I'm making a match-3 game using SpriteKit. Explanation: http://www.raywenderlich.com/75273/make-game-like-candy-crush-with-swift-tutorial-part-2. Please refer to swm93's comment on page 4
This is a tutorial but it seems to have a memory leak in the code. Could anyone possibly download this swift project file and find what causes the memory leak and give possible solutions?
The maker of this tutorial said that there is a memory leak in "handleSwipe(swap)" method and that we can fix it by adding "weak" to field declaration. I tried to write "weak var scene: GameScene?" but if I do, it says "scene is nil" even if I initialized it like this: "scene = GameScene(size: skView.bounds.size)" in "viewDidLoad()" function.
The rest of the classes can be downloaded through my link here.
Even the view controllers have been dismissed, the memory use percentage wouldn't decrease... If I call a GameViewController, dismiss it, then call it again, the memory use is twice. In other words,
PreViewController(18MB) segue-> GameViewController(75MB) dismiss-> PreViewController(75MB) segue-> GameViewController(104MB)
import UIKit
import SpriteKit
import AVFoundation
class GameViewController: UIViewController {
// The scene draws the tiles and cookie sprites, and handles swipes.
var scene: GameScene!
// The level contains the tiles, the cookies, and most of the gameplay logic.
// Needs to be ! because it's not set in init() but in viewDidLoad().
var level: Level!
var movesLeft = 0
var score = 0
#IBOutlet weak var targetLabel: UILabel!
#IBOutlet weak var movesLabel: UILabel!
#IBOutlet weak var scoreLabel: UILabel!
#IBOutlet weak var gameOverPanel: UIImageView!
#IBOutlet weak var shuffleButton: UIButton!
var tapGestureRecognizer: UITapGestureRecognizer!
#IBAction func dismiss(sender: UIButton) {
self.dismissViewControllerAnimated(true, completion: {})
}
lazy var backgroundMusic: AVAudioPlayer = {
let url = NSBundle.mainBundle().URLForResource("Mining by Moonlight", withExtension: "mp3")
let player = AVAudioPlayer(contentsOfURL: url, error: nil)
player.numberOfLoops = -1
return player
}()
override func prefersStatusBarHidden() -> Bool {
return true
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
}
override func viewDidLoad() {
super.viewDidLoad()
// Configure the view.
let skView = view as! SKView
skView.multipleTouchEnabled = false
// Create and configure the scene.
scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .AspectFill
// Load the level.
level = Level(filename: "Level_1")
scene.level = level
scene.addTiles()
scene.swipeHandler = handleSwipe
// Hide the game over panel from the screen.
gameOverPanel.hidden = true
shuffleButton.hidden = true
// Present the scene.
skView.presentScene(scene)
// Load and start background music.
backgroundMusic.play()
// Let's start the game!
beginGame()
}
func beginGame() {
movesLeft = level.maximumMoves
score = 0
updateLabels()
level.resetComboMultiplier()
scene.animateBeginGame() {
self.shuffleButton.hidden = false
}
shuffle()
}
func shuffle() {
// Delete the old cookie sprites, but not the tiles.
scene.removeAllCookieSprites()
// Fill up the level with new cookies, and create sprites for them.
let newCookies = level.shuffle()
scene.addSpritesForCookies(newCookies)
}
// This is the swipe handler. MyScene invokes this function whenever it
// detects that the player performs a swipe.
func handleSwipe(swap: Swap) {
// While cookies are being matched and new cookies fall down to fill up
// the holes, we don't want the player to tap on anything.
view.userInteractionEnabled = false
if level.isPossibleSwap(swap) {
level.performSwap(swap)
scene.animateSwap(swap, completion: handleMatches)
} else {
scene.animateInvalidSwap(swap) {
self.view.userInteractionEnabled = true
}
}
}
// This is the main loop that removes any matching cookies and fills up the
// holes with new cookies.
func handleMatches() {
// Detect if there are any matches left.
let chains = level.removeMatches()
// If there are no more matches, then the player gets to move again.
if chains.count == 0 {
beginNextTurn()
return
}
// First, remove any matches...
scene.animateMatchedCookies(chains) {
// Add the new scores to the total.
for chain in chains {
self.score += chain.score
}
self.updateLabels()
// ...then shift down any cookies that have a hole below them...
let columns = self.level.fillHoles()
self.scene.animateFallingCookies(columns) {
// ...and finally, add new cookies at the top.
let columns = self.level.topUpCookies()
self.scene.animateNewCookies(columns) {
// Keep repeating this cycle until there are no more matches.
self.handleMatches()
}
}
}
}
func beginNextTurn() {
level.resetComboMultiplier()
level.detectPossibleSwaps()
view.userInteractionEnabled = true
decrementMoves()
}
func updateLabels() {
targetLabel.text = String(format: "%ld", level.targetScore)
movesLabel.text = String(format: "%ld", movesLeft)
scoreLabel.text = String(format: "%ld", score)
}
func decrementMoves() {
--movesLeft
updateLabels()
if score >= level.targetScore {
gameOverPanel.image = UIImage(named: "LevelComplete")
showGameOver()
}
else if movesLeft == 0 {
gameOverPanel.image = UIImage(named: "GameOver")
showGameOver()
}
}
func showGameOver() {
gameOverPanel.hidden = false
scene.userInteractionEnabled = false
shuffleButton.hidden = true
scene.animateGameOver() {
self.tapGestureRecognizer = UITapGestureRecognizer(target: self, action: "hideGameOver")
self.view.addGestureRecognizer(self.tapGestureRecognizer)
}
}
func hideGameOver() {
view.removeGestureRecognizer(tapGestureRecognizer)
tapGestureRecognizer = nil
gameOverPanel.hidden = true
scene.userInteractionEnabled = true
beginGame()
}
#IBAction func shuffleButtonPressed(AnyObject) {
shuffle()
// Pressing the shuffle button costs a move.
decrementMoves()
}
}
,
import SpriteKit
class GameScene: SKScene {
// This is marked as ! because it will not initially have a value, but pretty
// soon after the GameScene is created it will be given a Level object, and
// from then on it will always have one (it will never be nil again).
var level: Level!
var swipeHandler: ((Swap) -> ())?
let TileWidth: CGFloat = 32.0
let TileHeight: CGFloat = 36.0
let gameLayer = SKNode()
let cookiesLayer = SKNode()
let tilesLayer = SKNode()
let cropLayer = SKCropNode()
let maskLayer = SKNode()
var swipeFromColumn: Int?
var swipeFromRow: Int?
var selectionSprite = SKSpriteNode()
// Pre-load the resources
let swapSound = SKAction.playSoundFileNamed("Chomp.wav", waitForCompletion: false)
let invalidSwapSound = SKAction.playSoundFileNamed("Error.wav", waitForCompletion: false)
let matchSound = SKAction.playSoundFileNamed("Ka-Ching.wav", waitForCompletion: false)
let fallingCookieSound = SKAction.playSoundFileNamed("Scrape.wav", waitForCompletion: false)
let addCookieSound = SKAction.playSoundFileNamed("Drip.wav", waitForCompletion: false)
// MARK: Game Setup
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder) is not used in this app")
}
override init(size: CGSize) {
super.init(size: size)
anchorPoint = CGPoint(x: 0.5, y: 0.5)
let background = SKSpriteNode(imageNamed: "Background")
addChild(background)
gameLayer.hidden = true
addChild(gameLayer)
let layerPosition = CGPoint(
x: -TileWidth * CGFloat(NumColumns) / 2,
y: -TileHeight * CGFloat(NumRows) / 2)
tilesLayer.position = layerPosition
gameLayer.addChild(tilesLayer)
// We use a crop layer to prevent cookies from being drawn across gaps
// in the level design.
gameLayer.addChild(cropLayer)
// The mask layer determines which part of the cookiesLayer is visible.
maskLayer.position = layerPosition
cropLayer.maskNode = maskLayer
// This layer holds the Cookie sprites. The positions of these sprites
// are relative to the cookiesLayer's bottom-left corner.
cookiesLayer.position = layerPosition
cropLayer.addChild(cookiesLayer)
// nil means that these properties have invalid values.
swipeFromColumn = nil
swipeFromRow = nil
// Pre-load the label font so prevent delays during game play.
SKLabelNode(fontNamed: "GillSans-BoldItalic")
}
func addSpritesForCookies(cookies: Set<Cookie>) {
for cookie in cookies {
// Create a new sprite for the cookie and add it to the cookiesLayer.
let sprite = SKSpriteNode(imageNamed: cookie.cookieType.spriteName)
sprite.position = pointForColumn(cookie.column, row:cookie.row)
cookiesLayer.addChild(sprite)
cookie.sprite = sprite
// Give each cookie sprite a small, random delay.
sprite.alpha = 0
sprite.xScale = 0.5
sprite.yScale = 0.5
sprite.runAction(
SKAction.sequence([
SKAction.waitForDuration(0.25, withRange: 0.5),
SKAction.group([
SKAction.fadeInWithDuration(0.25),
SKAction.scaleTo(1.0, duration: 0.25)
])
]))
}
}
func removeAllCookieSprites() {
cookiesLayer.removeAllChildren()
}
func addTiles() {
for row in 0..<NumRows {
for column in 0..<NumColumns {
// If there is a tile at this position, then create a new tile
// sprite and add it to the mask layer.
if let tile = level.tileAtColumn(column, row: row) {
let tileNode = SKSpriteNode(imageNamed: "MaskTile")
tileNode.position = pointForColumn(column, row: row)
maskLayer.addChild(tileNode)
}
}
}
// The tile pattern is drawn *in between* the level tiles. That's why
// there is an extra column and row of them.
for row in 0...NumRows {
for column in 0...NumColumns {
let topLeft = (column > 0) && (row < NumRows)
&& level.tileAtColumn(column - 1, row: row) != nil
let bottomLeft = (column > 0) && (row > 0)
&& level.tileAtColumn(column - 1, row: row - 1) != nil
let topRight = (column < NumColumns) && (row < NumRows)
&& level.tileAtColumn(column, row: row) != nil
let bottomRight = (column < NumColumns) && (row > 0)
&& level.tileAtColumn(column, row: row - 1) != nil
// The tiles are named from 0 to 15, according to the bitmask that is
// made by combining these four values.
let value = Int(topLeft) | Int(topRight) << 1 | Int(bottomLeft) << 2 | Int(bottomRight) << 3
// Values 0 (no tiles), 6 and 9 (two opposite tiles) are not drawn.
if value != 0 && value != 6 && value != 9 {
let name = String(format: "Tile_%ld", value)
let tileNode = SKSpriteNode(imageNamed: name)
var point = pointForColumn(column, row: row)
point.x -= TileWidth/2
point.y -= TileHeight/2
tileNode.position = point
tilesLayer.addChild(tileNode)
}
}
}
}
// MARK: Conversion Routines
// Converts a column,row pair into a CGPoint that is relative to the cookieLayer.
func pointForColumn(column: Int, row: Int) -> CGPoint {
return CGPoint(
x: CGFloat(column)*TileWidth + TileWidth/2,
y: CGFloat(row)*TileHeight + TileHeight/2)
}
// Converts a point relative to the cookieLayer into column and row numbers.
func convertPoint(point: CGPoint) -> (success: Bool, column: Int, row: Int) {
// Is this a valid location within the cookies layer? If yes,
// calculate the corresponding row and column numbers.
if point.x >= 0 && point.x < CGFloat(NumColumns)*TileWidth &&
point.y >= 0 && point.y < CGFloat(NumRows)*TileHeight {
return (true, Int(point.x / TileWidth), Int(point.y / TileHeight))
} else {
return (false, 0, 0) // invalid location
}
}
// MARK: Detecting Swipes
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
// Convert the touch location to a point relative to the cookiesLayer.
let touch = touches.first as! UITouch
let location = touch.locationInNode(cookiesLayer)
// If the touch is inside a square, then this might be the start of a
// swipe motion.
let (success, column, row) = convertPoint(location)
if success {
// The touch must be on a cookie, not on an empty tile.
if let cookie = level.cookieAtColumn(column, row: row) {
// Remember in which column and row the swipe started, so we can compare
// them later to find the direction of the swipe. This is also the first
// cookie that will be swapped.
swipeFromColumn = column
swipeFromRow = row
showSelectionIndicatorForCookie(cookie)
}
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
// If swipeFromColumn is nil then either the swipe began outside
// the valid area or the game has already swapped the cookies and we need
// to ignore the rest of the motion.
if swipeFromColumn == nil { return }
let touch = touches.first as! UITouch
let location = touch.locationInNode(cookiesLayer)
let (success, column, row) = convertPoint(location)
if success {
// Figure out in which direction the player swiped. Diagonal swipes
// are not allowed.
var horzDelta = 0, vertDelta = 0
if column < swipeFromColumn! { // swipe left
horzDelta = -1
} else if column > swipeFromColumn! { // swipe right
horzDelta = 1
} else if row < swipeFromRow! { // swipe down
vertDelta = -1
} else if row > swipeFromRow! { // swipe up
vertDelta = 1
}
// Only try swapping when the user swiped into a new square.
if horzDelta != 0 || vertDelta != 0 {
trySwapHorizontal(horzDelta, vertical: vertDelta)
hideSelectionIndicator()
// Ignore the rest of this swipe motion from now on.
swipeFromColumn = nil
}
}
}
// We get here after the user performs a swipe. This sets in motion a whole
// chain of events: 1) swap the cookies, 2) remove the matching lines, 3)
// drop new cookies into the screen, 4) check if they create new matches,
// and so on.
func trySwapHorizontal(horzDelta: Int, vertical vertDelta: Int) {
let toColumn = swipeFromColumn! + horzDelta
let toRow = swipeFromRow! + vertDelta
if toColumn < 0 || toColumn >= NumColumns { return }
if toRow < 0 || toRow >= NumRows { return }
// Can't swap if there is no cookie to swap with. This happens when the user
// swipes into a gap where there is no tile.
if let toCookie = level.cookieAtColumn(toColumn, row: toRow),
let fromCookie = level.cookieAtColumn(swipeFromColumn!, row: swipeFromRow!),
let handler = swipeHandler {
// Communicate this swap request back to the ViewController.
let swap = Swap(cookieA: fromCookie, cookieB: toCookie)
handler(swap)
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
// Remove the selection indicator with a fade-out. We only need to do this
// when the player didn't actually swipe.
if selectionSprite.parent != nil && swipeFromColumn != nil {
hideSelectionIndicator()
}
// If the gesture ended, regardless of whether if was a valid swipe or not,
// reset the starting column and row numbers.
swipeFromColumn = nil
swipeFromRow = nil
}
override func touchesCancelled(touches: Set<NSObject>, withEvent event: UIEvent) {
touchesEnded(touches, withEvent: event)
}
// MARK: Animations
func animateSwap(swap: Swap, completion: () -> ()) {
let spriteA = swap.cookieA.sprite!
let spriteB = swap.cookieB.sprite!
// Put the cookie you started with on top.
spriteA.zPosition = 100
spriteB.zPosition = 90
let Duration: NSTimeInterval = 0.3
let moveA = SKAction.moveTo(spriteB.position, duration: Duration)
moveA.timingMode = .EaseOut
spriteA.runAction(moveA, completion: completion)
let moveB = SKAction.moveTo(spriteA.position, duration: Duration)
moveB.timingMode = .EaseOut
spriteB.runAction(moveB)
runAction(swapSound)
}
func animateInvalidSwap(swap: Swap, completion: () -> ()) {
let spriteA = swap.cookieA.sprite!
let spriteB = swap.cookieB.sprite!
spriteA.zPosition = 100
spriteB.zPosition = 90
let Duration: NSTimeInterval = 0.2
let moveA = SKAction.moveTo(spriteB.position, duration: Duration)
moveA.timingMode = .EaseOut
let moveB = SKAction.moveTo(spriteA.position, duration: Duration)
moveB.timingMode = .EaseOut
spriteA.runAction(SKAction.sequence([moveA, moveB]), completion: completion)
spriteB.runAction(SKAction.sequence([moveB, moveA]))
runAction(invalidSwapSound)
}
func animateMatchedCookies(chains: Set<Chain>, completion: () -> ()) {
for chain in chains {
animateScoreForChain(chain)
for cookie in chain.cookies {
// It may happen that the same Cookie object is part of two chains
// (L-shape or T-shape match). In that case, its sprite should only be
// removed once.
if let sprite = cookie.sprite {
if sprite.actionForKey("removing") == nil {
let scaleAction = SKAction.scaleTo(0.1, duration: 0.3)
scaleAction.timingMode = .EaseOut
sprite.runAction(SKAction.sequence([scaleAction, SKAction.removeFromParent()]),
withKey:"removing")
}
}
}
}
runAction(matchSound)
runAction(SKAction.waitForDuration(0.3), completion: completion)
}
func animateScoreForChain(chain: Chain) {
// Figure out what the midpoint of the chain is.
let firstSprite = chain.firstCookie().sprite!
let lastSprite = chain.lastCookie().sprite!
let centerPosition = CGPoint(
x: (firstSprite.position.x + lastSprite.position.x)/2,
y: (firstSprite.position.y + lastSprite.position.y)/2 - 8)
let scoreLabel = SKLabelNode(fontNamed: "GillSans-BoldItalic")
scoreLabel.fontSize = 16
scoreLabel.text = String(format: "%ld", chain.score)
scoreLabel.position = centerPosition
scoreLabel.zPosition = 300
cookiesLayer.addChild(scoreLabel)
let moveAction = SKAction.moveBy(CGVector(dx: 0, dy: 3), duration: 0.7)
moveAction.timingMode = .EaseOut
scoreLabel.runAction(SKAction.sequence([moveAction, SKAction.removeFromParent()]))
}
func animateFallingCookies(columns: [[Cookie]], completion: () -> ()) {
var longestDuration: NSTimeInterval = 0
for array in columns {
for (idx, cookie) in enumerate(array) {
let newPosition = pointForColumn(cookie.column, row: cookie.row)
let delay = 0.05 + 0.15*NSTimeInterval(idx)
let sprite = cookie.sprite!
let duration = NSTimeInterval(((sprite.position.y - newPosition.y) / TileHeight) * 0.1)
longestDuration = max(longestDuration, duration + delay)
let moveAction = SKAction.moveTo(newPosition, duration: duration)
moveAction.timingMode = .EaseOut
sprite.runAction(
SKAction.sequence([
SKAction.waitForDuration(delay),
SKAction.group([moveAction, fallingCookieSound])]))
}
}
// Wait until all the cookies have fallen down before we continue.
runAction(SKAction.waitForDuration(longestDuration), completion: completion)
}
func animateNewCookies(columns: [[Cookie]], completion: () -> ()) {
// wait that amount before we trigger the completion block.
var longestDuration: NSTimeInterval = 0
for array in columns {
let startRow = array[0].row + 1
for (idx, cookie) in enumerate(array) {
// Create a new sprite for the cookie.
let sprite = SKSpriteNode(imageNamed: cookie.cookieType.spriteName)
sprite.position = pointForColumn(cookie.column, row: startRow)
cookiesLayer.addChild(sprite)
cookie.sprite = sprite
// fall after one another.
let delay = 0.1 + 0.2 * NSTimeInterval(array.count - idx - 1)
// Calculate duration based on far the cookie has to fall.
let duration = NSTimeInterval(startRow - cookie.row) * 0.1
longestDuration = max(longestDuration, duration + delay)
let newPosition = pointForColumn(cookie.column, row: cookie.row)
let moveAction = SKAction.moveTo(newPosition, duration: duration)
moveAction.timingMode = .EaseOut
sprite.alpha = 0
sprite.runAction(
SKAction.sequence([
SKAction.waitForDuration(delay),
SKAction.group([
SKAction.fadeInWithDuration(0.05),
moveAction,
addCookieSound])
]))
}
}
// Wait until the animations are done before we continue.
runAction(SKAction.waitForDuration(longestDuration), completion: completion)
}
func animateGameOver(completion: () -> ()) {
let action = SKAction.moveBy(CGVector(dx: 0, dy: -size.height), duration: 0.3)
action.timingMode = .EaseIn
gameLayer.runAction(action, completion: completion)
}
func animateBeginGame(completion: () -> ()) {
gameLayer.hidden = false
gameLayer.position = CGPoint(x: 0, y: size.height)
let action = SKAction.moveBy(CGVector(dx: 0, dy: -size.height), duration: 0.3)
action.timingMode = .EaseOut
gameLayer.runAction(action, completion: completion)
}
// MARK: Selection Indicator
func showSelectionIndicatorForCookie(cookie: Cookie) {
if selectionSprite.parent != nil {
selectionSprite.removeFromParent()
}
if let sprite = cookie.sprite {
let texture = SKTexture(imageNamed: cookie.cookieType.highlightedSpriteName)
selectionSprite.size = texture.size()
selectionSprite.runAction(SKAction.setTexture(texture))
sprite.addChild(selectionSprite)
selectionSprite.alpha = 1.0
}
}
func hideSelectionIndicator() {
selectionSprite.runAction(SKAction.sequence([
SKAction.fadeOutWithDuration(0.3),
SKAction.removeFromParent()]))
}
}
Related
I describe as StackOverflow standards the following issue.
Summarize the problem
I have issue about colliding two nodes. One is composed by a crowd and each people is a single item of my crowd defined in the same way (included in a while just to be clear and using index "i" and "j" to create the row of the crowd). I wanted to make disappear once arrive a node (as civilian) to the bottom and going to the top and the crowd remove the civilian spawned along the path. Actually I have this thing and the func tells me that the colliding happens but it didn't 'cause nothing happens and the civilian node captured by crowd it didn't disappear or removed with the removefromparent(). I've got no error messages with my compiler, it works for him. My scope is : detecting node civilian during the path by the crowd and remove this one from the path.
What I've tried
I tried many things to fix this. The first thing is following a lot of tutorials about how Collision Masks etc.. work. I know what they do. But what I've tried it was to make a invisible line for the last line of crowd of people just to see if the problem is the crowd itself and making that if the civilian node arrives to collide the invisible line is like he was in contact with the crowd but it didin't this effect. I followed a lot of tutorial such as HackingWithswift, Youtube tutorials but the procedure for me it's clear but nothing happens (sorry for being repetitive).
Show code
My problem is about this GameScene.sks because it it just one file with all the functions.
import SpriteKit
import GameplayKit
enum CategoryMask: UInt32 {
case civilian_value = 1
case crowd_value = 2
case background_value = 0
}
enum GameState {
case ready
case playing
case dead
}
var gameState = GameState.ready {
didSet {
print(gameState)
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
let player = SKSpriteNode(imageNamed: "player1")
let textureA = SKTexture(imageNamed: "player1")
let textureB = SKTexture(imageNamed: "player2")
let pause = SKSpriteNode(imageNamed: "pause-button")
let resume = SKSpriteNode(imageNamed: "pause-button")
var civilian = SKSpriteNode()
let pauseLayer = SKNode()
let gameLayer = SKNode()
weak var sceneDelegate: GameSceneDelegate?
//main
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
//func for dynamic background
moveBackground(image: ["background1", "background2", "background3", "background1"], x: 0, z: -3, duration: 5, size: CGSize(width: 0.5, height: 1.0))
character(player: player)
run(SKAction.repeatForever(
SKAction.sequence([
SKAction.run(civilians),
SKAction.wait(forDuration: 3.0)])))
run(SKAction.run(crowdSpawn))
pause.name="pause"
pause.position = CGPoint(x: frame.minX/1.3, y: frame.minY/1.15)
pause.size=CGSize(width: 0.1, height: 0.1)
pause.zPosition = 4
addChild(pause)
if self.scene?.isPaused == true {
resume.name="resume"
resume.position = CGPoint(x: frame.minX/1.5, y: frame.minY/1.15)
resume.size=CGSize(width: 0.1, height: 0.1)
resume.zPosition = 12
addChild(resume)
}
}
func pauseGame() {
sceneDelegate?.gameWasPaused()
let barr = SKSpriteNode()
let barrbehind = SKSpriteNode()
let buttonresume = SKSpriteNode(imageNamed: "back")
barrbehind.name = "barrbehind"
barrbehind.zPosition = 9
barrbehind.color = SKColor.black
barrbehind.size = CGSize(width: frame.width, height: frame.height)
barrbehind.alpha = 0.5
self.addChild(barradietro)
barr.name = "bar"
barr.size = CGSize(width: 0.4, height: 0.5)
barr.color = SKColor.white
barr.zPosition = 10
self.addChild(barr)
buttonresume.name = "resume"
buttonresume.zPosition = 11
buttonresume.color = SKColor.black
buttonresume.size = CGSize(width: 0.1, height: 0.1)
buttonresume.alpha = 0.5
self.addChild(buttonresume)
self.scene?.isPaused = true
}
//random func (it helps for generate randomly civilians along the path
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
//func to define civilians
func civilians() {
let civilian = SKSpriteNode(imageNamed: "PV")
civilian.name = "civilian"
//posiziono il civile
civilian.position = CGPoint(x: frame.size.width/8.0 * random(min: -1.5, max: 1.5), y: -frame.size.height * 0.45)
civilian.physicsBody = SKPhysicsBody(rectangleOf: civilian.size)
civilian.zPosition = 3
civilian.physicsBody?.categoryBitMask = CategoryMask.civilian_value.rawValue
civilian.physicsBody?.collisionBitMask = CategoryMask.crowd_value.rawValue
civilian.physicsBody?.contactTestBitMask = CategoryMask.crowd_value.rawValue
civilian.physicsBody?.isDynamic = true
//civilian size
civilian.size=CGSize(width: 0.2, height: 0.2)
//civilian movement
civilian.run(
SKAction.moveBy(x: 0.0, y: frame.size.height + civilian.size.height,duration: TimeInterval(1.77)))
addChild(civilian)
}
//func for the main character
func character(player: SKSpriteNode){
player.position = CGPoint(x: 0, y: 0)
player.size = CGSize(width: 0.2, height: 0.2)
let animation = SKAction.animate(with: [textureB,textureA], timePerFrame:0.2)
player.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(player)
player.run(SKAction.repeatForever(animation))
}
//func for generate the crowd
func crowdSpawn(){
var i = 0.0
var j = 0.25
var crowdRaw : Bool = true
while crowdRaw {
if i <= 1 {
let crowd = SKSpriteNode(imageNamed: "player1")
crowd.name = "crowd"
//posiziono il civile
crowd.size=CGSize(width: 0.15, height: 0.15)
crowd.position = CGPoint(x: -frame.size.width / 3.6 + CGFloat(i)/2 * crowd.size.width , y: frame.size.height / 2 + (CGFloat(j)*2) * -crowd.size.height)
crowd.zPosition = 3
let animation = SKAction.animate(with: [textureB,textureA], timePerFrame:0.25)
crowd.run(SKAction.repeatForever(animation))
crowd.run(SKAction.moveBy(x: frame.size.width / 16.0 + CGFloat(i) * crowd.size.width, y: 0, duration: 0))
let infectedCollision = SKSpriteNode(color: UIColor.red,
size: CGSize(width: 1, height: 0.1))
infectedCollision.physicsBody = SKPhysicsBody(rectangleOf: infectedCollision.size)
infectedCollision.physicsBody?.categoryBitMask = CategoryMask.crowd_value.rawValue
//collisionBitMask : qui la linea della folla non può collidere con il civilian
infectedCollision.physicsBody?.collisionBitMask = CategoryMask.civilian_value.rawValue
infectedCollision.physicsBody?.contactTestBitMask = CategoryMask.civilian_value.rawValue
infectedCollision.physicsBody?.isDynamic = true
infectedCollision.name = "infectedCollision"
infectedCollision.position = crowd.position
addChild(crowd)
addChild(infectedCollision)
i += 0.25
} else {
j += 0.25
i = 0.0
}
if j == 1 {
crowdRaw = false
}
}
}
func didBegin(_ contact: SKPhysicsContact) {
if contact.bodyA.node?.position == contact.bodyB.node?.position {
let actionMoveDone = SKAction.removeFromParent()
civilian.run(SKAction.sequence([actionMoveDone]))
}
}
//func about the touches
func touchDown(atPoint pos : CGPoint) {
let action = SKAction.move(to: pos, duration: 1.0)
// playerSprite is a SpriteKit sprite node.
player.run(action)
}
//func about the touches
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
switch gameState {
case .ready:
gameState = .playing
case .playing:
for t in touches {
let location = t.location(in: self)
player.position.x = location.x/2
for node in self.nodes(at: location){
if node.name == "civilian" {
let explode = SKAction.colorize(with: UIColor.systemBlue,colorBlendFactor: 5.0, duration: 2)
let vanish = SKAction.fadeOut(withDuration: 2.0)
node.run(explode , completion: {
node.run(vanish) {
node.removeFromParent()
}
})
}else if node.name == "pause" {
pauseGame()
}else if node.name == "resume" {
self.scene?.isPaused = false
}
}
}
case .dead:
print("dead")
}
}
//function to have different backgrounds in scrolling (3 backgrounds in a loop)
func moveBackground(image: [String], x: CGFloat, z:CGFloat, duration: Double, size: CGSize) {
for i in 0...3 {
let background = SKSpriteNode(imageNamed: image[i])
background.position = CGPoint(x: x, y: size.height * CGFloat(i))
background.size = size
background.zPosition = z
let move = SKAction.moveBy(x: 0, y: -background.size.height*3, duration: 0)
let back = SKAction.moveBy(x: 0, y: background.size.height*3, duration: duration)
let sequence = SKAction.sequence([move,back])
let repeatAction = SKAction.repeatForever(sequence)
addChild(background)
background.run(repeatAction)
}
}
}
Ok, it was fun to recall how all this SpriteKit stuff works :D
First problem you have is node/sprite creation. The solution could be some kind of Factory pattern with more or less abstraction. GameScene doesn't have to know how nodes are initialized/configured. Scene could know only which type of nodes exist, and thats enough to get them ready for use.
//MARK: - Factory
protocol AbstractFactory {
func getNode()-> SKNode
func getNodeConfig()->SpriteConfig
}
class CivilianFactory : AbstractFactory {
// Local Constants
private struct K {
static let size = CGSize(width: 32, height: 32)
static let name = "civilian"
static let color = UIColor.yellow
}
// Here we get Civilian sprite config
func getNodeConfig() -> SpriteConfig {
let physics = SpritePhysicsConfig(categoryMask: Collider.civilian, contactMask: Collider.player | Collider.wall, collisionMask: Collider.none)
return SpriteConfig(name: K.name, size: K.size, color: K.color, physics: physics)
}
func getNode() -> SKNode {
let config = getNodeConfig()
let sprite = SKSpriteNode(color: config.color, size: config.size)
sprite.color = config.color
sprite.name = config.name
sprite.zPosition = 1
if let physics = config.physics {
sprite.physicsBody = SKPhysicsBody(rectangleOf: config.size)
sprite.physicsBody?.isDynamic = physics.isDynamic
sprite.physicsBody?.affectedByGravity = physics.isAffectedByGravity
sprite.physicsBody?.categoryBitMask = physics.categoryMask
sprite.physicsBody?.contactTestBitMask = physics.contactMask
sprite.physicsBody?.collisionBitMask = physics.collisionMask
}
}
return sprite
}
}
Same as this, You will make other "factories" as needed (just copy the factory and change visual/physics data setup). For this example I will make PlayerFactory.
and with next method I will create my nodes:
private func getNode(factory:AbstractFactory)->SKNode{
return factory.getNode()
}
and then just use it like this:
let node = getNode(factory: self.civiliansFactory) // or self.whateverFactory
Here you just provide a factory you want (can be anything that conforms to AbstractFactory), and in return, You get a desired node (You can return here anything that is SKNode). This way, we have hid initialization process, dependencies etc. from outside world (GameScene), and put everything in one place.
So, quite flexible, plus removes a bunch of repeating code from your scene.
And here are config structs for sprites creation:
//MARK: - Sprite Config
struct SpriteConfig {
let name:String
let size:CGSize
let color:UIColor
let physics:SpritePhysicsConfig? // lets make this optional
}
struct SpritePhysicsConfig {
let categoryMask: UInt32
let contactMask: UInt32
let collisionMask:UInt32
let isDynamic:Bool
let isAffectedByGravity:Bool
init(categoryMask:UInt32, contactMask:UInt32, collisionMask:UInt32, isDynamic:Bool = true, isAffectedByGravity:Bool = false){
self.categoryMask = categoryMask
self.contactMask = contactMask
self.collisionMask = collisionMask
self.isDynamic = isDynamic
self.isAffectedByGravity = isAffectedByGravity
}
}
Now some useful extensions that I needed:
//MARK: - Extensions
//Extension borrowed from here : https://stackoverflow.com/a/37760551
extension CGRect {
func randomPoint(x:CGFloat? = nil, y:CGFloat? = nil) -> CGPoint {
let origin = self.origin
return CGPoint(x: x == nil ? CGFloat(arc4random_uniform(UInt32(self.width))) + origin.x : x!,
y: y == nil ? CGFloat(arc4random_uniform(UInt32(self.height))) + origin.y : y!)
}
}
//Extension borrowed from here: https://stackoverflow.com/a/33292919
extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
return abs(CGFloat(hypotf(Float(point.x - x), Float(point.y - y))))
}
}
And the GameScene:
//MARK: - Game Scene
class GameScene: SKScene {
//MARK: - Local Constants
// It's always good to have some kind of local constants per file, so that you have all variables in one place when it comes to changing/tuning
private struct K {
struct Actions {
static let civilianSpawningKey = "civilian.spawning"
static let playerMovingKey = "player.moving"
static let spawningDuration:TimeInterval = 0.7
static let spawningRange = 0.2
static let fadeOutDuration:TimeInterval = 0.35
}
struct General {
static let playerSpeed:CGFloat = 350
}
}
//MARK: - Private Properties
private var player:SKSpriteNode?
// Just in case, nodes are removed after physics simulation is done (in didSimulatePhysics which is called in each frame)
// Frame-Cycle Events : https://developer.apple.com/documentation/spritekit/skscene/responding_to_frame-cycle_events
private var trash:[SKNode] = []
private let civilianFactory = CivilianFactory()
private let playerFactory = PlayerFactory()
//MARK: - Scene lifecycle
override func sceneDidLoad() {
physicsWorld.contactDelegate = self
spawnCivilians()
}
//MARK: - Creating & Spawning sprites
private func getNode(factory:AbstractFactory)->SKNode{
return factory.getNode()
}
private func spawnCivilian(at position: CGPoint){
let node = getNode(factory: civilianFactory)
node.position = position
addChild(node)
}
private func spawnPlayer(at position: CGPoint){
// If its a first time, create player and leave it there
guard let `player` = player else {
let node = getNode(factory: playerFactory)
node.position = position
self.player = (node as? SKSpriteNode)
addChild(node)
return
}
// If player exists, move it around
let distance = player.position.distance(point: position)
let speed = K.General.playerSpeed
// To maintain same moving speed, cause if we use constant here, sprite would move faster or slower based on a given distance
let duration = distance / speed
let move = SKAction.move(to: position, duration:duration)
// This is a good way to check if some action is running
if player.action(forKey: K.Actions.playerMovingKey) != nil {
player.removeAction(forKey: K.Actions.playerMovingKey)
}
player.run(move, withKey: K.Actions.playerMovingKey)
}
private func spawnCivilians(){
let wait = SKAction .wait(forDuration: K.Actions.spawningDuration, withRange: K.Actions.spawningRange)
let spawn = SKAction.run({[weak self] in
guard let `self` = self else {return}
self.spawnCivilian(at: self.frame.randomPoint())
})
let spawning = SKAction.sequence([wait,spawn])
self.run(SKAction.repeatForever(spawning), withKey:K.Actions.civilianSpawningKey)
}
//MARK: - Touches Handling
func touchDown(atPoint pos : CGPoint) {
spawnPlayer(at: pos)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
}
So I pretty much commented everything. Here, you :
Start spawning civilians infinitely, immediately after the scene is loaded
On touch you add player to the scene
On every next touch player travels to the touch location (by the same speed)
And contacts:
//MARK: - Physics
struct Collider{
static let player : UInt32 = 0x1 << 0
static let civilian : UInt32 = 0x1 << 1
static let wall : UInt32 = 0x1 << 2
static let none : UInt32 = 0x0
}
extension GameScene: SKPhysicsContactDelegate{
//MARK: - Removing Sprites
override func didSimulatePhysics() {
for node in trash {
// first remove node from parent (with fadeOut)
node.run(SKAction.sequence([SKAction.fadeOut(withDuration: K.Actions.fadeOutDuration), SKAction.removeFromParent()]))
}
trash.removeAll() // then empty the trash
}
//MARK: Removing
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node, let nodeB = contact.bodyB.node else {
//Silliness like removing a node from a node tree before physics simulation is done will trigger this error
fatalError("Physics body without its node detected!")
}
let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch mask {
// Contact between player and civilian detected
case Collider.player | Collider.civilian:
if let civilian = (contact.bodyA.categoryBitMask == Collider.civilian ? nodeA : nodeB) as? SKSpriteNode
{
trash.append(civilian)
}
default:
break
}
}
}
I guess those contacts and node removal were your problem. The point is that nodes that have physics body, are safer to remove from a node tree when didSimulatePhysics method is finished. There is a link in comments that explains what happens each frame, but the bottom point is, that physics engine retains physics body cause simulation is not finished, but the node is removed and that often end up in some unexpected results.
So to try how this work, you just copy / paste it in your GameScene. Here is how it looks:
You can see how nodes are really removed by observing nodes count label. (to enable these labels, you just go (in your view controller class) with (self.view as? SKView)?.showsNodeCount = true, showsFPS, showsPhysics etc).
I need to make my objects move randomised around on the screen. While they are moving, the object is looking for another object within a certain amount of radius.
I found the below link, and I implemented the getDuration function. But I’m having the same glitch as the topic owner. I can see it should be possible to fix, by removing the running action.
Moving an object across the screen at a certain speed.(Sprite Kit)
Video: https://www.youtube.com/watch?v=jHE5RC-mvwU
But I have now tried several solutions, but I can’t make it work. When I’m killing the action, then my objects stop to move.
Can someone please tell me, where to kill my action, create in moveToWaypoint? I need my objects to move to a random waypoint, but if a specific object get within the radius, then it should set a new waypoint to the closet object and start the action again.
Code:
///Called in update method
func move(scene: GameplayScene) {
checkForWaypoint()
checkForFood(scene: scene)
moveToWaypoint()
}
///Creates a new waypoint
func createWaypoint() {
waypoint = CGPoint(x: randomBetweenNumbers(firstNum: minX, secondNum: maxX), y: randomBetweenNumbers(firstNum: minX, secondNum: maxX))
}
override func checkForFood(scene: GameplayScene) {
var closesObject: SKNode? = nil
scene.enumerateChildNodes(withName: "Food") {
node, _ in
let distance = node.position.distanceFromCGPoint(point: self.position)
if distance < self.FOOD_RANGE {
closesObject = node
}
}
if hungryState == HungryState.hungry {
if closesObject != nil {
waypoint = closesObject?.position
moveState = MoveState.movingToFood
} else {
if moveState == MoveState.movingToFood {
createWaypoint()
}
}
}
}
///Moves the object to the waypoint
func moveToWaypoint () {
let action = SKAction.move(to: waypoint!, duration: getDuration(pointA: position, pointB: waypoint!, speed: 25))
self.run(action)
}
///Calcuate a speed between to cordinates
private func getDuration(pointA:CGPoint,pointB:CGPoint,speed:CGFloat)-> TimeInterval {
let xDist = (pointB.x - pointA.x)
let yDist = (pointB.y - pointA.y)
let distance = sqrt((xDist * xDist) + (yDist * yDist));
let duration : TimeInterval = TimeInterval(distance/speed)
return duration
}
EDIT:
Update function from Gamescene class
override func update(_ currentTime: TimeInterval) {
moveFish()
}
private func moveFish() {
for node in self.children {
if node.name != nil {
switch node.name {
case "Fish"?:
let fishToMove = node as! Fish
fishToMove.move(scene: self)
default:
break
}
}
}
}
What you are trying to solve here could be done in two ways. First is using physics, and second is without it of course. I have decided to go without physics because that is obviously how you are doing it.
In short, fish in these example move using SKAction while there is no food around. When food is in range, fish are moved to their targets using update: method. When fish eat its found it continues to move around using SKAction.
Also before everything, here are some useful extensions that I have borrowed here from Stackoverflow that you might find useful in the future:
import SpriteKit
import GameplayKit
//Extension borrowed from here : https://stackoverflow.com/a/40810305
extension ClosedRange where Bound : FloatingPoint {
public func random() -> Bound {
let range = self.upperBound - self.lowerBound
let randomValue = (Bound(arc4random_uniform(UINT32_MAX)) / Bound(UINT32_MAX)) * range + self.lowerBound
return randomValue
}
}
//Extension borrowed from here : https://stackoverflow.com/a/37760551
extension CGRect {
func randomPoint() -> CGPoint {
let origin = self.origin
return CGPoint(x:CGFloat(arc4random_uniform(UInt32(self.width))) + origin.x,
y:CGFloat(arc4random_uniform(UInt32(self.height))) + origin.y)
}
}
//Extension borrowed from here: https://stackoverflow.com/a/33292919
extension CGPoint {
func distance(point: CGPoint) -> CGFloat {
return abs(CGFloat(hypotf(Float(point.x - x), Float(point.y - y))))
}
}
Now there is a Fish class like yours, which has few methods and a physics body which is used just to detect contact between food and a fish, but that's all from the physics. Here is the Collider struct just in case that you want to know how I have defined it:
struct Collider{
static let food : UInt32 = 0x1 << 0
static let fish : UInt32 = 0x1 << 1
static let wall : UInt32 = 0x1 << 2
}
Now back to the Fish class...I have put comments in the code, so I guess it is not needed to explain what those methods do. Here is the code:
class Fish:SKSpriteNode{
private let kMovingAroundKey = "movingAround"
private let kFishSpeed:CGFloat = 4.5
private var swimmingSpeed:CGFloat = 100.0
private let sensorRadius:CGFloat = 100.0
private weak var food:SKSpriteNode! = nil //the food node that this fish currently chase
override init(texture: SKTexture?, color: UIColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
physicsBody = SKPhysicsBody(rectangleOf: size)
physicsBody?.affectedByGravity = false
physicsBody?.categoryBitMask = Collider.fish
physicsBody?.contactTestBitMask = Collider.food
physicsBody?.collisionBitMask = 0x0 //No collisions with fish, only contact detection
name = "fish"
let sensor = SKShapeNode(circleOfRadius: 100)
sensor.fillColor = .red
sensor.zPosition = -1
sensor.alpha = 0.1
addChild(sensor)
}
func getDistanceFromFood()->CGFloat? {
if let food = self.food {
return self.position.distance(point: food.position)
}
return nil
}
func lock(food:SKSpriteNode){
//We are chasing a food node at the moment
if let currentDistanceFromFood = self.getDistanceFromFood() {
if (currentDistanceFromFood > self.position.distance(point: food.position)){
//chase the closer food node
self.food = food
self.stopMovingAround()
}//else, continue chasing the last locked food node
//We are not chasing the food node at the moment
}else{
//go and chase then
if food.position.distance(point: self.position) <= self.sensorRadius {
self.food = food
self.stopMovingAround()
}
}
}
//Helper method. Not used currently. You can use this method to prevent chasing another (say closer) food while already chasing one
func isChasing(food:SKSpriteNode)->Bool{
if self.food != nil {
if self.food == food {
return true
}
}
return false
}
func stopMovingAround(){
if self.action(forKey: kMovingAroundKey) != nil{
removeAction(forKey: kMovingAroundKey)
}
}
//MARK: Chasing the food
//This method is called many times in a second
func chase(within rect:CGRect){
guard let food = self.food else {
if action(forKey: kMovingAroundKey) == nil {
self.moveAround(within: rect)
}
return
}
//Check if food is in the water
if rect.contains(food.frame.origin) {
//Take a detailed look in my Stackoverflow answer of how chasing works : https://stackoverflow.com/a/36235426
let dx = food.position.x - self.position.x
let dy = food.position.y - self.position.y
let angle = atan2(dy, dx)
let vx = cos(angle) * kFishSpeed
let vy = sin(angle) * kFishSpeed
position.x += vx
position.y += vy
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func moveAround(within rect:CGRect){
if scene != nil {
//Go randomly around the screen within view bounds
let point = rect.randomPoint()
//Formula: time = distance / speed
let duration = TimeInterval(point.distance(point: position) / self.swimmingSpeed)
let move = SKAction.move(to: point, duration: duration)
let block = SKAction.run {
[unowned self] in
self.moveAround(within: rect)
}
let loop = SKAction.sequence([move,block])
run(loop, withKey: kMovingAroundKey)
}
}
}
So basically, there are methods to move the fish around while it is not in a chase for a food. Also there is method which stop this (infinite) action (SKAction). The most important method is the chase(within rect:) method. That method is called in scene's update() method and defines how and when fish will (try to) chase the food.
Now the GameScene:
//MARK: GameScene
class GameScene: SKScene, SKPhysicsContactDelegate {
private var nodesForRemoval:[SKNode] = []
private var water = SKSpriteNode()
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector(dx: 0.0, dy: -0.5)
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
physicsBody?.categoryBitMask = Collider.wall
physicsBody?.contactTestBitMask = 0x0
physicsBody?.collisionBitMask = Collider.fish | Collider.food
self.backgroundColor = .white
//Water setup
water = SKSpriteNode(color: .blue, size: CGSize(width: frame.width, height: frame.height - 150))
water.position = CGPoint(x: 0, y: -75)
water.alpha = 0.3
addChild(water)
water.zPosition = 4
//Fish one
let fish = Fish(texture: nil, color: .black, size:CGSize(width: 20, height: 20))
addChild(fish)
fish.position = CGPoint(x: frame.midX-50, y: frame.minY + 100)
fish.zPosition = 5
fish.moveAround(within: water.frame)
//Fish two
let fish2 = Fish(texture: nil, color: .black, size:CGSize(width: 20, height: 20))
addChild(fish2)
fish2.position = CGPoint(x: frame.midX+50, y: frame.minY + 100)
fish2.zPosition = 5
fish2.moveAround(within: water.frame)
}
func feed(at position:CGPoint, with food:SKSpriteNode){
food.position = CGPoint(x: position.x, y: frame.size.height/2 - food.frame.size.height)
addChild(food)
}
//MARK: Food factory :)
func getFood()->SKSpriteNode{
let food = SKSpriteNode(color: .purple, size: CGSize(width: 10, height: 10))
food.physicsBody = SKPhysicsBody(rectangleOf: food.frame.size)
food.physicsBody?.affectedByGravity = true
food.physicsBody?.categoryBitMask = Collider.food
food.physicsBody?.contactTestBitMask = Collider.fish
food.physicsBody?.collisionBitMask = Collider.wall
food.physicsBody?.linearDamping = (0.1 ... 0.95).random()
food.name = "food"
return food
}
//MARK: Feeding
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
let food = getFood()
feed(at: location, with: food)
}
}
//MARK: Eating
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node, let nodeB = contact.bodyB.node else {
//Silliness like removing a node from a node tree before physics simulation is done will trigger this error
fatalError("Physics body without its node detected!")
}
let mask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch mask {
//Contact between fish and a food
case Collider.fish | Collider.food:
if let food = (contact.bodyA.categoryBitMask == Collider.food ? nodeA : nodeB) as? SKSpriteNode
{
self.nodesForRemoval.append(food)
}
default:
//some unknown contact occurred
break
}
}
//MARK: Removing unneeded nodes
override func didSimulatePhysics() {
for node in self.nodesForRemoval {
node.removeFromParent()
}
self.nodesForRemoval.removeAll()
}
//MARK: Chasing the food
override func update(_ currentTime: TimeInterval) {
self.enumerateChildNodes(withName: "fish") {
[unowned self] node, stop in
if let fish = node as? Fish {
self.enumerateChildNodes(withName: "food") {
node, stop in
fish.lock(food: node as! SKSpriteNode)
}
fish.chase(within: self.water.frame)
}
}
}
}
And that's it. Here we setup our nodes, resolve contact detections and tell which fish should chase which food node. I left the comments, so everything is there. I hope that methods are pretty much self explanatory, but of course you can ask me for details about how things works.
And here is a short video of how this works:
and the longer version because I can only upload two 2 megabytes: screen recording
Basically, fish don't chase the food node if it is not its defined range. Still, fish will chase the locked node until it eats it. But if there is some other food which is more close, the fish will chase for that food node. Of course this is not a must, and you can tweak it as you like (check isChasing:) method.
I have a question as to why my SpriteKit nodes are not being removed from my parent node in the code below.
My project is currently in two parts, one is the GameScene class which comes default when you build a SpriteKit project, and the other is a Circles class which I made to operate on each circle in the game.
The circles are stored in an array here:
var circlesInPlay = [Circles]()
Basically, I'm trying to design a simple game where circles decrease in size, and when they are of 0 width, are removed from the screen.
My code to do this is here, in the
override func update(currentTime: CFTimeInterval) {
timeSinceUpdate = timeSinceUpdate + 1
print("time since update: " + String(timeSinceUpdate))
if timeForUpdate == timeSinceUpdate {
newCircle()
timeSinceUpdate = 0
//timeForUpdate = Int(arc4random_uniform(100) + 1)
timeForUpdate = 100
}
//Check to see if circle transparancies are 0
if checkGameOver() {
gameOver()
}
updateCircles()
removeCircles()
The timeSinceUpdate variable is the time since the last circle has been placed onto the screen, which increases by one for every frame updated.
updateCircles() calls this,
func updateCircles() {
for c in circlesInPlay {
c.update()
}
}
Which calls update() in the Circles class I made in another swift file:
func update() {
transparancy = transparancy - transparancyDecrease
size = size - ds
if (size <= 0) {
node.removeFromParent()
}
node.size.height = size
node.size.width = size
}
The other call from the update function to removeCircles() is here
func removeCircles() {
var posn = circlesInPlay.count - 1
for c in circlesInPlay {
if (c.size < 0) {
c.produceNode().removeFromParent()
circlesInPlay.removeAtIndex(posn)
posn = posn - 1
}
}
}
What i'm really getting at is I have no idea why the circles are sometimes getting stuck or not being removed from the screen.
Any help is greatly appreciated!
The entire game code is as follows:
import SpriteKit
class GameScene: SKScene {
var bgImage = SKSpriteNode(imageNamed: "background.png")
let screenSize = UIScreen.mainScreen().bounds
var timeSinceUpdate: Int = 0
var circlesInPlay = [Circles]()
var timeForUpdate = Int(arc4random_uniform(200) + 1)
override func didMoveToView(view: SKView) {
bgImage.position = CGPointMake(self.size.width/2, self.size.height/2)
bgImage.zPosition = -100
self.addChild(bgImage)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
if !isTouchInCircle(location) {
gameOver()
}
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
timeSinceUpdate = timeSinceUpdate + 1
print("time since update: " + String(timeSinceUpdate))
if timeForUpdate == timeSinceUpdate {
newCircle()
timeSinceUpdate = 0
//timeForUpdate = Int(arc4random_uniform(100) + 1)
timeForUpdate = 100
}
//Check to see if circle transparancies are 0
if checkGameOver() {
gameOver()
}
updateCircles()
removeCircles()
}
func newCircle(){
let sizeX = UInt32(CGRectGetMaxX(self.frame))
let randomx = CGFloat(arc4random_uniform(sizeX))
let sizeY = UInt32(CGRectGetMaxY(self.frame))
let randomy = CGFloat(arc4random_uniform(sizeY))
//let randomx = CGFloat(arc4random_uniform(UInt32(self.size.width)))
//let randomy = CGFloat(arc4random_uniform(UInt32(self.size.height)))
if (circlesInPlay.count < 5) {
circlesInPlay.append(Circles.init(x: randomx, y: randomy))
self.addChild((circlesInPlay[circlesInPlay.count - 1]).produceNode())
}
}
func checkGameOver() -> Bool {
for c in circlesInPlay {
if c.getTransparancy() == 0 {
return false
}
}
return true
}
func isTouchInCircle(touch: CGPoint) -> Bool {
for c in circlesInPlay {
if (c.getX() <= (touch.x * 1.10)) {
return true
}
}
return false
}
func updateCircles() {
for c in circlesInPlay {
c.update()
}
}
func removeCircles() {
var posn = circlesInPlay.count - 1
for c in circlesInPlay {
if (c.size < 0) {
c.produceNode().removeFromParent()
circlesInPlay.removeAtIndex(posn)
posn = posn - 1
}
}
}
func gameOver() {
}
}
import Foundation
import SpriteKit
import GameKit
class Circles {
var node = SKSpriteNode()
var size: CGFloat = 200
var ds: CGFloat = 2
var colorC: String;
var xpos: CGFloat
var ypos: CGFloat
var transparancy: Int
var transparancyDecrease: Int = 1
let arrayColors = ["circleRed.png", "circleBlue.png", "circlePink.png", "circleGreen.png", "circleYellow.png"]
//The innitial constructor
init(x: CGFloat, y: CGFloat) {
self.xpos = x
self.ypos = y
self.transparancy = 100
let randomIndex = Int(arc4random_uniform(UInt32(arrayColors.count)))
colorC = arrayColors[randomIndex]
node.texture = SKTexture(imageNamed: colorC)
node.position = CGPointMake(self.xpos, self.ypos)
node.size.height = self.size
node.size.width = self.size
}
func produceNode() -> SKSpriteNode {
return node
}
func setColor() {
let randomIndex = Int(arc4random_uniform(UInt32(arrayColors.count)))
colorC = arrayColors[randomIndex]
}
func update() {
transparancy = transparancy - transparancyDecrease
size = size - ds
if (size <= 0) {
node.removeFromParent()
}
node.size.height = size
node.size.width = size
}
func getX() -> CGFloat {
return xpos
}
func getY() -> CGFloat {
return ypos
}
/*
func getColor() -> SKColor {
return colorC
}*/
func getTransparancy() -> Int {
return transparancy
}
}
The issue is in this snippet:
var posn = circlesInPlay.count - 1
for c in circlesInPlay {
if (c.size < 0) {
c.produceNode().removeFromParent()
circlesInPlay.removeAtIndex(posn)
posn = posn - 1
}
}
You are always removing the last element from you collection and not the element which you are using in the iteration. Also be careful when you are changing the collection while iterating thrue it. The indexes will change, if you remove elements from the collection.
I’m new to programming and I recently did a tutorial that I found online to make a endless frogger game. The tutorial person didn’t show me how to do the score label and I have tried endlessly to find a video tutorial that will show me how to position a score label in the top left corner. I have tried using this code:
label.horizontalAlignmentMode = .Left
label.position = CGPoint(x:0.0, y:self.size.height)
but I have had no luck, It does not show up in the top left corner. So i tried another way to get it positioned in the corner and I played around with the values and ended up with this
scoreLabel.position = CGPointMake(frame.size.width / -2.231, frame.size.height / 2.29)
which positions it perfectly in the corner of the screen on the simulator, but not for all the devices. I have a seperate swift file for my score label with is here:
import Foundation
import SpriteKit
import UIKit
class Score: SKLabelNode {
var number = 0
init (num: Int) {
super.init()
fontColor = UIColor.whiteColor()
fontName = "Helvetica"
fontSize = 150.0
number = num
text = "\(num)"
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func addOneToScore() {
number++
text = "\(number)"
}
}
I have a world node that has a player inside it and the camera position is focused on the player. I have provided my game Scene class for you to have a look at. All I want is to be able to position a score label in the top left or top right corner of the screen for all devices.
import SpriteKit
enum BodyType:UInt32 {
case player = 1
case roadObject = 2
case waterObject = 4
case water = 8
case road = 16
}
enum LevelType:UInt32 {
case road, water
}
class GameScene: SKScene, SKPhysicsContactDelegate {
//recongises swipe and tap gestures
let TapUpRec = UITapGestureRecognizer()
let swipeRightRec = UISwipeGestureRecognizer()
let swipeLeftRec = UISwipeGestureRecognizer()
let swipeDownRec = UISwipeGestureRecognizer()
//defines the attributes for level units.
var levelUnitCounter:CGFloat = 1 // Not sure, i think it starts the frog further up.
var levelUnitWidth:CGFloat = 0 //will be screenwidth
var levelUnitHeight:CGFloat = 50 // changes the height of the level units
var initialUnits:Int = 10 // tells how many level units will be spawned as you climb.
//defines the world node for the scene & defines the player image in a constant.
var screenWidth:CGFloat = 0
var screenHeight:CGFloat = 0
let worldNode:SKNode = SKNode()
let thePlayer:Player = Player(imageNamed: "Frog")
var increment:CGFloat = 0
// variables with boolean values to check if the player is on certain types of levels or objects.
var onLilyPad:Bool = false
var onWater:Bool = false
var onRoad:Bool = false
//same variable that checks if the player is dead.
var isDead:Bool = false
//variable that links with the swift file called object and (maybe passes it through :( )
var waterObject:Object?
//creates a constant that will be the starting point of the player
let startingPosition:CGPoint = CGPointMake(0, 0)
var direction:CGFloat = 1
// var nodeToMove:Object?
// var moveInProgress:Bool = false
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// Defines the view as the target defines the direction and calls the function (in red)
swipeRightRec.addTarget(self, action:"swipedRight")
swipeRightRec.direction = .Right
self.view!.addGestureRecognizer(swipeRightRec)
swipeLeftRec.addTarget(self, action: "swipedLeft")
swipeLeftRec.direction = .Left
self.view!.addGestureRecognizer(swipeLeftRec)
TapUpRec.addTarget(self, action: "tapUp")
self.view!.addGestureRecognizer(TapUpRec)
swipeDownRec.addTarget(self, action: "swipedDown")
swipeDownRec.direction = .Down
self.view!.addGestureRecognizer(swipeDownRec)
//makes the background colour black and defines the screenWidth variable as sk view boundry
self.backgroundColor = SKColor.greenColor()
screenWidth = self.view!.bounds.width
screenHeight = self.view!.bounds.height
//makes the world able to have objects that can collide (I Think)
physicsWorld.contactDelegate = self
//physicsWorld.gravity = CGVector(dx:0.3, dy:0.0)
//creates the world node point to be in the middle of the screen
self.anchorPoint = CGPointMake(0.5, 0.5)
addChild(worldNode)
let scoreLabel = Score(num: 0)
scoreLabel.horizontalAlignmentMode = .Left
scoreLabel.position = CGPoint(x:0.0, y:self.size.height)
addChild(scoreLabel)
//scoreLabel.position = CGPointMake(frame.size.width / -2.231, frame.size.height / 2.29)
// let highscoreLabel = Score(num: 0)
//adds a child node to the world node (so the player is playing within the world node)
worldNode.addChild(thePlayer)
thePlayer.position = startingPosition
thePlayer.zPosition = 500 // zPosition is the order the player will be displayed.
addLevelUnits() //runs the func that addds levelUnits.
}
func addScoreLabels(){
}
// this function along with the next three run the swipe and tap gesture actions.
func swipedRight(){
let amountToMove:CGFloat = levelUnitHeight
let move:SKAction = SKAction.moveByX(amountToMove, y: 0, duration: 0.1)
thePlayer.runAction(move) // links the action with the players
}
func swipedLeft(){
let amountToMove:CGFloat = levelUnitHeight
let move:SKAction = SKAction.moveByX(-amountToMove, y: 0, duration: 0.1)
thePlayer.runAction(move)
}
func swipedDown(){
let amountToMove:CGFloat = levelUnitHeight
let move:SKAction = SKAction.moveByX(0, y: -amountToMove, duration: 0.1)
thePlayer.runAction(move)
// clearNodes()
}
func tapUp(){
let amountToMove:CGFloat = levelUnitHeight
let move:SKAction = SKAction.moveByX(0, y: amountToMove, duration: 0.1)
thePlayer.runAction(move)
clearNodes()
}
func resetLevel(){
//searches the world node for child nodes that have the name "levelUnit"
worldNode.enumerateChildNodesWithName("levelUnit") {
node, stop in
//removes all the child nodes from the parent.
node.removeFromParent()
}
levelUnitCounter = 1
addLevelUnits()
}
func addLevelUnits() {
for (var i = 0; i < initialUnits; i++ ) {
createLevelUnit()
}
}
func createLevelUnit() {
if (direction == 1) {
direction = -1
} else {
direction = 1
}
print(direction )
let levelUnit:LevelUnit = LevelUnit()
worldNode.addChild(levelUnit)
levelUnit.zPosition = -1
levelUnit.levelUnitWidth = screenWidth
levelUnit.levelUnitHeight = levelUnitHeight
levelUnit.direction = direction
levelUnit.setUpLevel()
levelUnit.position = CGPointMake( 0 , levelUnitCounter * levelUnitHeight) // counts the level unit and multiplies it so t goes above the last level unit.
levelUnitCounter++ //constantly makes the level units appear.
}
func clearNodes(){
var nodeCount:Int = 0
worldNode.enumerateChildNodesWithName("levelUnit") {
node, stop in
let nodeLocation:CGPoint = self.convertPoint(node.position, fromNode: self.worldNode) //converts cordinates of level units with the world node.
if ( nodeLocation.x < -(self.screenWidth / 2) - self.levelUnitWidth ) { // checks to see if the node is off the screen.
node.removeFromParent()
print("levelUnit was removed", terminator: "")
} else {
nodeCount++
}
}
print( "levelUnits in the scene is \(nodeCount)")
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
worldNode.enumerateChildNodesWithName("levelUnit"){
node, stop in
let levelUnit:LevelUnit = node as! LevelUnit //cast as an actual LevelUnit class
levelUnit.enumerateChildNodesWithName("obstacle"){
node, stop in
let obstacle:Object = node as! Object //cast as an actual Object class
obstacle.update()
let obstacleLocation:CGPoint = self.convertPoint(obstacle.position, fromNode: levelUnit)
let buffer:CGFloat = 150
if (obstacleLocation.x < -(self.screenWidth / 2) - buffer) { //changes the speed of object when it reaches middle of the screen.
levelUnit.changeSpeed()
obstacle.position = CGPointMake(obstacle.position.x + (self.screenWidth + (buffer * 2)) , obstacle.position.y)
} else if (obstacleLocation.x > (self.screenWidth / 2) + buffer ) { //changes the speed of the object again.
levelUnit.changeSpeed()
obstacle.position = CGPointMake(obstacle.position.x - (self.screenWidth + (buffer * 2)) , obstacle.position.y)
}
}
}
// creates new level units if always centering horizontally
let nextTier:CGFloat = (levelUnitCounter * levelUnitHeight) - (CGFloat(initialUnits) * levelUnitHeight)
if (thePlayer.position.y > nextTier) {
createLevelUnit()
}
//deal with the players location....
let playerLocation:CGPoint = self.convertPoint(thePlayer.position, fromNode: worldNode)
var repositionPlayer:Bool = false
if ( playerLocation.x < -(screenWidth / 2)) {
repositionPlayer = true
} else if ( playerLocation.x > (screenWidth / 2)) {
repositionPlayer = true
} else if ( playerLocation.y < 0) {
repositionPlayer = true
} else if ( playerLocation.y > screenHeight) {
repositionPlayer = true
}
if (repositionPlayer == true) {
/* great code for reference later */
killPlayer()
thePlayer.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
}
}
// this function centers the world node on teh player.
override func didSimulatePhysics() {
self.centerOnNode(thePlayer)
if (onLilyPad == true) {
thePlayer.position = CGPointMake(thePlayer.position.x + waterObject!.xAmount , thePlayer.position.y)
}
}
//centers the camera on the node world.
func centerOnNode(node:SKNode) {
let cameraPositionInScene:CGPoint = self.convertPoint(node.position, fromNode: worldNode)
worldNode.position = CGPoint(x: worldNode.position.x , y:worldNode.position.y - cameraPositionInScene.y )
}
func didBeginContact(contact: SKPhysicsContact) {
// Defines the contact between objects.
/// lily pad
if (contact.bodyA.categoryBitMask == BodyType.player.rawValue && contact.bodyB.categoryBitMask == BodyType.waterObject.rawValue ) {
waterObject = contact.bodyB.node!.parent as? Object
onLilyPad = true
self.removeActionForKey("checkOnLilyPad")
let waterObjectLocation:CGPoint = self.convertPointToView(waterObject!.position)
thePlayer.position = self.convertPointFromView(waterObjectLocation)
} else if (contact.bodyA.categoryBitMask == BodyType.waterObject.rawValue && contact.bodyB.categoryBitMask == BodyType.player.rawValue ) {
waterObject = contact.bodyA.node!.parent as? Object
onLilyPad = true
self.removeActionForKey("checkOnLilyPad")
let waterObjectLocation:CGPoint = self.convertPointToView(waterObject!.position)
thePlayer.position = self.convertPointFromView(waterObjectLocation)
}
//// check on water
if (contact.bodyA.categoryBitMask == BodyType.player.rawValue && contact.bodyB.categoryBitMask == BodyType.water.rawValue ) {
onRoad = false
onWater = true
waitAndThenCheckOnLilyPad()
} else if (contact.bodyA.categoryBitMask == BodyType.water.rawValue && contact.bodyB.categoryBitMask == BodyType.player.rawValue ) {
onRoad = false
onWater = true
waitAndThenCheckOnLilyPad()
}
//// cars
if (contact.bodyA.categoryBitMask == BodyType.player.rawValue && contact.bodyB.categoryBitMask == BodyType.roadObject.rawValue ) {
killPlayer()
} else if (contact.bodyA.categoryBitMask == BodyType.roadObject.rawValue && contact.bodyB.categoryBitMask == BodyType.player.rawValue ) {
killPlayer()
}
//// check on road
if (contact.bodyA.categoryBitMask == BodyType.player.rawValue && contact.bodyB.categoryBitMask == BodyType.road.rawValue ) {
onRoad = true
onWater = false
onLilyPad = false
} else if (contact.bodyA.categoryBitMask == BodyType.road.rawValue && contact.bodyB.categoryBitMask == BodyType.player.rawValue ) {
onRoad = true
onWater = false
onLilyPad = false
}
}
func waitAndThenCheckOnLilyPad() {
let wait:SKAction = SKAction.waitForDuration(0.1)
let check:SKAction = SKAction.runBlock(checkIfOnLilyPad)
let seq:SKAction = SKAction.sequence([wait, check])
self.runAction(seq, withKey:"checkOnLilyPad")
}
func checkIfOnLilyPad() {
if ( onRoad == false) {
if ( onWater == true && onLilyPad == false) {
killPlayer()
} else if ( onWater == true && onLilyPad == true) {
print("safely on water")
// maybe play sound here
}
}
}
func didEndContact(contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch (contactMask) {
case BodyType.waterObject.rawValue | BodyType.player.rawValue:
onLilyPad = false
waterObject = nil
onWater = true
waitAndThenCheckOnLilyPad()
default:
return
}
}
func killPlayer() {
if ( isDead == false) {
isDead = true
let fadeOut:SKAction = SKAction.fadeAlphaTo(0, duration: 0.2)
let move:SKAction = SKAction.moveTo(startingPosition, duration: 0.2)
let block:SKAction = SKAction.runBlock(revivePlayer)
let seq:SKAction = SKAction.sequence([fadeOut, move, block])
thePlayer.runAction(seq)
}
}
func revivePlayer() {
isDead = false
onRoad = false
onWater = false
onLilyPad = false
let fadeOut:SKAction = SKAction.fadeAlphaTo(0, duration: 0.2)
let block:SKAction = SKAction.runBlock(resetLevel)
let fadeIn:SKAction = SKAction.fadeAlphaTo(1, duration: 0.2)
let seq:SKAction = SKAction.sequence([fadeOut, block, fadeIn])
worldNode.runAction(seq)
let wait:SKAction = SKAction.waitForDuration(1)
let fadeIn2:SKAction = SKAction.fadeAlphaTo(1, duration: 0.2)
let seq2:SKAction = SKAction.sequence([wait , fadeIn2])
thePlayer.runAction(seq2)
}
}
If other solutions don't work, you could try something like this:
import UIKit
var screenSize = UIScreen.mainscreen().bounds
var screenWidth = screenSize.width
var screenHeight = screenSize.height
This will get the dimensions of the screen and store them in the screenHeight and screenWidth variables.
Then when you call scoreLabel.position you could say
scoreLabel.position = CGPoint(x: screenWidth / 10, y: screenHeight / 15)
Or something like that but experiment with the math until it is in the correct position.
If this doesn't work you may also need to declare the size or scoreLabel. Let me know if it works.
Swift 4 and Xcode 9 code:
let screenSize = UIScreen.main.bounds
let screenWidth = screenSize.width
let screenHeight = screenSize.height
self.menuButton.position = CGPoint(x: screenWidth / 10, y: screenHeight / 15)
I think you are on the right track with:
let scoreLabel = Score(num: 0)
scoreLabel.horizontalAlignmentMode = .Left
scoreLabel.position = CGPoint(x:0.0, y:self.size.height)
addChild(scoreLabel)
But I think you also need to add
scoreLabel.verticalAlignmentMode = .Top
as the default is.Baseline which would cause it draw most off the screen.
I got the exact same problem as stated in https://stackoverflow.com/questions/28275004/uidynamicanimator-stop-reacting-to-uigravitybehavior. I can't really explain it any better either.
Does anyone know why the UIDynamicAnimator would suddenly stop animating objects/items that have the UIGravityBehavior attached to them?
EDIT
I'm running the example from the Big Nerd Ranch
I modified the example so there are only two cubes, to make reproducing the error easier. The cubes are falling down and are reacting to gravity just fine, but if you tilt the phone so that the cubes end up in the corner, touching each other, then it stops any motion, thus not reacting to the gravity behavior anymore.
I'm also wondering, if this is a Swift issue. Maybe I should try to implement this in Obj-C to see if the error persists.
Here is the example:
//
// ViewController.swift
// Rock Box
//
// Created by Steve Sparks on 7/11/14.
// Copyright (c) 2014 Big Nerd Ranch. All rights reserved.
//
import UIKit
import CoreMotion
class ViewController: UIViewController {
// Most conservative guess. We'll set them later.
var maxX : CGFloat = 320;
var maxY : CGFloat = 320;
let boxSize : CGFloat = 30.0
var boxes : Array<UIView> = []
// For getting device motion updates
let motionQueue = NSOperationQueue()
let motionManager = CMMotionManager()
override func viewDidLoad() {
super.viewDidLoad()
maxX = super.view.bounds.size.width - boxSize;
maxY = super.view.bounds.size.height - boxSize;
// Do any additional setup after loading the view, typically from a nib.
createAnimatorStuff()
generateBoxes()
}
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
NSLog("Starting gravity")
motionManager.startDeviceMotionUpdatesToQueue(motionQueue, withHandler: gravityUpdated)
}
override func viewDidDisappear(animated: Bool) {
super.viewDidDisappear(animated)
NSLog("Stopping gravity")
motionManager.stopDeviceMotionUpdates()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
NSLog("Memory warning")
// Dispose of any resources that can be recreated.
}
func randomColor() -> UIColor {
let red = CGFloat(CGFloat(arc4random()%100000)/100000)
let green = CGFloat(CGFloat(arc4random()%100000)/100000)
let blue = CGFloat(CGFloat(arc4random()%100000)/100000)
return UIColor(red: red, green: green, blue: blue, alpha: 0.85);
}
func doesNotCollide(testRect: CGRect) -> Bool {
for box : UIView in boxes {
var viewRect = box.frame;
if(CGRectIntersectsRect(testRect, viewRect)) {
return false
}
}
return true
}
func randomFrame() -> CGRect {
var guess = CGRectMake(9, 9, 9, 9)
do {
let guessX = CGFloat(arc4random()) % maxX
let guessY = CGFloat(arc4random()) % maxY;
guess = CGRectMake(guessX, guessY, boxSize, boxSize);
} while(!doesNotCollide(guess))
return guess
}
func addBox(location: CGRect, color: UIColor) -> UIView {
let newBox = UIButton(frame: location)
newBox.backgroundColor = color
view.addSubview(newBox)
addBoxToBehaviors(newBox)
self.boxes.append(newBox)
newBox.tag = Int(arc4random())
newBox.addTarget(self, action:"tapped:", forControlEvents: .TouchUpInside)
return newBox
}
func tapped(sender: UIButton) {
println("sender.tag: ", Int(sender.tag))
}
func generateBoxes() {
for i in 0..<2 {
var frame = randomFrame()
var color = randomColor()
var newBox = addBox(frame, color: color);
}
}
var animator:UIDynamicAnimator? = nil;
let gravity = UIGravityBehavior()
let collider = UICollisionBehavior()
let itemBehavior = UIDynamicItemBehavior()
func createAnimatorStuff() {
animator = UIDynamicAnimator(referenceView:self.view);
gravity.gravityDirection = CGVectorMake(0, 0.8)
animator?.addBehavior(gravity)
// We're bouncin' off the walls
collider.translatesReferenceBoundsIntoBoundary = true
animator?.addBehavior(collider)
itemBehavior.friction = 0.7
itemBehavior.elasticity = 0.1
animator?.addBehavior(itemBehavior)
}
func addBoxToBehaviors(box: UIView) {
gravity.addItem(box)
collider.addItem(box)
itemBehavior.addItem(box)
}
//----------------- Core Motion
func gravityUpdated(motion: CMDeviceMotion!, error: NSError!) {
let grav : CMAcceleration = motion.gravity;
let x = CGFloat(grav.x);
let y = CGFloat(grav.y);
var p = CGPointMake(x,y)
if (error != nil) {
NSLog("\(error)")
}
// Have to correct for orientation.
var orientation = UIApplication.sharedApplication().statusBarOrientation;
if(orientation == UIInterfaceOrientation.LandscapeLeft) {
var t = p.x
p.x = 0 - p.y
p.y = t
} else if (orientation == UIInterfaceOrientation.LandscapeRight) {
var t = p.x
p.x = p.y
p.y = 0 - t
} else if (orientation == UIInterfaceOrientation.PortraitUpsideDown) {
p.x *= -1
p.y *= -1
}
var v = CGVectorMake(p.x, 0 - p.y);
gravity.gravityDirection = v;
}
}
EDIT2
I just noticed that they don't have to touch each other to stop responding to UIGravityBehavior.
EDIT3
Ok, seems to be a bug in Swift somehow. I implemented the same in ObjC and there is no problem whatsoever.
The problem is that the gravity update will cause a call to gravityUpdated() on a thread other than the main thread. You should keep your UI updates to the main thread.
To fix it, either switch to the main thread in your gravityUpdated(), like so:
func gravityUpdated(motion: CMDeviceMotion!, error: NSError!) {
dispatch_async(dispatch_get_main_queue()) {
// rest of your code here
}
}
Or execute CMMotionManager on the main queue instead, like so:
This line
let motionQueue = NSOperationQueue()
changes to
let motionQueue = NSOperationQueue.mainQueue()