I have created two nodes, a projectile node and a target node, each with their respective categories and when they both contact each other, both are removed and depending on the projectile, even more projectiles appear.
The projectiles also are removed when they touch the edge of the screen.
Everything works fine until after a "wave" of targets (I created a method to occasionally spawn 5 targets in a set design) appear and scroll across the screen and projectiles are all over the place contacting more and more targets, now I would understand the node count increasing, but the amount is no where near the amount, the game then lags to the point of the FPS being 2 FPS and the game eventually freezing and the node count stuck to 700.
didBeginContact Method
static inline Enemies *nodeFromBody(SKPhysicsBody *body1, SKPhysicsBody *body2, uint32_t category) {
Enemies *node = nil;
if (body1.categoryBitMask & category) {
node = (Enemies *)body1.node;
}
else if (body2.categoryBitMask & category) {
node = (Enemies *)body2.node;
}
return node;
}
-(void)didBeginContact:(SKPhysicsContact *)contact {
SKPhysicsBody *firstBody, *secondBody;
SKSpriteNode *projectile = nil;
SKSpriteNode *offScreen = nil;
Enemies *target = nil;
firstBody = contact.bodyA;
secondBody = contact.bodyB;
projectile = nodeFromBody(firstBody, secondBody, projectileCategory);
offScreen = nodeFromBody(firstBody, secondBody, offScreenCategory);
target = nodeFromBody(firstBody, secondBody, targetsCategory);
if (projectile && target) {
if ([projectile.name isEqualToString:#"firstShot"]) {
NSLog(#"firstShot");
[projectile removeAllActions];
[projectile removeFromParent];
[ProjectilePatterns pattern1:self spawnPoint:target.position];
[target removeAllActions];
[target removeFromParent];
[Enemies wave1:self spawnPoint:CGPointMake(CGRectGetMidX(self.frame) - 525, CGRectGetMidY(self.frame) - 50)];
}
}
enemyClassMethod
// These are the regular targets, the other method that spawns the wave is essentially creating new enemies and returns them positioned in certain positions.
+(Enemies *)wave1:(SKScene *)scene spawnPoint:(CGPoint)location {
SKAction *delay = [SKAction waitForDuration:5];
SKAction *remove = [SKAction removeFromParent];
SKAction *delayAndRemove = [SKAction sequence:#[delay, remove]];
Enemies *enemy1 = [[Enemies alloc] init];
enemy1 = [Enemies spriteNodeWithColor:[SKColor blackColor] size:CGSizeMake(30, 30)];
enemy1.position = location;
enemy1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:enemy1.size];
enemy1.physicsBody.categoryBitMask = targetsCategory;
enemy1.physicsBody.contactTestBitMask = projectileCategory;
enemy1.physicsBody.collisionBitMask = 0;
[scene addChild:enemy1];
[enemy1 runAction:delayAndRemove];
[enemy1.physicsBody applyImpulse:CGVectorMake(12, 0)];
return enemy1;
}
Projectile Pattern
+(ProjectilePatterns *)pattern1:(SKScene *)scene spawnPoint:(CGPoint)location {
SKAction *rotate = [SKAction rotateByAngle:1 duration:0.1];
SKAction *rotateForever = [SKAction repeatActionForever:rotate];
ProjectilePatterns *patternBomb = [[ProjectilePatterns alloc] init];
patternBomb = [ProjectilePatterns spriteNodeWithImageNamed:#"contactBomb"];
patternBomb.position = CGPointMake(location.x + 10, location.y);
patternBomb.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:patternBomb.size];
patternBomb.physicsBody.categoryBitMask = projectileCategory;
patternBomb.physicsBody.contactTestBitMask = targetsCategory | offScreenCategory;
patternBomb.physicsBody.collisionBitMask = 0;
patternBomb.physicsBody.friction = 0;
patternBomb.physicsBody.linearDamping = 0;
patternBomb.name = #"p1";
ProjectilePatterns *patternBomb2 = [[ProjectilePatterns alloc] init];
patternBomb2 = [ProjectilePatterns spriteNodeWithImageNamed:#"contactBomb"];
patternBomb2.position = CGPointMake(location.x - 10, location.y);
patternBomb2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:patternBomb2.size];
patternBomb2.physicsBody.categoryBitMask = projectileCategory;
patternBomb2.physicsBody.contactTestBitMask = targetsCategory | offScreenCategory;
patternBomb2.physicsBody.collisionBitMask = 0;
patternBomb2.physicsBody.friction = 0;
patternBomb2.physicsBody.linearDamping = 0;
patternBomb2.name = #"p1";
[scene addChild:patternBomb];
[patternBomb runAction:rotateForever];
[patternBomb.physicsBody applyImpulse:CGVectorMake(5, 0)];
[scene addChild:patternBomb2];
[patternBomb2 runAction:rotateForever];
[patternBomb2.physicsBody applyImpulse:CGVectorMake(-5, 0)];
return patternBomb;
return patternBomb2;
}
I should also note that the scene's physicsWorld gravity is (0,0). I did this so the impulses movement would be constant.
Related
as the title suggest, i have issue with creating contact between my enemies sprite and the hero laser(bullet). i create my enemies trough the following method and am adding them to the view.
-(void)Enemies{
//not always come
int GoOrNot = [self getRandomNumberBetween:0 to:1];
if(GoOrNot == 1){
SKSpriteNode *enemy;
int randomEnemy = [self getRandomNumberBetween:0 to:1];
if(randomEnemy == 0)
enemy = [SKSpriteNode spriteNodeWithImageNamed:#"enemy_spaceship.png"];
else
enemy = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship15.png"];
enemy.scale = 0.4;
enemy.position = CGPointMake(450, 0);
enemy.hidden = NO;
CGPoint location = CGPointMake(450, 320);
SKAction *moveAction = [SKAction moveTo:location duration:2.5];
SKAction *doneAction = [SKAction runBlock:(dispatch_block_t)^() {
//NSLog(#"Animation Completed");
enemy.hidden = YES;
}];
SKAction *moveAsteroidActionWithDone = [SKAction sequence:#[moveAction,doneAction ]];
[enemy runAction:moveAsteroidActionWithDone withKey:#"asteroidMoving"];
[self addChild:enemy];
_enemyBullets = [[NSMutableArray alloc] initWithCapacity:kNumEnemyBullet];
for (int i = 0; i < kNumEnemyBullet; ++i) {
SKSpriteNode *enemyBullets = [SKSpriteNode spriteNodeWithImageNamed:#"rocket"];
enemyBullets.hidden = YES;
[enemyBullets setXScale:0.5];
[enemyBullets setYScale:0.5];
[_enemyBullets addObject:enemyBullets];
[enemy addChild:enemyBullets];
}
}
}
then i add the bullets through a mutable array and then adding my bullets to the enemies sprites as their child. that part works. i can create contact between hero and the enemy bullet and it gets detected. what i have issue with is that my hero's laser does not create contact with the enemy thus i can't make the enemy take hit from the laser. i tries adding the physics body to the method i am using but throws all the other sprites into hell and they don't respond properly anymore.
the following code is my collision code which i am using in update method:
for (SKSpriteNode *enemyBullets in _enemyBullets) {
if (enemyBullets.hidden) {
continue;
}
if ([_ship intersectsNode:enemyBullets]) {
enemyBullets.hidden = YES;
SKAction *blink = [SKAction sequence:#[[SKAction fadeOutWithDuration:0.1],
[SKAction fadeInWithDuration:0.1]]];
SKAction *blinkForTime = [SKAction repeatAction:blink count:4];
SKAction *shipExplosionSound = [SKAction playSoundFileNamed:#"explosion_large.caf" waitForCompletion:NO];
[_ship runAction:[SKAction sequence:#[shipExplosionSound,blinkForTime]]];
_lives--;
_livesLabel.text = [NSString stringWithFormat:#"%d Lives", _lives];
NSLog(#"your ship has been hit!");
}
}
is there any way that i can use to create a physics body for my enemies so i can create the contact between the hero laser and the enemies sprite with the same structure i have currently ? any help is amazingly appreciated.
You most certainly can create a physics body for your enemies. Right after this code enemy = [SKSpriteNode spriteNodeWithImageNamed:#"enemy_spaceship.png"]; you can add a physics body like this:
enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.size];
enemy.physicsBody.categoryBitMask = CategoryEnemy; // or whatever you need
enemy.physicsBody.collisionBitMask = CategoryRock; // or whatever you need
enemy.physicsBody.contactTestBitMask = CategoryBullet // or whatever you need
enemy.physicsBody.dynamic = NO; // or YES
enemy.physicsBody.allowsRotation = NO; // or YES
enemy.physicsBody.restitution = 0; // or another value between 0 to 1
enemy.physicsBody.friction = 0.0; // or another value between 0 to 1
There are many ways to create a physics body. You can do a rectangle shape, circle shape, outline a texture or draw your own.
You should read the Apple docs on this subject to get a better understanding of what you can do and what properties are available.
I am having trouble having my game begin paused so that the player has to press a button to start the game. I also have collision detection working, so when the two objects collide they just fall off of the screen. Here is my current code:
- (instancetype)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.physicsWorld.contactDelegate = self;
[self buildBackground];
[self startScrolling];
_firstPosition = CGPointMake(self.frame.size.width * 0.817f, self.frame.size.height * .40f);
_squirrelSprite = [SKSpriteNode spriteNodeWithImageNamed:#"squirrel"];
_squirrelSprite.position = _firstPosition;
_atFirstPosition = YES;
_squirrelSprite.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:10];
_squirrelSprite.physicsBody.categoryBitMask = squirrelHitCategory;
_squirrelSprite.physicsBody.contactTestBitMask = nutHitCategory;
_squirrelSprite.physicsBody.collisionBitMask = nutHitCategory;
_squirrelSprite.physicsBody.affectedByGravity = NO;
self.physicsWorld.contactDelegate = self;
[self addChild:_squirrelSprite];
// Declare SKAction that waits 2 seconds
SKAction *wait = [SKAction waitForDuration:3.0];
// Declare SKAction block to generate the sprites
SKAction *createSpriteBlock = [SKAction runBlock:^{
const BOOL isHeads = arc4random_uniform(100) < 50;
NSString* spriteName = isHeads ? #"lightnut.png" : #"darknut.png";
SKSpriteNode *nut = [SKSpriteNode spriteNodeWithImageNamed:spriteName];
BOOL heads = arc4random_uniform(100) < 50;
nut.position = (heads)? CGPointMake(257,600) : CGPointMake(50,600);
nut.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(200,160)];
nut.physicsBody.categoryBitMask = nutHitCategory;
nut.physicsBody.contactTestBitMask = squirrelHitCategory;
nut.physicsBody.collisionBitMask = squirrelHitCategory;
nut.physicsBody.affectedByGravity = NO;
self.physicsWorld.contactDelegate = self;
[self addChild: nut];
SKAction *moveNodeUp = [SKAction moveByX:0.0 y:-700.0 duration:1.3];
[nut runAction: moveNodeUp];
}];
// Combine the actions
SKAction *waitThenRunBlock = [SKAction sequence:#[wait,createSpriteBlock]];
// Lather, rinse, repeat
[self runAction:[SKAction repeatActionForever:waitThenRunBlock]];
}
return self;
}
My touchesBegan:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (_atFirstPosition)
{
SKAction *moveNodeLeft = [SKAction moveByX:-207.8 y:0.0 duration:0.85];
[_squirrelSprite runAction: moveNodeLeft withKey:#"moveleft"];
} else {
SKAction *moveNodeRight = [SKAction moveByX:207.8 y:0.0 duration:0.85];
[_squirrelSprite runAction: moveNodeRight withKey:#"moveright"];
}
_atFirstPosition = !_atFirstPosition;
_squirrelSprite.xScale *= -1.0;
}
Finally, my didBeginContact:
-(void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody, *secondBody;
firstBody = contact.bodyA;
secondBody = contact.bodyB;
if(firstBody.categoryBitMask == squirrelHitCategory || secondBody.categoryBitMask == nutHitCategory)
{
}
}
I've been trying to figure this out for the last 2 weeks and I have read many tutorials and code to start the game with a simple start button and end screen, but nothing has worked. Any help is greatly appreciated!
I would use a navigation controller and have your start button on the root view and have that button push a viewcontroller that presents your game.
I have a object in the scene which is determine by:
SKSpriteNode* object = [SKSpriteNode spriteNodeWithTexture:_objectTexture];
[object setScale:2];
object.position = CGPointMake(0, y);
object.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:object.size];
object.physicsBody.dynamic = NO;
then if my character hit it, it will stay there. Now, I want whenever the character hit the object, the object also move its upper half. How it moves depends on the index.
if index value in range 1, object change texture
if index value in range 2, object and character reflex by normal physical contact law
if index value in range 3, object broken into half
I tried to put
object.physicsBody.dynamic = YES;
then I saw it pulled down and disappear by gravity.
How do I set object dynamic and condition to satisfy the above need?
Thanks a lot for your help !
Added (as requested): My delegate method:
#interface MyScene () <SKPhysicsContactDelegate> {
SKSpriteNode* _character;
SKTexture* _object1;
SKTexture* _object2;
SKAction* _moveObjects;
SKNode* _moving;
SKNode* _objects;
BOOL _canRestart;
NSInteger _index;
SKTexture* characterTexture;
SKSpriteNode* _characterSprite;
}
later part (not sure if it is relevant)
-(id)initWithSize:(CGSize)size{
if (self = [super initWithSize:size]) {
/*Setup Scene here */
self.physicsWorld.gravity = CGVectorMake(0.0, -6.0);
self.physicsWorld.contactDelegate = self;
My objects are moved on scence by:
CGFloat distanceToMove = self.frame.size.width + 2 * _object1.size.width;
SKAction* moveObjects = [SKAction moveByX:-distanceToMove y:0 duration:0.01* distanceToMove];
SKAction* removeObjects = [SKAction removeFromParent];
_moveObjectsAndRemove = [SKAction sequence:#[moveObjects,removeObjects]];
Ps: add didBeginContact:
-(void)didBeginContact:(SKPhysicsContact *)contact{
if (_moving.speed > 0) {
//Score node
if ((contact.bodyA.categoryBitMask & scoreCategory) == scoreCategory || (contact.bodyB.categoryBitMask & scoreCategory) == scoreCategory)
{
_score++;
// Add a little visual
[_scoreLabelNode runAction:[SKAction sequence:#[[SKAction scaleTo:1.5 duration:0.1], [SKAction scaleTo:1.0 duration:0.1]]]];
}
else
//Collided with world
{
_moving.speed = 0;
_character.physicsBody.collisionBitMask = worldCategory;
[_character runAction:[SKAction rotateByAngle:M_PI * _character.position.y*0.01 duration:_character.position.y * 0.03] completion:^{_character.speed = 0; }];
....
}
}
You need to set
object.physicsBody.affectedByGravity = NO;
in my game I am adding enemies to the scene every second , I need to describe an specific distance between pervious object that my main character move through these enemy , here is my codes that add enemy to the scene :
- (void)createEnemy {
int GoOrNot = [self getRandomNumberBetween:0 to:1];
if(GoOrNot == 1){
int randomEnemy = [self getRandomNumberBetween:0 to:1];
if(randomEnemy == 0)
enemy = [[SKSpriteNode alloc]initWithImageNamed:#"car.png"];
else
enemy = [[SKSpriteNode alloc]initWithImageNamed:#"block.png"];
int xPostion = [self placeRandomObject] ;
int yPostion = 1150;
enemy.position = CGPointMake(xPostion, yPostion);
enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:enemy.size];
enemy.name = #"enemy";
enemy.physicsBody.categoryBitMask = enemyCategory;
enemy.physicsBody.contactTestBitMask = carCategory;
enemy.physicsBody.collisionBitMask = 0;
enemy.physicsBody.dynamic = YES;
enemy.physicsBody.usesPreciseCollisionDetection = YES;
[self addChild:enemy];
SKAction *wait = [SKAction waitForDuration:.20];
SKAction *move = [SKAction moveToY:self.scene.frame.origin.y-10 duration:enemySpeed];
SKAction *remove = [SKAction removeFromParent];
SKAction *runAction = [SKAction sequence:#[wait,move , remove]];
[enemy runAction:[SKAction repeatActionForever:runAction]];
}
}
adding enemy :
- (void)addEnemies {
SKAction *wait = [SKAction waitForDuration:.55];
SKAction *callEnemies = [SKAction runBlock:^{ [self createEnemy];}];
updateEnimies = [SKAction sequence:#[wait,callEnemies]];
[self runAction:[SKAction repeatActionForever:updateEnimies] withKey:#"addEnemy"];
}
You can create new variable to hold the last position of the previous enemy.
CGPoint positionOfLastEnemy;
when you create new enemy assign the position of created enemy to this variable:
positionOfLastEnemy = CGPointMake(xPostion, yPostion);
if you need to update the enemy position you can do it in your collision detection method.
After that just use the positionOfLastEnemy variable to calculate the distance you need.
The other way is to add variable to hold the last enemy
SKSpriteNode *lastEnemy;
in your createEnemy method save reference to your created enemy.
lastEnemy = enemy;
And if you need the distance of the last enemy just use
lastEnemy.position
Im making a game in sprite kit and I'm fairly new to iOS programming and i have been working on getting it so when 2 images collide that one is deleted or made invisible. I have been very unsuccessful with this and was wondering if anyone knew how to do it?
Below is the ship (which always stays) and one of the objects to be deleted.
-(void)addShip
{
//initalizing spaceship node
ship = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
[ship setScale:0.5];
ship.zRotation = - M_PI / 2;
//Adding SpriteKit physicsBody for collision detection
ship.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ship.size];
ship.physicsBody.categoryBitMask = shipCategory;
ship.physicsBody.dynamic = YES;
ship.physicsBody.contactTestBitMask = DonutCategory | PizzaCategory | ChocolateCategory | SoftCategory | AppleCategory | GrapeCategory | OrangeCategory | BananaCategory;
ship.physicsBody.collisionBitMask = 0;
ship.physicsBody.usesPreciseCollisionDetection = YES;
ship.name = #"ship";
ship.position = CGPointMake(260,30);
actionMoveRight = [SKAction moveByX:-30 y:0 duration:.2];
actionMoveLeft = [SKAction moveByX:30 y:0 duration:.2];
[self addChild:ship];
}
- (void)shoot1 //donut
{
// Sprite Kit knows that we are working with images so we don't need to pass the image’s extension
Donut = [SKSpriteNode spriteNodeWithImageNamed:#"1"];
[Donut setScale:0.15];
// Position the Donut outside the top
int r = arc4random() % 300;
Donut.position = CGPointMake(20 + r, self.size.height + Donut.size.height/2);
Donut.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:Donut.size];
Donut.physicsBody.categoryBitMask = DonutCategory;
Donut.physicsBody.dynamic = YES;
Donut.physicsBody.contactTestBitMask = shipCategory;
Donut.physicsBody.collisionBitMask = 0;
Donut.physicsBody.usesPreciseCollisionDetection = YES;
// Add the Dount to the scene
[self addChild:Donut];
// Here is the Magic
// Run a sequence
[Donut runAction:[SKAction sequence:#[
// Move the Dount and Specify the animation time
[SKAction moveByX:0 y:-(self.size.height + Donut.size.height) duration:5],
// When the Dount is outside the bottom
// The Dount will disappear
[SKAction removeFromParent]]]];
}
You have to set the delegate of your physics world:
self.physicsWorld.contactDelegate = self;
Then, you have a delegate that is called when two objects contact :
- (void)didBeginContact:(SKPhysicsContact *)contact {
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
if ((firstBody.categoryBitMask & projectileCategory) != 0 &&
(secondBody.categoryBitMask & monsterCategory) != 0)
{
//remove the donut and the target
SKSpriteNode *firstNode = (SKSpriteNode *) firstBody.node;
SKSpriteNode *secondNode = (SKSpriteNode *) secondBody.node;
[firstNode removeFromParent];
[secondNode removeFromParent];
}
}
For more information you can jump to the collision part in this tutorial.