I currently have a large map that goes off the screen, because of this its coordinate system is very different from my other nodes. This has led me to a problem, because I'm needing to generate a random CGPoint within the bounds of this map, and then if that point is frame/on-screen I place a visible node there. However the check on wether or not the node is on screen continuously fails.
I'm checking if the node is in frame with the following code: CGRectContainsPoint(self.frame, values) (With values being the random CGPoint I generated). Now this is where my problem comes in, the coordinate system of the frame is completely different from the coordinate system of the map.
For example, in the picture below the ball with the arrows pointing to it is at coordinates (479, 402) in the scene's coordinates, but they are actually at (9691, 9753) in the map's coordinates.
I determined the coordinates using the touchesBegan event for those who are wondering. So basically, how do I convert that map coordinate system to one that will work for the frame?
Because as seen below, the dot is obviously in the frame however the CGRectContainsPoint always fails. I've tried doing scene.convertPoint(position, fromNode: map) but it didn't work.
Edit: (to clarify some things)
My view hierarchy looks something like this:
The map node goes off screen and is about 10,000x10,000 for size. (I have it as a scrolling type map). The origin (Or 0,0) for this node is in the bottom left corner, where the map starts, meaning the origin is offscreen. In the picture above, I'm near the top right part of the map. I'm generating a random CGPoint with the following code (Passing it the maps frame) as an extension to CGPoint:
static func randPoint(within: CGRect) -> CGPoint {
var point = within.origin
point.x += CGFloat(arc4random() % UInt32(within.size.width))
point.y += CGFloat(arc4random() % UInt32(within.size.height))
return point;
}
I then have the following code (Called in didMoveToView, note that I'm applying this to nodes I'm generating - I just left that code out). Where values is the random position.
let values = CGPoint.randPoint(map.totalFrame)
if !CGRectContainsPoint(self.frame, convertPointToView(scene!.convertPoint(values, fromNode: map))) {
color = UIColor.clearColor()
}
To make nodes that are off screen be invisible. (Since the user can scroll the map background). This always passes as true, making all nodes invisible, even though nodes are indeed within the frame (As seen in the picture above, where I commented out the clear color code).
If I understand your question correctly, you have an SKScene that contains an SKSpriteNode that is larger than the scene's view, and that you are randomly generating coordinates within that sprite's coordinate system that you want to map to the view.
You're on the right track with SKNode's convertPoint(_:fromNode:) (where your scene is the SKNode and your map is the fromNode). That should get you from the generated map coordinate to the scene coordinate. Next, convert that coordinate to the view's coordinate system using your scene's convertPointToView(_:). The point will be out of bounds if it is not in view.
Using a worldNode which includes a playerNode and having the camera center on this node, you can check on/off with this code:
float left = player.position.x - 700;
float right = player.position.x + 700;
float up = player.position.y + 450;
float down = player.position.y - 450;
if((object.position.x > left) && (object.position.x < right) && (object.position.y > down) && (object.position.y < up)) {
if((object.parent == nil) && (object.dead == false)) {
[worldNode addChild:object];
}
} else {
if(object.parent != nil) {
[object removeFromParent];
}
}
The numbers I used above are static. You can also make them dynamic:
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenWidth = screenRect.size.width;
CGFloat screenHeight = screenRect.size.height;
Diving the screenWidth by 2 for left and right. Same for screenHeight.
Related
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 {
...
}
I'm having a hard time setting boundaries and positioning camera properly inside my view after panning. So here's my scenario.
I have a node that is bigger than the screen and I want to let user pan around to see the full map. My node is 1000 by 1400 when the view is 640 by 1136. Sprites inside the map node have the default anchor point.
Then I've added a camera to the map node and set it's position to (0.5, 0.5).
Now I'm wondering if I should be changing the position of the camera or the map node when the user pans the screen ? The first approach seems to be problematic, since I can't simply add translation to the camera position because position is defined as (0.5, 0.5) and translation values are way bigger than that. So I tried multiplying/dividing it by the screen size but that doesn't seem to work. Is the second approach better ?
var map = Map(size: CGSize(width: 1000, height: 1400))
override func didMove(to view: SKView) {
(...)
let pan = UIPanGestureRecognizer(target: self, action: #selector(panned(sender:)))
view.addGestureRecognizer(pan)
self.anchorPoint = CGPoint.zero
self.cam = SKCameraNode()
self.cam.name = "camera"
self.camera = cam
self.addChild(map)
self.map.addChild(self.cam!)
cam.position = CGPoint(x: 0.5, y: 0.5)
}
var previousTranslateX:CGFloat = 0.0
func panned (sender:UIPanGestureRecognizer) {
let currentTranslateX = sender.translation(in: view!).x
//calculate translation since last measurement
let translateX = currentTranslateX - previousTranslateX
let xMargin = (map.nodeSize.width - self.frame.width)/2
var newCamPosition = CGPoint(x: cam.position.x, y: cam.position.y)
let newPositionX = cam.position.x*self.frame.width + translateX
// since the camera x is 320, our limits are 140 and 460 ?
if newPositionX > self.frame.width/2 - xMargin && newPositionX < self.frame.width - xMargin {
newCamPosition.x = newPositionX/self.frame.width
}
centerCameraOnPoint(point: newCamPosition)
//(re-)set previous measurement
if sender.state == .ended {
previousTranslateX = 0
} else {
previousTranslateX = currentTranslateX
}
}
func centerCameraOnPoint(point: CGPoint) {
if cam != nil {
cam.position = point
}
}
Your camera is actually at a pixel point 0.5 points to the right of the centre, and 0.5 points up from the centre. At (0, 0) your camera is dead centre of the screen.
I think the mistake you've made is a conceptual one, thinking that anchor point of the scene (0.5, 0.5) is the same as the centre coordinates of the scene.
If you're working in pixels, which it seems you are, then a camera position of (500, 700) will be at the top right of your map, ( -500, -700 ) will be at the bottom left.
This assumes you're using the midpoint anchor that comes default with the Xcode SpriteKit template.
Which means the answer to your question is: Literally move the camera as you please, around your map, since you'll now be confident in the knowledge it's pixel literal.
With one caveat...
a lot of games use constraints to stop the camera somewhat before it gets to the edge of a map so that the map isn't half off and half on the screen. In this way the map's edge is showing, but the furthest the camera travels is only enough to reveal that edge of the map. This becomes a constraints based effort when you have a player/character that can walk/move to the edge, but the camera doesn't go all the way out there.
I'm writing an App for iPad and iOS 10.
My App uses only one SKScene (size is 1300 by 1000).
I also use one camera defined like this:
myCamera=[[SKCameraNode alloc] init];
myCamera.position=CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
self.camera=myCamera;
[self addChild:myCamera];
I use many SKSpriteNodes that the user can drag around (even beyond the size of the SKScene).
I also use:
[myCamera setScale:newScale];
to deal with pinch to zoom.
I need to know if there is a way to get the max X position of the node that is most distant from position 0,0 in the SKScene on the right hand side without having to read all node positions one by one.
And then do the same for the other three sides (up, left, down).
Keep four floats minX, minY, maxX, maxY. While the user is dragging a node, check if its position exceeds either max or is less than either min. If so, update the corresponding value, e.g.
EDIT use calculateAccumulatedFrame to get the full extent of the node's descendants.
// assuming you have code like this already
skNodeThatIAmDragging.position = currentDragPosition;
CGRect frame = [skNodeThatIAmDragging calculateAccumulatedFrame];
if (self.maxX < frame.origin.x) {
self.maxX = frame.origin.x;
}
if (self.minX > CGRectGetMaxX(frame)) {
self.minX = CGRectGetMaxX(frame);
}
// ... and so on
I have a subclass of SKNode which consists of a few sprites that make up a player. I would like the "camera" to center on this node (Always have the player in the center). Now before you down vote this for it being a duplicate, hear me out. The Apple documents suggest making the player node completely static, and instead moving around a camera node. However in my case I'm applying multiple properties of physics to my character, including velocity impulses. My first thought would be to just apply these impulses to the camera node itself, however this has become impossible due to the fact that the character has a small soft-body physics engine on it. I'm applying velocity to it like so:
player.primaryCircle.physicsBody!.velocity = CGVector(dx: player.primaryCircle.physicsBody!.velocity.dx+relVel.dx*rate, dy: player.primaryCircle.physicsBody!.velocity.dy+relVel.dy*rate)
I managed to get it to partially work with the following code:
override func didSimulatePhysics() {
self.player.position = player.primaryCircle.position
self.camera.position = player.position
centerOnNode(camera)
}
func centerOnNode(node: SKNode) {
let cameraPositionInScene: CGPoint = node.scene!.convertPoint(node.position, fromNode: node.parent!)
node.parent!.position = CGPoint(x:node.parent!.position.x - cameraPositionInScene.x, y:node.parent!.position.y - cameraPositionInScene.y)
}
However that didn't 100% work, as seen here: (It should be focused on the red circle)
http://gyazo.com/b78950e6cc15b60f390cd8bfd407ab56
As you can see, the world/map is moving, however it doesn't seem to be moving fast enough to center the player in the middle. (And note that the "Unamed" text is at a fixed spot on the screen -- That's why it seems to always be in the center)
I think this should still work with physics unless I am not truly understanding the question. We did something similar with our SKATiledMap with that Auto Follow Feature. What you need to do is make sure the player is added to a node you can move (usually a map) as a child and then in the update function you do something like this...(sorry it isn't in swift)
-(void)update
{
if (self.autoFollowNode)
{
self.position = CGPointMake(-self.autoFollowNode.position.x+self.scene.size.width/2, -self.autoFollowNode.position.y+self.scene.size.height/2);
//keep map from going off screen
CGPoint position = self.position;
if (position.x > 0)
position.x = 0;
if (position.y > 0)
position.y = 0;
if (position.y < -self.mapHeight*self.tileWidth+self.scene.size.height)
position.y = -self.mapHeight*self.tileWidth+self.scene.size.height;
if (position.x < -self.mapWidth*self.tileWidth+self.scene.size.width)
position.x = -self.mapWidth*self.tileWidth+self.scene.size.width;
self.position = CGPointMake((int)(position.x), (int)(position.y));
}
}
Map being the node that the player is added to. Hopefully that helps. Also here is the link to the git hub project we have been working on. https://github.com/SpriteKitAlliance/SKAToolKit
I'm using a MKOverlayView for drawing a path onto the apple maps. I'd like to draw many short paths onto it, because I need to colorize the track depending on some other values. But I'm getting some fancy effects doing it that way ... also my start- and ending points are connected, but I don't know why. After zooming in/out the fancy-effect-pattern changes and gets bigger/smaller. It seems that you can see the apple map tiles on my path ...
This is my code, its called inside the drawMapRect method of my overlay view.
for(int i = 0; i < tdpoints.pointCount-1; i++ ){
CGPoint firstCGPoint = [self pointForMapPoint:tdpoints.points[i]];
CGPoint secCGPoint = [self pointForMapPoint:tdpoints.points[i+1]];
if (lineIntersectsRect(tdpoints.points[i], tdpoints.points[i+1], clipRect)){
double val1 = (arc4random() % 10) / 10.0f;
double val2 = (arc4random() % 10) / 10.0f;
double val3 = (arc4random() % 10) / 10.0f;
CGContextSetRGBStrokeColor(context, val1 ,val2, val3, 1.0f);
CGContextSetLineWidth(context, lineWidth);
CGContextBeginPath(context);
CGContextMoveToPoint(context,firstCGPoint.x,firstCGPoint.y);
CGContextAddLineToPoint(context, secCGPoint.x, secCGPoint.y);
CGContextStrokePath(context);
CGContextClosePath(context);
}
}
http://imageshack.us/photo/my-images/560/iossimulatorbildschirmf.jpg/
http://imageshack.us/photo/my-images/819/iossimulatorbildschirmf.jpg/
I'm adding my GPS Points like that. (From Breadcrumbs Apple Example)
CLLocationCoordinate2D coord = {.latitude = 49.1,.longitude =12.1f};
[self drawPathWithLocations:coord];
CLLocationCoordinate2D coord1 = {.latitude = 49.2,.longitude =12.2f};
[self drawPathWithLocations:coord1];
CLLocationCoordinate2D coord2 = {.latitude = 50.1,.longitude =12.9f};
[self drawPathWithLocations:coord2];
This is the adding Method:
-(void) drawPathWithLocations:(CLLocationCoordinate2D)coord{
if (!self.crumbs)
{
// This is the first time we're getting a location update, so create
// the CrumbPath and add it to the map.
//
_crumbs = [[CrumbPath alloc] initWithCenterCoordinate:coord];
[self.trackDriveMapView addOverlay:self.crumbs];
// On the first location update only, zoom map to user location
[_trackDriveMapView setCenterCoordinate:coord zoomLevel:_zoomLevel animated:NO];
} else
{
// This is a subsequent location update.
// If the crumbs MKOverlay model object determines that the current location has moved
// far enough from the previous location, use the returned updateRect to redraw just
// the changed area.
//
// note: iPhone 3G will locate you using the triangulation of the cell towers.
// so you may experience spikes in location data (in small time intervals)
// due to 3G tower triangulation.
//
MKMapRect updateRect = [self.crumbs addCoordinate:coord];
if (!MKMapRectIsNull(updateRect))
{
// There is a non null update rect.
// Compute the currently visible map zoom scale
MKZoomScale currentZoomScale = (CGFloat)(self.trackDriveMapView.bounds.size.width / self.trackDriveMapView.visibleMapRect.size.width);
// Find out the line width at this zoom scale and outset the updateRect by that amount
CGFloat lineWidth = MKRoadWidthAtZoomScale(currentZoomScale);
updateRect = MKMapRectInset(updateRect, -lineWidth, -lineWidth);
// Ask the overlay view to update just the changed area.
[self.crumbView setNeedsDisplayInMapRect:updateRect];
}
}
This is the addCoordinate method:
- (MKMapRect)addCoordinate:(CLLocationCoordinate2D)coord
{
pthread_rwlock_wrlock(&rwLock);
// Convert a CLLocationCoordinate2D to an MKMapPoint
MKMapPoint newPoint = MKMapPointForCoordinate(coord);
MKMapPoint prevPoint = points[pointCount - 1];
// Get the distance between this new point and the previous point.
CLLocationDistance metersApart = MKMetersBetweenMapPoints(newPoint, prevPoint);
NSLog(#"PUNKTE SIND %f METER AUSEINANDER ... ", metersApart);
MKMapRect updateRect = MKMapRectNull;
if (metersApart > MINIMUM_DELTA_METERS)
{
// Grow the points array if necessary
if (pointSpace == pointCount)
{
pointSpace *= 2;
points = realloc(points, sizeof(MKMapPoint) * pointSpace);
}
// Add the new point to the points array
points[pointCount] = newPoint;
pointCount++;
// Compute MKMapRect bounding prevPoint and newPoint
double minX = MIN(newPoint.x, prevPoint.x);
double minY = MIN(newPoint.y, prevPoint.y);
double maxX = MAX(newPoint.x, prevPoint.x);
double maxY = MAX(newPoint.y, prevPoint.y);
updateRect = MKMapRectMake(minX, minY, maxX - minX, maxY - minY);
}
pthread_rwlock_unlock(&rwLock);
return updateRect;
}
Hint
I think my refresh algorithm only refreshes one tile of the whole map on the screen and because every time the drawMapRect method is called for this specific area a new random color is generated. (The rest of the path is clipped and the oder color remains ...).
The "fancy effects" you see are a combination of the way MKMapView calls drawMapRect and your decision to use random colours every time it is draw. To speed up display when the user pans the map around MKMapView caches tiles from your overlay. If one tile goes off screen it can be thrown away or stored in a different cache or something, but the ones still on screen are just moved about and don't need to be redrawn which is good because drawing might mean a trip to your data supply or some other long calculation. That's why you call setNeedsDisplayInMapRect, it only needs to fetch those tiles and not redraw everything.
This works in all the apps I've seen and is a good system on the whole. Except for when you draw something that isn't going to be the same each time, like your random colours. If you really want to colour the path like that then you should use a hash or something that seems random but is really based on something repeatable. Maybe the index the point is at, multiplied by the point coordinate, MD5ed and then take the 5th character and etc etc. What ever it is it must generate the same colour for the same line no matter how many times it is called. Personally I'd rather the line was one colour, maybe dashed. But that's between you and your users.
because whenever you draw any path you need to close it. and as you close the path it automatically draws line between lastPoint and firstPoint.
just remove last line in your path drawing
CGContextClosePath(context);
The purpose of CGContextClosePath is to literally close the path - connect start and end points. You don't need that, StrokePath drew the path already. Remove the line. Also move CGContextStrokePath outside your loop, the approach is to move/add line/move/add line... and then stroke (you can change colors as you do this, which you are).
For the "fancy effects" (tilted line joining), investigate the effects of possible CGContextSetLineJoin and CGContextSetLineCap call parameters.