How to limit the number of nodes? (Spritekit) - ios

I have a little problem. check it out:
override func touchesBegan(touches: Set, withEvent event: UIEvent) {
for touch in (touches as! Set<UITouch>) {
var Location:CGPoint = touch.locationInNode(self)
var Node:SKNode = self.nodeAtPoint(Location)
if(Location.x < self.size.width/2) {
node2.addchild(sprite2)
node1.removeFromParent()
}
if (Location.x > self.size.width/2) {
node1.addchild(sprite1)
node2.removeFromParent()
}
The problem is that when I tap for exmple 10 times on the same side of the screen (let's say, the right side) it apppears 10 spritenodes and I can't use "hidden" because of the physicsBody. Can you guys help me?

Related

How to speed up the movement of the object?

In the scene of a finger you can move the object. But if you just speed up the movement of the finger on the screen - the object remains in place. Is it possible to accelerate the speed of its movement? Duration is already set to 0
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.locationInNode(self)
let node = self.nodeAtPoint(touchLocation)
if (node.name == "circle") {
let moveAction = SKAction.moveTo(touchLocation, duration: 0)
figureUser.runAction(moveAction)
}
}
Your problem is not the speed, your problem is you are moving so fast on the screen, that your touch is not recognizing a node underneath it anymore because the node is physically not underneath it. How you handle this problem is on the touch begin event, you check for a node, and assign this node to a variable. Then on the touch move event, update the new variable. Finally on touch end, clear the variable. Note, you would need to handle this code for things like multi touch
var movingNode : SKNode?
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.locationInNode(self)
let node = self.nodeAtPoint(touchLocation)
if (node.name == "circle") {
movingNode = node
let moveAction = SKAction.moveTo(touchLocation, duration: 0)
figureUser.runAction(moveAction)
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.locationInNode(self)
let moveAction = SKAction.moveTo(touchLocation, duration: 0)
//at this point I am lost, how does node even relate here,
//is figureUser suppose to be node?
figureUser.runAction(moveAction)
}

How do I make a SKSpriteNode that does not respond to touch if it's pixels are transparent?

I am creating a game for iOS using sprite kit written in swift. I have a bunch of SKSpriteNode on a screen that can be dragged around. They are various shapes such as a person, an apple, a book etc. The problem is, say the person is in front of the apple but you can see the apple behind the person through the transparent pixels in the persons image (png). When you go to touch the apple to move it, the person gets selected because of those transparent pixels instead of the apples.
How do I make a SKSpriteNode that does not respond to touch if it's pixels are transparent?
If you want to select a sprite that is partially hidden by another sprite, you can use nodesAtPoint:CGPoint to obtain an array of nodes that are under the user's touch. You can then iterate over the nodes in the array to find and select the node closest to the touch point. Here's a quick example of how to do that in Swift:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
if let touch = touches.first as? UITouch {
let location = touch.locationInNode(self)
var closest:CGFloat?
let nodes = nodesAtPoint(location)
for node in nodes as! [SKNode] {
if let sprite = node as? SKSpriteNode {
// Calculate the distance from the node to the touch
let dx = location.x - node.position.x
let dy = location.y - node.position.y
let distance = dx*dx + dy*dy
// Find the closest
if closest == nil || distance < closest! {
closest = distance
selected = sprite
}
}
}
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
if let sprite = selected {
if let touch = touches.first as? UITouch {
let location = touch.locationInNode(self)
sprite.position = location
}
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
selected = nil
}
Here's a clip of shapes being moved by touch with the above code:

Detect touch on SKNode (swift)

I have created a container node to put in all my SKSpriteNodes that need to be moved all in one touch, I can detect touches on them normally in iOS 8 but in iOS 7 I can only detect touches on my main node and when I touch an SKSpriteNode that it's in the container node nothing happens.. How can I fix this?
let lvlsNode = SKNode()
override func didMoveToView(view: SKView) {
self.addChild(lvlsNode)
axe = SKSpriteNode(imageNamed:"axe")
axe.anchorPoint = CGPointMake(1, 0)
axe.size = CGSizeMake(axe.size.width/1.4, axe.size.height/1.4)
axe.position = CGPointMake(0+screenWidth/7, shield.position.y-shield.size.width*1.4)
axe.zPosition = 12
axe.name = "axe"
lvlsNode.addChild(axe)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if node.name == "axe" {
// do something.... this work in iOS8 but not in iOS 7.1
}
Yournode.name = "nodeX"
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first as UITouch!
if atPoint((touch?.location(in: self))!).name == Yournode.name {
//Your code
}
}

How can I avoid a delay with continues touch detection in swift?

I want control a character on my screen with a continuous swipe gesture. As soon as I do a swipe +x or -x my character moves left or right. And as long as I hold my finger it continuous to move to the direction in that I swiped. When I swipe into the opposite direction of my last swipe without leaving my finger from the touch ground, my character should move into this direction. When I release my finger from the touch screen, my character should stops instantly.
My problem is that there is often a small delay within the change of direction. And this delay makes it less precise.
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
var player = self.childNodeWithName("man")
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(location)
lastFingerPosition = location
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent){
var player = self.childNodeWithName("man")
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(location)
if(location.x > lastFingerPosition?.x){
movePlayer("right")
} else if(location.x < lastFingerPosition?.x)
movePlayer("left")
}
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
var player = self.childNodeWithName("man")
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(location)
if(touchedNode.name != "buttonFire"){
player?.removeAllActions()
lastMoveDirection = ""
}
}
}
func movePlayer(direction: String) {
var player = self.childNodeWithName("man")
if(lastMoveDirection != direction){
player?.removeAllActions()
lastMoveDirection = direction
var duration:CGFloat? = 0
var x = player?.position.x
duration = x!
if(direction == "left"){
var xDestination:CGFloat = 10
var run = SKAction.moveToX(10, duration: NSTimeInterval(Double(duration! / runSpeed)))
player?.runAction(run, withKey: "moveLeft")
} else if(direction == "right") {
duration = self.frame.width - x!
var xDestination = frame.size.width - 1
var run = SKAction.moveToX(xDestination, duration: NSTimeInterval(Double(duration! / runSpeed)))
player?.runAction(run, withKey: "moveRight")
}
}
}
I think it is not a programmatic problem. It is more an issue of the control itself. Because a swipe with your finger into one direction and then, a swipe to the opposite direction results in a rotation of your thumb.
And while it's rotating a little bit, it is not moving and that causes the feeling of a delay.
I guess this control is useless, if you need really precise moves - just because of the anatomy of our thumbs.

touchesMoved when two nodes across swift

I had a problem with movning some nodes around but I found a way (finally) but then I faced a problem which is : when two nodes gets across the touch will move from one node to the other ! but what I want is when I touch a node I will move it until I move my finger from the screen
here is my code :
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
var location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if node == firstCard{
firstCard.position = location
}else if node == secondCard{
secondCard.position = location
println("Second Card Location")
println(secondCard.position)
}else{
println("Test")
}
}
}
You need to keep track of the SKNode the finger touched in touchesBegan
First thing to remember is the the same UITouch object is returned for each finger in touchesMoved with different locations. So we can keep track of the each touch in the node using a touchTracker dictionary.
var touchTracker : [UITouch : SKNode] = [:]
Also give a name to each card, so that we can keep track of the nodes that need to be moved. For example.
card1.name = "card"
card2.name = "card"
In touchesBegan, we will add the node that is under the touch to the touchTracker.
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch in touches {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
if (node.name == "card") {
touchTracker[touch as UITouch] = node
}
}
}
When a touch is moved inside touchesMoved, we will get the node back from the touchTracker and update its position.
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
for touch in touches {
let location = touch.locationInNode(self)
let node = touchTracker[touch as UITouch]
node?.position = location
}
}
In touchesEnded, we update the final position again, and remove the touch key-value pair from touchTracker.
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
for touch in touches {
let location = touch.locationInNode(self)
let node = touchTracker[touch as UITouch]
node?.position = location
touchTracker.removeValueForKey(touch as UITouch)
}
}

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