How to move sprite from right to left of screen using CGPathAddArc - path

my sprite position is (screenWidth, screenHeigh/2). i have tried a lot of code which using CGPathAddArc to move sprite from right to left but not success. apple document is so hard to understand. so i post here with a hope someone can help me.
this is one of the code i had used.
if (iPad) {
CGPathAddArc(thePath, NULL, 384.0f , 768, 384.0f , 0.f, -M_PI*3/2, NO);
}
SKAction *moveAction = [SKAction followPath:thePath asOffset:YES orientToPath:NO duration:(5.0f/200.0f)*(iPad ? 384.0f :200.f)];
many thank in advance

If you create a blank SpriteKit project, this slightly modified default code for GameScene.m will make the spaceship fly through from right to left following a half-circle path.
Pls comment if you need further clarification!
Key difference from your code snippet that for [SKAction followPath...] the asOffset parameter is NO, and the orientToPath is YES.
#import "GameScene.h"
#implementation GameScene
-(void)didMoveToView:(SKView *)view {
/* Setup your scene here */
SKLabelNode *myLabel = [SKLabelNode labelNodeWithFontNamed:#"Chalkduster"];
myLabel.text = #"Hello, World!";
myLabel.fontSize = 65;
myLabel.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
[self addChild:myLabel];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
sprite.xScale = 0.5;
sprite.yScale = 0.5;
sprite.position = location;
// HERE COMES THE MODIFICATION
CGMutablePathRef thePath = CGPathCreateMutable();
CGPathAddArc(thePath, NULL, self.frame.size.width/2 , 200, self.frame.size.width/2 , 0.f, -M_PI, NO);
SKAction *moveAction = [SKAction followPath:thePath asOffset:NO orientToPath:YES duration:5.0];
[sprite runAction:[SKAction repeatActionForever:moveAction]];
// HERE ENDS THE MODIFICATION
[self addChild:sprite];
}
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
#end
Hope this helps!

Related

Make an elastic band type slingshot in spritekit

I'm working on a game where I have a line across the bottom of the screen that I use to launch things up into the air. It should behave like a rubber band or a slingshot. I have hacked together something that works, but it's kind of a bad solution and I'm hoping someone can suggest another way. My way basically involved redrawing a mutablepath by repeated calls to the draw method during the touchesMoved method. Again, I know this is a bad way of doing it, so sorry for the horrible code.
-(void)drawLine:(CGPoint)location
{
[_powerLine removeFromParent];
CGPoint pointTL = CGPointMake(19, 131);
CGPoint pointTR = CGPointMake(308, 131);
CGPoint pointBL = CGPointMake(location.x-10, location.y);
CGPoint pointBR = CGPointMake(location.x+10, location.y);
UIBezierPath *lineShape = [UIBezierPath bezierPath];
[lineShape moveToPoint:pointTL];
[lineShape addLineToPoint:pointBL];
[lineShape addLineToPoint:pointBR];
[lineShape addLineToPoint:pointTR];
_powerLine = [SKShapeNode node];
_powerLine.path = lineShape.CGPath;
_powerLine.lineWidth = 2.0;
_powerLine.strokeColor = [SKColor colorWithRed:0.0 green:0 blue:0 alpha:1];
[self addChild:_powerLine];
CGMutablePathRef powerLinePath = CGPathCreateMutable();
CGPathMoveToPoint(powerLinePath, nil, pointTL.x, pointTL.y);
CGPathAddLineToPoint(powerLinePath, nil, pointBL.x, pointBL.y);
CGPathAddLineToPoint(powerLinePath, nil, pointBR.x, pointBR.y);
CGPathAddLineToPoint(powerLinePath, nil, pointTR.x, pointTR.y);
_powerLine.physicsBody = [SKPhysicsBody bodyWithEdgeChainFromPath:powerLinePath];
_powerLine.physicsBody.categoryBitMask = WFPhysicsCategoryPowerline;
_lastBR = pointBR;
_lastBL = pointBL;
}
I'm hoping there is a better way to do this other than constantly redrawing it when the person pulls the line down to shot the object up in the air. I looked into spring joints but couldn't convince them to work. The other problem I had with spring joints was how to get the image to stretch to match where the line should be. This approach solves trying to stretch an image by simply eliminating the image. It would be nice to use springs so that I could avoid having to hand code the physics of this.
Anyone have thoughts on how to do this?
I'm not sure if you're concerned about how to draw a convincing elastic band onscreen, or how to emulate the physics of one. If it's the former I can't help you much, but if it's the latter you could try something like this! You should be able to copy and paste it into an existing sprite kit app to play around with it, just initialize it and call SKView's presentScene: with it.
(header file)
#import <SpriteKit/SpriteKit.h>
#interface SlingScene : SKScene
#end
(implementation file)
#import "SlingScene.h"
#interface SlingScene ()
#property (nonatomic, strong) SKAction *slingAction;
#end
#implementation SlingScene
- (instancetype)initWithSize:(CGSize)size {
self = [super initWithSize:size];
if (self) {
CGPoint center = CGPointMake(self.size.width/2.0, self.size.height/2.0);
self.slingAction = [SKAction sequence:
#[[SKAction waitForDuration:0.1],
[SKAction runBlock:
^{
[self.physicsWorld removeAllJoints];
}
]]];
// Create a square, which will be slung by the spring
SKSpriteNode *square =
[SKSpriteNode spriteNodeWithColor:[SKColor whiteColor]
size:CGSizeMake(60.0, 60.0)];
square.position = CGPointMake(center.x, center.y - 2*square.size.height);
square.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:square.size];
square.physicsBody.collisionBitMask = 0;
square.name = #"square";
// Create a post to anchor the square to
SKShapeNode *post = [SKShapeNode node];
post.path = CGPathCreateWithEllipseInRect(
CGRectMake(0.0, 0.0, 60.0, 60.0), NULL);
post.fillColor = [SKColor brownColor];
post.strokeColor = [SKColor brownColor];
post.position = CGPointMake(center.x-30.0, center.y-30.0);
post.physicsBody =
[SKPhysicsBody bodyWithCircleOfRadius:60.0 center:center];
// Give the post a near-infinite mass so the square won't tug at it
// and move it around
post.physicsBody.mass = 1000000;
post.physicsBody.affectedByGravity = NO;
// Set their collision bit masks to the same value to allow them to pass
// through each other
post.physicsBody.collisionBitMask = 0;
square.physicsBody.collisionBitMask = 0;
// Add them to the scene
[self addChild:post];
[self addChild:square];
// Connect them via a spring
SKPhysicsJointSpring *spring =
[SKPhysicsJointSpring jointWithBodyA:post.physicsBody
bodyB:square.physicsBody
anchorA:center
anchorB:square.position];
spring.damping = 0.4;
spring.frequency = 1.0;
[self.physicsWorld addJoint:spring];
// Lower gravity from the default {0.0, -9.8} to allow the
// square to be slung farther
self.physicsWorld.gravity = CGVectorMake(0.0, -4.0);
}
return self;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
// Move the square to the touch position
SKSpriteNode *square = (SKSpriteNode *)[self childNodeWithName:#"square"];
CGPoint location = [[touches anyObject] locationInNode:self];
[square runAction:[SKAction moveTo:location duration:0.1]];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
// Sling the square by
// 1. allowing the spring to accelerate it, and
// 2. removing the spring altogether
[self runAction:self.slingAction];
}
#end
Another method might be to compute the x and y positions relative to a specific point, and apply an impulse in the opposite direction. For example, if you find dx = -100.0 and dy = -100.0, you could use applyImpulse:CGVectorMake(-dx, -dy) to launch it up and right. Using the spring joint gives you some acceleration, however.

Really need SKSpriteNode children to shoot correctly

So I have a shipNode (which is initially facing right) with two children called _laserCannon1(and 2) that are configured by the method below:
-(void)initializeLaserCannonLocations
{
CGSize size = CGSizeMake(4.0, 4.0);
_laserCannon1 = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:size];
_laserCannon2 = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:size];
_laserCannon1.position = CGPointMake(self.size.width/2, self.size.height/2 + 15);
_laserCannon2.position = CGPointMake(self.size.width/2, self.size.height/2 - 15);
[self addChild:_laserCannon1];
[self addChild:_laserCannon2];
}
Then I am later "firing" lasers from them based off of the ship's zRotation as follows
-(void)fireLocalLaser
{
CGVector standardLaserVelocity = CGVectorMake(700*cosf(_myShip.zRotation - _myShip.laserCannon1.zRotation),
700*sinf(_myShip.zRotation - _myShip.laserCannon2.zRotation));
[self spawnLaserFrom:CGPointAdd(_myShip.laserCannon1.position, ship.position); withVelocity:standardLaserVelocity fromShip:_myShip];
[self spawnLaserFrom:CGPointAdd(_myShip.laserCannon2.position, ship.position); withVelocity:standardLaserVelocity fromShip:_myShip];
}
Now everything works fine when the ships is facing directly left or right, but for some odd reason as the ship begins to face more towards the top or bottom the shots are fired increasingly towards the middle of the ship, to the point that once the ship is facing vertically both shots are fired from the middle.position.x of the ship. Does it have to do with something from where I placed my _laserCannons?
I hope my math teacher doesn't see this!
Your problem is with the relative position of your 2 laser cannons as they rotate. I have included a picture so I don't have to go into a long winded description of what is happening.
I have included code for a kinda, sorta, duct tape solution on how you can do this if you really want to. It ain't pretty but it works. The code is good from 0 to 90 degrees so you should be able to work out the rest from there if you have your heart set on having 2 cannons. BUT I would strongly suggest your Mighty Space Empire invest in single cannon ships, as it will make your coding job a whole lot easier!
#implementation MyScene {
SKSpriteNode *ship1;
SKShapeNode *turret1;
SKShapeNode *turret2;
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size]) {
self.physicsWorld.contactDelegate = self;
[self createSpaceships];
}
return self;
}
-(void)createSpaceships {
ship1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(50, 50)];
ship1.position = CGPointMake(300, 150);
ship1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ship1.size];
ship1.physicsBody.dynamic = NO;
[self addChild:ship1];
SKSpriteNode *frontOfShip = [SKSpriteNode spriteNodeWithColor:[SKColor grayColor] size:CGSizeMake(2, 50)];
frontOfShip.position = CGPointMake(25, 0);
[ship1 addChild:frontOfShip];
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
// touch the left side of the screen to rotate the ship by +0.0785398 radians
// touch the right hand side of the screen to fire lasers
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self.scene];
if(touchLocation.x < self.size.width/2) // left side of screen
{
SKAction *block0 = [SKAction runBlock:^{
ship1.zRotation = ship1.zRotation +0.0785398;
}];
[self runAction:block0];
} else // right side of screen
{
float turret1offsetX = 0;
float turret1offsetY = 0;
float turret2offsetX = 0;
float turret2offsetY = 0;
if((ship1.zRotation >0) && (ship1.zRotation <=0.785399))
{
turret1offsetX = (14/0.785398) * ship1.zRotation;
turret1offsetY = (23/0.785398) * ship1.zRotation;
turret2offsetX = (-20/0.785398) * ship1.zRotation;
turret2offsetY = (10/0.785398) * ship1.zRotation;
}
if((ship1.zRotation >0.785399) && (ship1.zRotation <=1.570797))
{
turret1offsetX = (14 - (9/0.785398)) * ship1.zRotation;
turret1offsetY = -4 + (27/0.785398) * ship1.zRotation;
turret2offsetX = (3 - (25/0.785398)) * ship1.zRotation;
turret2offsetY = 20 - (10/0.785398) * ship1.zRotation;
}
int x = ship1.position.x + 1000 * cos(ship1.zRotation);
int y = ship1.position.y + 1000 * sin(ship1.zRotation);
turret1 = [SKShapeNode node];
CGMutablePathRef pathToDraw = CGPathCreateMutable();
CGPathMoveToPoint(pathToDraw, NULL, (ship1.position.x+20)+turret1offsetX, (ship1.position.y-25)+turret1offsetY);
CGPathAddLineToPoint(pathToDraw, NULL, x, y);
turret1.path = pathToDraw;
[turret1 setStrokeColor:[UIColor redColor]];
[self addChild:turret1];
turret2 = [SKShapeNode node];
CGMutablePathRef pathToDraw2 = CGPathCreateMutable();
CGPathMoveToPoint(pathToDraw2, NULL, (ship1.position.x+20)+turret2offsetX, (ship1.position.y+25)+turret2offsetY);
CGPathAddLineToPoint(pathToDraw2, NULL, x, y);
turret2.path = pathToDraw2;
[turret2 setStrokeColor:[UIColor redColor]];
[self addChild:turret2];
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[turret1 removeFromParent];
[turret2 removeFromParent];
}
#end
Yes as sangony put it, it really just has to do with your relative positioning of the _laserCannons from your shipNode. I would personally just start with a singular laserCannon for now, and get more comfortable with the math involved until you feel ready to move on to adding more.

SpriteKit crash on run action on other SKScene

I have a crash in interesting form. I setUp SKAction like
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
self.backgroundColor = [SKColor colorWithWhite:255 alpha:1];
[self createNinja];
[self setUpJump];
}
return self;
}
- (void)setUpJump
{
SKTextureAtlas *jumpAtlas = [SKTextureAtlas atlasNamed:#"Ninja_jump"];
SKTexture *jump1 = [jumpAtlas textureNamed:#"Ninja_jump_1"];
SKTexture *jump2 = [jumpAtlas textureNamed:#"Ninja_jump_2"];
SKTexture *jump3 = [jumpAtlas textureNamed:#"Ninja_jump_3"];
SKTexture *jump4 = [jumpAtlas textureNamed:#"Ninja_jump_4"];
SKAction *jumpUpAnimation = [SKAction animateWithTextures:#[jump1, jump2, jump3, jump4]
timePerFrame:0.07];
SKAction *jumpDownAnimation = [SKAction animateWithTextures:#[jump3, jump2, jump1, [SKTexture textureWithImageNamed:#"Ninja"]]
timePerFrame:0.07];
SKAction *wait = [SKAction waitForDuration:0.3];
self.jumpAction = [SKAction sequence:#[jumpUpAnimation, wait, jumpDownAnimation]];
}
But when I don't run this action on first SKScene and go to other SKScene, when I set up the same action, I have a crash
But if I run this action on first SKScene, everything is OK on next SKScene.
Is there problem in SpriteKit in SKTexture?
Run my action like that
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches)
{
CGPoint location = [touch locationInNode:self];
SKSpriteNode *ninja = (SKSpriteNode *)[self childNodeWithName:#"ninja"];
if (location.x > 230 &&
(location.x < 419 && location.y > 500))
{
[ninja runAction:self.jumpAction];
}
}
}
Not 100% sure what you are saying but if I read you right, you are setting up an SKAction property jumpAction in the first scene and are referring to that action in the other scene's touchesBegan: method(?):
[ninja runAction:self.jumpAction];
If you are not setting up the self.jumpAction for your second scene, then you are essentially saying [ninja runAction:nil];
I personally find it a good idea to tie actions as close as possible to the node that is supposed to perform it (in this case the sprite). If you are reusing a lot of actions for different nodes creating an ActionFactory class could be another way to go about it...

Sprite Kit Joints

I am trying to make an animated character that can reach out for things on the screen, without moving his torso.
If he can not reach than his hand should go the maximal amount in this direction and then be counteracted by the physical limitation of his static torso.
So in my code the green rectangle (hand) moves where I click and the torso follows.
I would like to be able to make the red rect (body) stationary and make the green rectangle "point" at the touch point position.
I have tried to apply a fixed joint to between the scene and the red body rectangle, but this did not seem to work.
- (void) createSceneContent
{
SKSpriteNode *body = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(100, 100)];
body.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:body];
body.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:body.size];
body.physicsBody.affectedByGravity = NO;
body.physicsBody.dynamic = YES;
self.hand = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:CGSizeMake(150, 20)];
self.hand.position = CGPointMake(body.position.x + body.size.width / 2 + self.hand.size.width / 2, body.position.y);
[self addChild:self.hand];
self.hand.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.hand.size];
self.hand.physicsBody.dynamic = NO;
self.scene.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
[self.physicsWorld addJoint:[SKPhysicsJointPin jointWithBodyA:body.physicsBody bodyB:self.hand.physicsBody anchor:CGPointMake(body.position.x + body.size.width / 2, body.position.y)]];
[self.hand runAction:[SKAction moveByX:100 y:10 duration:0.1]];
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
[self.hand runAction:[SKAction moveTo:location duration:0.1]];
}
First of all, you don't really need to use physics here, if you only want the arm to point at the touched location.
Just change the arm node's anchorPoint to the shoulder (where you would put the pin on the joint) and rotate it around that point (the point is held in a helper shoulderNode, so that it's easy to convert to its coordinates later). You can calculate the rotation angle using atan2f. Here's the code:
- (void) createSceneContent
{
SKSpriteNode *body = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(100, 100)];
body.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:body];
self.hand = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:CGSizeMake(150, 20)];
self.hand.position = CGPointMake(body.position.x + body.size.width*0.5, body.position.y);
self.hand.anchorPoint = CGPointMake(0, 0.5);
[self addChild:self.hand];
SKNode *shoulderNode = [SKNode node];
shoulderNode.position = self.hand.position;
shoulderNode.name = #"shoulderNode";
[self addChild:shoulderNode];
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
CGPoint locationConv = [self convertPoint:location toNode:[self childNodeWithName:#"shoulderNode"]];
self.hand.zRotation = (atan2f(locationConv.y, locationConv.x));
}
On the other hand, if you ever need to use physics bodies here, it's probably a bad idea to use SKActions to move the arm, and you also might want to set body.physicsBody.dynamic = NO to make the torso static. Then, make sure you add the pin joint correctly, and set its frictionTorque property to a high value to get less dangling. One of the ways to make the hand point at the right location is its velocity vector set in the update method - just use the converted location coordinates (here they are relative to the body node's centre). Full example code:
- (void) createSceneContent {
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
body = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(100, 100)];
body.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:body];
body.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:body.size];
body.physicsBody.dynamic = NO;
body.physicsBody.affectedByGravity = YES;
self.hand = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:CGSizeMake(20, 150)];
// experiment with the anchorPoint for different results
self.hand.anchorPoint = CGPointMake(0.5, 0);
self.hand.position = CGPointMake(body.position.x, body.position.y);
[self addChild:self.hand];
self.hand.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.hand.size];
self.hand.physicsBody.dynamic = YES;
self.hand.physicsBody.affectedByGravity = NO;
SKPhysicsJointPin *pinHand = [SKPhysicsJointPin jointWithBodyA:body.physicsBody bodyB:self.hand.physicsBody anchor:CGPointMake(body.position.x, body.position.y-5)];
[self.physicsWorld addJoint:pinHand];
// experiment with the friction torque value to achieve desired results
pinHand.frictionTorque = 1.0;
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
location = [touch locationInNode:self];
}
-(void)update:(CFTimeInterval)currentTime {
CGPoint locationConv = [self convertPoint:location toNode:body];
// experiment with the multiplier (here: 10) for faster/slower movement
self.hand.physicsBody.velocity = CGVectorMake(locationConv.x*10, locationConv.y*10);
}
Hope that helps!

How to calibrate a sprites touchLocation after zoom

I add a sprite on the background sprite and then zoom (pinch) the background and by that the sprite as well.
After the zoom i want to be able to click right on the "zoomed" sprite and then move (pan) it. However, to catch the sprite i have to click outside of the sprite. I guess that is due to the zoom and coordinates.
I would really need some help how to make it so that i always only need to click on the actual sprite if it is in it's original state or zoomed up or down.
I will also implement UIScrollView so i can move around the background but would like to fix this first.
Here is the code i use to test this:
- (void)didMoveToView:(SKView *)view {
_background = [SKSpriteNode spriteNodeWithImageNamed:#"background"];
_background.name = #"background";
[_background setAnchorPoint:CGPointZero];
// _background.anchorPoint = CGPointMake(0.0, 0.1);
self.scaleMode = SKSceneScaleModeResizeFill;
[self addChild:_background];
SKLabelNode *texT = [SKLabelNode labelNodeWithFontNamed:#"Ariel"];
texT.text = #"X";
texT.position = CGPointMake(160, 260);
[_background addChild:texT];
_panGesture = [[UIPanGestureRecognizer alloc]initWithTarget:self action:#selector(handlePan:)];
[self.view addGestureRecognizer:_panGesture];
_pinchGesture = [[UIPinchGestureRecognizer alloc]initWithTarget:self action:#selector(handlePinch:)];
[self.view addGestureRecognizer:_pinchGesture];
/* Setup your scene here */
self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
sprite.xScale = 0.2;
sprite.yScale = 0.2;
sprite.position = CGPointMake(160, 260);
sprite.name = #"sprite";
[_background addChild:sprite];
}
- (void)handlePan:(UIPanGestureRecognizer *)sender {
NSLog(#"handlePan:");
if (![_currentNode.name isEqualToString:#"background"]) {
_touchLocation = [sender locationInView:sender.view];
_touchLocation = [self convertPointFromView:_touchLocation];
_currentNode.position = _touchLocation;
}
}
- (void)handlePinch:(UIPinchGestureRecognizer *) sender {
NSLog(#"handlePinch: %f",sender.scale);
[self runAction:[SKAction scaleBy:sender.scale duration:0]];
sender.scale = 1;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"touchesBegan");
//////DO THE FIRST TOUCH//////
_actualTouch = [touches anyObject];
_touchLocation = [_actualTouch locationInNode:self];
_currentNode = [self nodeAtPoint:_touchLocation];
NSLog(#"TouchBegan:_touchLocation:%#", NSStringFromCGPoint(_touchLocation));
NSLog(#"_currentNode.name: %#", _currentNode.name);
}
#end
I had this same problem and I found that the solution is to resize instead of scale. The physics seem to still work as expected and now the touch events will too. I came across this solution here. The scaleMode in your didMoveToView needs to be changed as well, see below.
self.scaleMode = SKSceneScaleModeAspectFill;
- (void)handlePinch:(UIPinchGestureRecognizer *) sender {
NSLog(#"handlePinch: %f",sender.scale);
//[self runAction:[SKAction scaleBy:sender.scale duration:0]];
self.size = CGSizeMake(self.size.width/sender.scale,self.size.height/sender.scale);
sender.scale = 1;
}
In my own implementation I had set upper and lower limits to the zoom level as well.

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