColor()
ground.size = CGSizeMake(self.frame.size.width, 5)
ground.position = CGPoint(x: CGRectGetMidX(self.frame), y: self.frame.size.height / 5)
self.addChild(ground)
circle.position = CGPointMake(CGRectGetMidX(self.frame) ,CGRectGetMinY(ground.frame) - (circle.frame.size.height / 2))
circle.strokeColor = SKColor.blackColor()
circle.glowWidth = 1.0
circle.fillColor = SKColor.orangeColor()
self.addChild(circle)
}
var lastTouch: CGPoint? = nil
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
let touch = touches.first
let touchLocation = touch!.locationInNode(self)
if circle.position.y < ground.position.y - (circle.frame.size.height / 2){
circle.position = touchLocation
} else {
circle.position.x = CGFloat(touchLocation.x)
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.locationInNode(self)
if circle.position.y < ground.position.y - (circle.frame.size.height / 2) {
circle.position = touchLocation
} else {
circle.position.x = CGFloat(touchLocation.x)
}
}
I have solved it:
In touchesMoved func I wrote this code:
for touch in touches {
if touchLocation.y < ground.position.y {
circle.position = touchLocation
} else {
circle.position.x = touchLocation.x
}
}

SpriteKit - Mouse Snaps to Center On Sprite Drag

I'm trying to create an iOS game and I have it so that when the item is touched and moved it is dragged. When it is dragged the mouse is snapped to the center of the sprite. How could I make it so that this wouldn't happen?
Here is an example of what is happening.
Here are the functions dealing with touch input
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
var papers = 0
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
let touchedNode = nodeAtPoint(location)
if ((touchedNode.name?.contains("paper")) != nil) {
touchedNode.position = location
touchedNode.position.x = CGRectGetMidX(self.frame)
}
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let touchedNode = nodeAtPoint(location)
if ((touchedNode.name?.contains("paper")) != nil) {
touchedNode.position = location
touchedNode.position.x = CGRectGetMidX(self.frame)
}
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let touchedNode = nodeAtPoint(location)
if ((touchedNode.name?.contains("paper")) != nil) {
touchedNode.zPosition = 0
touchedNode.position.x = CGRectGetMidX(self.frame)
}
}
}
P.S. contains is an extension off of the String class to check if a substring is in a string
Thanks in advance!
It's fairly straightforward to drag a sprite from the touch location instead of from the center of the sprite. To do this, calculate and store the difference (i.e., offset) between the touch location and the center of the sprite. Then, in touchesMoved, set the sprite's new position to the touch location plus the offset.
You can optionally overload the + and - operators to simplify adding and subtracting CGPoints. Define this outside of the GameScene class:
func - (left:CGPoint,right:CGPoint) -> CGPoint {
return CGPoint(x: right.x-left.x, y: right.y-left.y)
}
func + (left:CGPoint,right:CGPoint) -> CGPoint {
return CGPoint(x: right.x+left.x, y: right.y+left.y)
}
In GameScene, define the following instance variable
var offset:CGPoint?
and then in touchesBegan, replace
touchedNode.position = location
with
offset = location - touchedNode.position
and in touchesMoved, replace
touchedNode.position = location
with
if let offset = self.offset {
touchedNode.position = location + offset
}
I generalized the solution to offset the sprite's position in both the x and y dimensions. In your app, you can simply offset the sprite's y position since x is ignored.
You don't need touchesBegan and touchesEnded for this. You can use just touchesMoved:
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let touchedNode = nodeAtPoint(location)
let previousPosition = touch.previousLocationInNode(self)
if (touchedNode.name == "paper") {
var translation:CGPoint = CGPoint(x: location.x - previousPosition.x , y: location.y - previousPosition.y )
touchedNode.position = CGPoint(x: touchedNode.position.x , y: touchedNode.position.y + translation.y)
}
}
The idea is to calculate translation. You can read more about this solution here. For future readers Obj-C solution on StackOverflow can be found on this link.

Dragging and flicking/throwing skspritenode [duplicate]

This question already has answers here:
how to throw SKSpriteNode?
(3 answers)
Closed 7 years ago.
I have ball sprite that i want to be able to flick towards other sprites. Right now, I have the function TouchesMoved below, but it moves my sprite towards any touch movement on the screen, when I want my user to first touch the sprite and drag their finger towards the target, causing the sprite to move. This is the dysfunctional function.. Any help would be appreciated!
EDIT: I wanted the ball velocity to remain constant no matter the flick length.. not addressed by other answers.
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
if firstTimerStarted == false {
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
sceneTouched(touchLocation)
}
This should work, I just dug it out from an old project.
CGFloat dt is for changing the speed/power of the movement.
var touching = false
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let location = touch.locationInNode(self)
if sprite.frame.contains(location) {
touchPoint = location
touching = true
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let location = touch.locationInNode(self)
touchPoint = location
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
touching = false
}
override func update(currentTime: CFTimeInterval) {
if touching {
if touchPoint != sprite.position
{
let dt:CGFloat = 0.15
let distance = CGVector(dx: touchPoint.x-sprite.position.x, dy: touchPoint.y-sprite.position.y)
let vel = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
sprite.physicsBody!.velocity = vel
}
}
}
EDIT:
The reason it gets stronger the farther the distance, is because the vector IS the distance between the the sprite and the touch point.
Try popping this in as the update function. It should work...
override func update(currentTime: CFTimeInterval) {
if touching {
if touchPoint != sprite.position
{
let pointA = touchPoint
let pointB = sprite.position
let pointC = CGPointMake(sprite.position.x + 2, sprite.position.y)
let angle_ab = atan2(pointA.y - pointB.y, pointA.x - pointB.x)
let angle_cb = atan2(pointC.y - pointB.y, pointC.x - pointB.x)
let angle_abc = angle_ab - angle_cb
let vectorx = cos(angle_abc)
let vectory = sin(angle_abc)
let dt:CGFloat = 15
let vel = CGVector(dx: vectorx * dt, dy: vectory * dt)
sprite.physicsBody!.velocity = vel
}
}
}
With the touchPoint (pointA), and the sprite's position (pointB) we can create an angle.
atan2, is a very famous function from C, it creates the angle between two points.
BUT, it's 0 degrees is in a different location than usual.
So, we need our own 0 degrees marker, I use the mid-right of the point as my marker.
It's the common 0 degree placement:
Since it's to the right of the sprite's position, we create a point just to the right of the sprite (pointC).
We now use atan2 to find the angle.
To create a vector from an angle, we just use cos and sin for the x and y values.

How can I move sprites around with my finger?

I want to be able to move a sprite with my finger. I first have a variable for whether the finger is on the sprite or not:
var isFingerOnGlow = false
Then I have the touchesBegan function where I change the value of the above variable if the user touches the sprite:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
var touch = touches.anyObject() as UITouch!
var touchLocation = touch.locationInNode(self)
if let body = physicsWorld.bodyAtPoint(touchLocation) {
if body.node!.name == GlowCategoryName {
println("Began touch on hero")
isFingerOnGlow = true
}
}
}
Sometimes it works, and the console displays "began touch on hero", sometimes not. Is there a better way to code this first part?
Then I wonder if my following code for touchesMoved is effective:
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
if isFingerOnGlow{
var touch = touches.anyObject() as UITouch!
var touchLocation = touch.locationInNode(self)
var previousLocation = touch.previousLocationInNode(self)
var glow = SKSpriteNode(imageNamed: GlowCategoryName)
// Calculate new position along x for glow
var glowX = glow.position.x + (touchLocation.x - previousLocation.x)
var glowY = glow.position.y + (touchLocation.y - previousLocation.y)
// Limit x so that glow won't leave screen to left or right
glowX = max(glowX, glow.size.width/2)
glowX = min(glowX, size.width - glow.size.width/2)
glow.position = CGPointMake(glowX, glowY)
}
}
...
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
isFingerOnGlow = false
}
You can modify the functions like this to track the touches.
var isFingerOnGlow = false
var touchedGlowNode : SKNode!
override func touchesBegan(touches: NSSet, withEvent event:UIEvent) {
var touch = touches.anyObject() as UITouch!
var touchLocation = touch.locationInNode(self)
let body = self.nodeAtPoint(touchLocation)
if body.name == GlowCategoryName {
println("Began touch on hero")
touchedGlowNode = body
isFingerOnGlow = true
}
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
if isFingerOnGlow{
let touch = touches.anyObject() as UITouch!
let touchLocation = touch.locationInNode(self)
let previousLocation = touch.previousLocationInNode(self)
let distanceX = touchLocation.x - previousLocation.x
let distanceY = touchLocation.y - previousLocation.y
touchedGlowNode.position = CGPointMake(touchedGlowNode.position.x + distanceX,
touchedGlowNode.position.y + distanceY)
}
}
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
isFingerOnGlow = false
}

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