How to attach sprites that collide? - ios

I essentially want the "sprites" to collide when they stick together. However, I don't want the "joint" to be rigid; I essentially want the sprites to be able to move around as long as they are in contact with each other. Imagine two circles connected, and you can move one circle around the other, as long as it remains in contact.
I found this question: How to make one body stick to another moving object in SpriteKit and a lot of other resources that explain how to make sprites stick upon collision, but they all use SKJoints, which are rigid are not really flexible.
I guess another way to phrase it would be to say that I want the sprites to stick, but I want them to be able to "slide" on each other.

Well, I can think of one workaround, but this wouldn't work with non-normal polygons.
Sticking (pun unintended) with your circles example, what if you lock the position of the circle?
let circle1 = center circle
let circle2 = movable circle
Knowing the width of both circles, you can place in the update function that the position should be exactly the distance of:
((circle1.frame.width / 2) + (circle2.frame.width / 2))
If you're up to it, here's some code to help you on your way.
override func update(currentTime: CFTimeInterval) {
{
let distance = hypotf(Float(circle1.position.x - circle2.position.x), Float(circle1.position.y - circle2.position.y))
//calculate circle distances from each other
let radius = ((circle1.frame.width / 2) + (circle2.frame.width / 2))
//distance of circle positions
if distance != radius
{
//if distance is less or more than radius
let pointA = circle1.position
let pointB = circle2.position
let pointC = CGPointMake(pointB.x + 2, pointB.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
//get angle of circles from each other using atan2
let vectorx = cos(angle_abc)
let vectory = sin(angle_abc)
//convert angle into vectors
let x = circle1.position.x + radius * vectorx
let y = circle1.position.y + radius * vectory
//get new coordinates from vector, radius and center circle position
circle2.position = CGPointMake(x, y)
//set new position
}
}
Well you need to write code to make sure the movable circle, is well movable.
But, this should work.
I haven't tested this yet though, and I haven't even learned geometry let alone trig in school yet.

If I'm reading your question as you intended it, you can still use joints- just create actions with Inverse Kinematic constraints that allow rotation and translation around the contacting circles' joint.
https://developer.apple.com/library/prerelease/ios/documentation/SpriteKit/Reference/SKAction_Ref/index.html#//apple_ref/doc/uid/TP40013017-CH1-SW72

Related

Applying impulse at angle based on touch location

I'm currently developing a game with a cannon that shoots a projectile, I'm having trouble figuring out how to get the projectile to fire at the angle based on the touch location and how far away it is from the cannon. this is the code i'm using below.
let dx = cannon.position.x - (touchLocation.x)
let dy = cannon.position.y - (touchLocation.y)
let angle = atan2(dy, dx)
bullet.zRotation = angle
bulletspeed = Double.random(in: 1...6)
//let angle1 = Double.random(in: 0.2...5); let angle2 = Double.random(in: 1...4)
// dx must be somewhere between 0.2 to 5
bullet.physicsBody?.applyImpulse(CGVector(dx: -angle , dy: -angle))
this doesn't seem to work and i've resorted to using the angle as my x and y values which works but not well.
I'm trying to get the cannon to fire based on the angle of the touch location and to change the speed/power of the projectile by how far way the touch location is from the cannon. How can I do this?
The vector you need to use takes in dx and dy as parameters. You already have these but you say the speed is too fast. That’s because the length of the vector is the speed.
So in your example the speed can be calculated like...
sqrt(dx*dx+dy*dy)
What you need to do is calculate a ‘unit vector’ that is, a vector with length equal to one.
You can do this by dividing dx and dy by the length of the vector.
So...
touchDX = //your calculation
touchDY = //your calculation
touchLength = sqrt(touchDX*touchDX+touchDY*touchDY)
unitVectorDX = touchDX / touchLength
unitVectorDY = touchDY / touchLength
// now put the speed you want in...
speed = 10
vector = CGVector(dx: unitVectorDX * speed, dy: unitVectorDY * speed)
Now, if you use the vector in your impulse it will have the correct direction and speed.
Quick side note, I’m typing on my iPad so don’t have access to code completion etc... you may be able to do this using APIs on CGVector. I think I remember a ‘unitVector’ property that returns a unit vector. But I may be mistaken.

Determine if image being dragged is inside a specific area

I have a game where I'm moving square Blocks on a top layer overtop circles underneath, which are non-moveable. So when the dragging of a block ceases, I want to run a check or an if statement to see if the block I'm moving (myBlocks[objectDragging]) is within x amount of pixels of the center of my circle (myCircles[objectDragging]). objectDragging is just getting the tag of the image clicked. The matchable circle will have the same tag. Everything is working fine, I just cannot figure out how to check if the block I'm dropping (it's center point) is within so many pixels of the circles center point.
Some of what I'm working with:
var myBlocks = [UIImageView]()
var myCircles = [UIImageView]()
let objectDragging = recognizer.view?.tag
if myBlocks[objectDragging!].center.x == myCircles[objectDragging!].center.x {
...
} //this checks for an exact match of center.x where-as I want to check
//if the center.x for myBlocks[objectDragging!] is <= we'll say,
//25, pixels of the myCircles[objectDragging!].center.x
Discussion here to find distance between two CGPoints:
How to find the distance between two CG points?
per Lucius (answer 2)
You can use the hypot() or hypotf() function to calculate the
hypotenuse. Given two points p1 and p2:
CGFloat distance = hypotf(p1.x - p2.x, p1.y - p2.y);
sub in your myBlocks.center and myCircles.center for p1 and p2 and then
if distance < 25 {
...
}

Keeping Direction of a Vector Constant while Rotating Sprite

I'm trying to make a game where the sprite will always move to the right when hit by an object. However since the Sprite rotates constantly and the zero radians rotates with the Sprite causes my calculated magnitude to go the opposite direction if the sprite is facing left and hits the object. Is there a way to keep the direction of the magnitude always pointing to the right even if the zero is facing left?
// referencePoint = upper right corner of the frame
let rightTriangleFinalPoint:CGPoint = CGPoint(x: referencePoint.x, y: theSprite.position.y)
let theSpriteToReferenceDistance = distanceBetweenCGPoints(theSprite.position, b: referencePoint)
let theSpriteToFinalPointDistance = distanceBetweenCGPoints(theSprite.position, b: rightTriangleFinalPoint)
let arcCosineValue = theSpriteToFinalPointDistance / theSpriteToReferenceDistance
let angle = Double(acos(arcCosineValue))
let xMagnitude = magnitude * cos(angle)
let yMagnitude = (magnitude * sin(angle)) / 1.5
Not sure if this works for you:
I would use an orientation constraint to rotate the sprite. The movement can be done independent from the orientation in that case.
I made an tutorial some time ago: http://stefansdevplayground.blogspot.de/2014/09/howto-implement-targeting-or-follow.html
So I figured out what was going on.
It seems like the angle doesn't rotate with the Sprite like I originally thought and the vector that I am making is working with the code above. THE problem that I had was that I also set the collision bit for the objects which is wrong. If I only set the contact bit for the objects against the sprite the my desired outcome comes true.

How to "center" SKTexture in SKSpriteNode

I'm trying to make Jigsaw puzzle game in SpriteKit. To make things easier I using 9x9 squared tiles board. On each tile is one childNode with piece of image from it area.
But here's starts my problem. Piece of jigsaw puzzle isn't perfect square, and when I apply SKTexture to node it just place from anchorPoint = {0,0}. And result isn't pretty, actually its terrible.
https://www.dropbox.com/s/2di30hk5evdd5fr/IMG_0086.jpg?dl=0
I managed to fix those tiles with right and top "hooks", but left and bottom side doesn't care about anything.
var sprite = SKSpriteNode()
let originSize = frame.size
let textureSize = texture.size()
sprite.size = originSize
sprite.texture = texture
sprite.size = texture.size()
let x = (textureSize.width - originSize.width)
let widthRate = x / textureSize.width
let y = (textureSize.height - originSize.height)
let heightRate = y / textureSize.height
sprite.anchorPoint = CGPoint(x: 0.5 - (widthRate * 0.5), y: 0.5 - (heightRate * 0.5))
sprite.position = CGPoint(x: frame.width * 0.5, y: frame.height * 0.5)
addChild(sprite)
Can you give me some advice?
I don't see a way you can get placement right without knowing more about the piece texture you are using because they will all be different. Like if the piece has a nob on any of the sides and the width width/height the nob will add to the texture. Hard to tell in the pic but even if it doesn't have a nob and instead has an inset it might add varying sizes.
Without knowing anything about how the texture is created I am not able to offer help on that. But I do believe the issue starts with that. If it were me I would create a square texture with additional alpha to center the piece correctly. So the center of that texture would always be placed in the center of a square on the grid.
With all that being said I do know that adding that texture to a node and then adding that node to a SKNode will make your placement go smoother with the way you currently have it. The trick will then only be placing that textured piece correctly within the empty SKNode.
For example...
let piece = SKSpriteNode()
let texturedPiece = SKSpriteNode(texture: texture)
//positioning
//offset x needs to be calculated with additional info about the texture
//for example it has just a nob on the right
let offsetX : CGFloat = -nobWidth/2
//offset y needs to be calculated with additional info about the texture
//for example it has a nob on the top and bottom
let offsetY : CGFloat = 0.0
texturedPiece.position = CGPointMake(offsetX, offsetY)
piece.addChild(texturedPiece)
let squareWidth = size.width/2
//Now that the textured piece is placed correctly within a parent
//placing the parent is super easy and consistent without messing
//with anchor points. This will also make rotations nice.
piece.position = CGPoint(x: squareWidth/2, y: squareWidth/2)
addChild(piece)
Hopefully that makes sense and didn't confuse things further.

Random movements / turbulences - SWIFT

I'm developing a game on Iphone and Ipad like a space invaders.
Balloons to destroy are falling from the top of the screen in a straight line.
Here my codes to add them :
func addBalloonv(){
var balloonv:SKSpriteNode = SKSpriteNode (imageNamed: "ballonvert.png")
balloonv.physicsBody = SKPhysicsBody (circleOfRadius: balloonv.size.width/2)
balloonv.physicsBody.dynamic = true
balloonv.physicsBody.categoryBitMask = balloonCategory | greenCategory
balloonv.physicsBody.contactTestBitMask = flechetteCategory
balloonv.physicsBody.collisionBitMask = balloonCategory
balloonv.physicsBody.mass = 1
balloonv.physicsBody.restitution = 1
balloonv.physicsBody.allowsRotation = true
let minX = balloonv.size.width/2
let maxX = self.frame.size.width - balloonv.size.width/2
let rangeX = maxX - minX
let position:CGFloat = CGFloat(arc4random()) % CGFloat(rangeX) + CGFloat(minX)
balloonv.position = CGPointMake(position, self.frame.size.height+balloonv.size.height)
self.addChild(balloonv)
I have one func by balloon color.
So for the moment they move in straight line and I'm looking for random movements (with turbulences like balloon in air) from the top and both sides.
How can I do that?
Thank you very much !!
This is exactly what the new Physics Fields feature in SpriteKit (as of iOS 8 / OS X Yosemite) is for. These let you apply different kinds of forces to all physics bodies in region, like gravity, drag, and turbulence. See the SKFieldNode class docs for details.
Fields are a kind of node, so to get what you're after, you'd add one noise (or turbulence) field to your scene, covering the area that the balloons fall through, and it'll perturb the path of each balloon that passes. The simplest way to do it goes something like this:
let field = SKFieldNode.noiseFieldWithSmoothness(0.5, animationSpeed: 0.1)
scene.addChild(field)
You'll want to tweak the smoothness, animation speed, and field.strength till you get just the level of noise you want. You might also look into whether you want just a noise field, which applies random forces in random directions, or a turbulence field, which does the same thing, but with forces that get stronger when bodies are moving faster.
The above code gets you a field whose region of effect is infinite. You might want to limit it to a specific area (for example, so it doesn't keep knocking your balloons around after they land). I did this to make a field that covers only the top 3/4 of a 300x200 scene:
field.region = SKRegion(size: CGSize(width: 300, height: 100))
field.position = CGPoint(x: 150, y: 150)

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