Adding a start and end screen in ios game - ios

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.

Related

Spritekit Reset Scene Problems

I'm trying to have a button that when pressed, will reset the scene. The button works fine however on the second time, certain nodes are in different positions and physics contacts are being triggered. Here's my code
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
if (inGame == false) {
inGame = true;
gravity = -7;
SKAction *wait = [SKAction waitForDuration:1.5];
SKAction *moveOff = [SKAction moveBy:CGVectorMake(-25000, 0) duration:100];
SKAction *sequence = [SKAction sequence:#[wait, moveOff]];
[startRamp runAction:sequence];
[tapToStart runAction:sequence];
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:#"Ball"];
ball.position = CGPointMake(CGRectGetMaxX(self.frame)/(CGRectGetMaxX(self.frame)/64), CGRectGetMidY(self.frame)*1.3);
ball.scale = CGRectGetMaxX(self.frame)/((CGRectGetMaxX(self.frame)*8));
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
ball.physicsBody.categoryBitMask = playerMask;
ball.physicsBody.contactTestBitMask = playerMask2;
[self addChild:ball];
nodeLocation = ball;
ball = nodeLocation;
}
else if (timeCountStart >= 90) gravity *= -1;
else if (moveNextScene == true) {
[self.view presentScene:self.scene transition:[SKTransition doorwayWithDuration:2]];
}
moveNextScene = true;
}

Game increases node count drastically and freezes

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.

stop impulse on SKSpriteKit click

i'm trying to create an pause button in my game. at the moment when you click on the screen it will apply an impulse on the mover spriteNode. The problem is that it still applying the impulse when i click the pause button. How can i create an pause button without creating the impulse also.
i've tried changing the if statements to an else if and then making the last impulse part the else part, but this wont work.
touchBegan method:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//if fire button touched, bring the rain
if ([node.name isEqualToString:#"repeat"]) {
SKTransition *reveal = [SKTransition fadeWithDuration:2.0 ];
MyScene *newScene = [[MyScene alloc] initWithSize: CGSizeMake(self.size.width,self.size.height)];
// Optionally, insert code to configure the new scene.
[self.scene.view presentScene: newScene transition: reveal];
}
if ([node.name isEqualToString:#"home"]) {
SKTransition *reveal = [SKTransition fadeWithDuration:2.0 ];
Menu *newScene = [[Menu alloc] initWithSize: CGSizeMake(self.size.width,self.size.height)];
// Optionally, insert code to configure the new scene.
[self.scene.view presentScene: newScene transition: reveal];
}
if ([node.name isEqualToString:#"pause"]) {
[self pausedMenu];
}
if ([node.name isEqualToString:#"start"]) {
[self startMenu];
}
showpipes = showpipes + 1;
if (showpipes == 1) {
self.physicsWorld.gravity = CGVectorMake( 0.0, -5.0 );
SKAction* spawn = [SKAction performSelector:#selector(spawnPipes) onTarget:self];
SKAction* delay = [SKAction waitForDuration:2.0];
SKAction* spawnThenDelay = [SKAction sequence:#[spawn, delay]];
SKAction* spawnThenDelayForever = [SKAction repeatActionForever:spawnThenDelay];
[self runAction:spawnThenDelayForever];
}
started = 1;
if (noImpulse == 1) {
if (started == 1) {
mover.physicsBody.restitution = 0.0;
mover.physicsBody.velocity = CGVectorMake(0, 0);
[mover.physicsBody applyImpulse:CGVectorMake(0, 15)];
}
}
}
PAUSEDMENU METHOD:
-(void)pausedMenu
{
self.scene.paused = YES;
mover.scene.paused = YES;
[repeatButton removeFromParent];
[homeButton removeFromParent];
[menuBackground removeFromParent];
menuBackground = [SKSpriteNode spriteNodeWithColor:[SKColor colorWithWhite:0.0 alpha:0.3] size:CGSizeMake(self.frame.size.width*2, self.frame.size.height*2)];
[self addChild:menuBackground];
[pauseButton removeFromParent];
startButton = [SKSpriteNode spriteNodeWithImageNamed:#"staart"];
startButton.name = #"start";
startButton.position = CGPointMake(20, self.size.height-20);
startButton.size = CGSizeMake(40, 40);
[self addChild:startButton];
repeatButton = [SKSpriteNode spriteNodeWithImageNamed:#"repeat"];
repeatButton.name = #"repeat";
repeatButton.position = CGPointMake(self.size.width/2+30, self.size.height/2);
repeatButton.size = CGSizeMake(repeatButton.size.width/2, repeatButton.size.height/2);
[self addChild:repeatButton];
homeButton = [SKSpriteNode spriteNodeWithImageNamed:#"home"];
homeButton.name = #"home";
homeButton.position = CGPointMake(self.size.width/2-30, self.size.height/2);
homeButton.size = CGSizeMake(homeButton.size.width/2, homeButton.size.height/2);
[self addChild:homeButton];
}
Check out
https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKView/Reference/Reference.html#//apple_ref/occ/instp/SKView/paused
If you pause your SKView that contains the game, all the state will be truly paused and you will be able to resume it after the pause menu has been dismissed. You'll have to present the pause menu in another SKView then the one that your game is contained in.

SKScene transition, memory deallocation

Ok, i've read the iOS Games book and i've searched for my question in a number of sites and although I do find that a number of people had this problem, I haven't found a solution as such.
I am building a game where I transition a few times from a SKScene to another SKScene. What happens is that even when I transition from a simple SKScene, as the example bellow, to an empty SKScene the memory does not get deallocated. I've heard that I need to remove any strong references to my SKScene, but I do not believe that my code bellow has any:
#import "LaunchScene.h"
#import "EmptyScene.h"
#implementation LaunchScene
{
float _scaleForDevice;
}
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
_scaleForDevice = 0.5;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
_scaleForDevice = 0.208335;
}
SKSpriteNode *bg;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone && IS_WIDESCREEN) {
bg = [SKSpriteNode spriteNodeWithImageNamed:#"launchBackground-568h"];
} else {
bg = [SKSpriteNode spriteNodeWithImageNamed:#"launchBackground"];
}
bg.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
bg.zPosition = 10;
bg.name = #"launchBackground";
[self addChild:bg];
for (int i = 0; i < 5; i++) {
SKSpriteNode *launch = [SKSpriteNode spriteNodeWithImageNamed:[NSString stringWithFormat:#"launch%d",i]];
launch.position = CGPointMake(self.size.width, 0);
launch.anchorPoint = CGPointMake(0.5, 0.5);
launch.zPosition = 1000+i;
launch.name = [NSString stringWithFormat:#"launch%d",i];
[launch setScale:_scaleForDevice];
[self addChild:launch];
if (i == 0 || i == 2) {
SKAction* rotate = [SKAction rotateByAngle:-RadiansToDegrees(360) duration:10000*(i+1)];
[launch runAction:rotate];
} else if (i == 1) {
SKAction* rotate = [SKAction rotateByAngle:RadiansToDegrees(360) duration:10000*(i+1)];
[launch runAction:rotate];
}
}
SKSpriteNode *mainMenuBackground;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone && IS_WIDESCREEN) {
mainMenuBackground = [SKSpriteNode spriteNodeWithImageNamed:#"mainMenuBackground-568h"];
} else {
mainMenuBackground = [SKSpriteNode spriteNodeWithImageNamed:#"mainMenuBackground"];
}
mainMenuBackground.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
mainMenuBackground.zPosition = 5;
mainMenuBackground.name = #"mainMenuBackground";
[self addChild:mainMenuBackground];
[SKActionEffects fadeOutAndRemove:bg duration:2];
SKSpriteNode *mainMenuGround;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone && IS_WIDESCREEN) {
mainMenuGround = [SKSpriteNode spriteNodeWithImageNamed:#"mainMenuGround-568h"];
} else {
mainMenuGround = [SKSpriteNode spriteNodeWithImageNamed:#"mainMenuGround"];
}
mainMenuGround.position = CGPointMake(self.size.width, 0);
mainMenuGround.zPosition = 500;
mainMenuGround.anchorPoint = CGPointMake(1, 1);
mainMenuGround.name = #"mainMenuGround";
[self addChild:mainMenuGround];
SKAction *waitMainMenuGround = [SKAction waitForDuration:1];
SKAction *moveMainMenuGround = [SKAction moveToY:(self.size.height)/3 duration:0.3];
moveMainMenuGround.timingMode = SKActionTimingEaseInEaseOut;
SKAction *shakeMainMenuGround = [SKAction runBlock:^{
[SKActionEffects shakeSprite:mainMenuGround toDirection:1];
}];
SKAction *shrinkLaunch = [SKAction runBlock:^{
for (int i = 0; i < 5; i++) {
SKSpriteNode *launch = (SKSpriteNode*)[self childNodeWithName:[NSString stringWithFormat:#"launch%d",i]];
[SKActionEffects disappearAndRemove:launch];
}
}];
SKAction *presentMainMenu = [SKAction runBlock:^{
//Create and configure the scene.
EmptyScene * scene = [[EmptyScene alloc] initWithSize:self.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[self.view presentScene:scene];
}];
SKAction *group = [SKAction sequence:#[waitMainMenuGround, moveMainMenuGround, shakeMainMenuGround, shrinkLaunch, waitMainMenuGround, presentMainMenu]];
[mainMenuGround runAction:group];
}
return self;
}
#end
I have created an EmptyScene that is just that. It doesn't have anything in its init.
#import "EmptyScene.h"
#implementation EmptyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
}
return self;
}
#end
When I run just the EmptyScene from the start my memory is around 25mb. When I run the LaunchScene first, the memory goes to 95mb, and when it transitions to the EmptyScene, where one would expect the memory to go down to 25mb, it remains at 95mb. Any idea why and what I can do to solve this?

Why didn't the SpriteKit PhysicContactDelegate work?

I am implementing a simple game for iOS.
I am trying to use Sprite Kit for development.
However, I don't know why the detection of contact did not happen.
Can anyone help me fix this problem?
Here is the code that I cannot get the expected results with:
#import "TesttingScene.h"
#interface TesttingScene()<SKPhysicsContactDelegate>
#property (nonatomic) SKTexture *ballText;
#end
#implementation TesttingScene
-(id)initWithSize:(CGSize)size{
self = [super initWithSize:size];
if (self) {
self.physicsWorld.gravity = CGVectorMake(0, 0);
self.physicsWorld.contactDelegate = self;
SKSpriteNode *hitBoxx = [[SKSpriteNode alloc] initWithColor:[UIColor clearColor] size:CGSizeMake(self.frame.size.width/3, self.frame.size.height/3)];
hitBoxx.anchorPoint = CGPointMake(0, 0);
hitBoxx.position = CGPointMake(self.size.width/2, self.size.height/2);
hitBoxx.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:hitBoxx.frame.size];
hitBoxx.physicsBody.dynamic = YES;
hitBoxx.physicsBody.categoryBitMask = abPlayerHitBoxCategory;
hitBoxx.physicsBody.contactTestBitMask = adsViewCategory;
hitBoxx.physicsBody.collisionBitMask = 0;
hitBoxx.physicsBody.usesPreciseCollisionDetection = YES;
self.ballText = [SKTexture textureWithImageNamed:#"FinalBossSkill1SS"];
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
SKTexture *t1 = [SKTexture textureWithRect:CGRectMake(0, 0, 0.5, 1) inTexture:self.ballText];
SKTexture *t2 = [SKTexture textureWithRect:CGRectMake(0.5, 0, 0.5, 1) inTexture:self.ballText];
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithTexture:t1];
ball.position = CGPointMake(self.size.width, self.size.height/2);
ball.name = #"FinalBossSkill1Ball";
ball.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ball.size];
ball.physicsBody.dynamic = YES;
ball.physicsBody.categoryBitMask = adsViewCategory;
ball.physicsBody.contactTestBitMask = abPlayerAttackBoxCategory | abPlayerHitBoxCategory;
ball.physicsBody.collisionBitMask = 0;
ball.physicsBody.usesPreciseCollisionDetection = YES;
SKAction *moveTo = [SKAction moveToX:-ball.size.width duration:1.0];
SKAction *flash = [SKAction animateWithTextures:#[t1,t2] timePerFrame:0.1];
SKAction *moveBall = [SKAction repeatAction:flash count:moveTo.duration/flash.duration];
SKAction *group = [SKAction group:#[moveTo, moveBall]];
[self addChild:ball];
[ball runAction:[SKAction sequence:#[group, [SKAction removeFromParent]]]];
}
-(void)didBeginContact:(SKPhysicsContact *)contact{
NSLog(#"Contact"); // <~~~~this msg doesn't appear in console when the ball pass the hitboxx.
}
You will need to define bit mask category, right below your imports.
static const uint32_t abPlayerHitBoxCategory = 0x1 << 0;
static const uint32_t adsViewCategory = 0x1 << 1;

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