Hi than you for looking at this i was wondering why my code in swift sprite kit won't work i can run it but when i click on the button it does not work(it does not go to the scene) but when i add a println to the if statement and then i click it it does run the println. Thank you in advance!
Here is my code for my first scene:
//
// GameScene.swift
// Pocket Rocket
//
// Created by Lucas Farleigh on 11/11/2014.
// Copyright (c) 2014 Lucas Farleigh. All rights reserved.
//
import SpriteKit;
class GameScene: SKScene {
let background = SKSpriteNode(imageNamed:"background")
let playButton = SKSpriteNode(imageNamed: "playbutton")
override func didMoveToView(view: SKView) {
playButton.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidX(self.frame))
background.yScale = 2
background.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidX(self.frame))
self.addChild(background)
self.addChild(playButton)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
//making the scene vars
var scene = PlayScene(size: self.size)
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
let skview = self.view as SKView!
scene.size = skview.bounds.size
playButton.name = "PB"
if node.name == "PB"{
println("it worked")
skview.presentScene(scene)
}
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
And my second scene(playscene)
//
// PlayScene.swift
// Pocket Rocket
//
// Created by Lucas Farleigh on 14/11/2014.
// Copyright (c) 2014 Lucas Farleigh. All rights reserved.
//
import SpriteKit
import UIKit
import Foundation
class PlayScene:SKScene{
let background = SKSpriteNode(imageNamed: "background")
let bar1 = SKSpriteNode(imageNamed:"Bar1")
let bar2 = SKSpriteNode(imageNamed:"Bar2")
let bar3 = SKSpriteNode(imageNamed:"Bar3")
let bar4 = SKSpriteNode(imageNamed:"Bar4")
let bar5 = SKSpriteNode(imageNamed:"Bar5")
let bar6 = SKSpriteNode(imageNamed:"Bar6")
override func didMoveToView(view: SKView) {
background.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidX(self.frame))
addChild(background)
background.yScale = 2
Note that you are creating background and PlayButton nodes twice: once as a class property, and a second time as a local variable in didMoveToView. It is the local version that you are then adding to the scene as a child view. If you want to be able to test against these nodes in other methods in your class, get rid of the local declarations in didMoveToView. You can still fill in the other information about these nodes, just remove the let statements.
Then in your touchesBegan you want to get the location of the touch in the scene by passing self to touch.locationInNode(self) and then retrieve the node that corresponds to that touch:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
if node == Play_Button {
println("Hello!!!!")
}
}
}
A second way to accomplish the PlayButton would be to give the node a name when you create it:
Play_Button.name = "playButton"
and then your touchesBegan would look like this:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
if node.name == "playButton" {
println("Hello!!!!")
}
}
}
I agree with vacawama's answer (I use the naming option) but I'd like to add a little on my approach to buttons in SK. Usually you either have a background and a label or just a PNG image with both background and label.
When using nodeAtPoint on the label you might not have enough area. If instead you use the background area to detect taps then you might have conflicts with the label on top of the node.
To solve this I create a third element (usually an SKShapeNode) on top of both, transparent and a little bigger to make it easier for the user to tap on it.
To make sure you are positioning these tap areas on top of the buttons remember to use a higher zPosition
Related
So for a school project, I have been tasked with making a 2D game. The game is fine but I'm struggling with how to make a back button (In the middle of the page) so was wondering if there was specific code to make this work. I am using spriteKit so I'm trying to go back to the previous scene after clicking on a colour sprite.
I apologise if this is a stupid question but I am slightly new to Swift.
Kind Regards,
James
Here is an example of how you can create a button using a colored sprite. It shows how you can set up a button to receive touch events and how you can use those touch events to navigate between scenes.
In this example you can navigate forward to new scenes and backwards to previous scenes.
import SpriteKit
class Button: SKSpriteNode {
var tapped: (() -> Void)?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
tapped?()
}
}
class GameScene: SKScene {
var parentScene: SKScene?
var sceneCount = 1
override func didMove(to view: SKView) {
if parentScene != nil {
let backButton = addButton(color: .red, position: CGPoint(x: -200, y: 0))
backButton.tapped = {
if let previousScene = self.parentScene {
view.presentScene(previousScene)
}
}
}
let nextButton = addButton(color: .blue, position: CGPoint(x: 200, y: 0))
nextButton.tapped = {
if let nextScene = SKScene(fileNamed: "GameScene") as? GameScene {
nextScene.scaleMode = self.scaleMode
nextScene.parentScene = self
nextScene.sceneCount = self.sceneCount + 1
view.presentScene(nextScene)
}
}
let label = SKLabelNode(text: "Scene \(sceneCount)")
addChild(label)
}
func addButton(color: SKColor = .white, position: CGPoint = .zero) -> Button {
let button = Button(color: color, size: CGSize(width: 200, height: 200))
button.position = position
button.isUserInteractionEnabled = true
addChild(button)
return button
}
}
Too add a button the simplest way is to detect touches on your sprite(s) in the relevant SKScene.
enum NodeName: String {
case coloredSprite1
case coloredSprite2
}
class GameScene: SKScene {
let coloredSprite = SKSpriteNode(imageNamed: "YourImageName")
/// Scene setup
override func didMove(to view: SKView) {
// set up your colored sprite if necessary
// Give your sprites unique names to identify them
coloredSprite.name = NodeName.coloredSprite1.rawValue // always use enums for things like string identifiers so you avoid typos
}
/// Touches
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let touchedNode = atPoint(location)
// Way 1 by node (probably less preferable)
switch touchedNode {
case coloredSprite:
// do something (e.g call loadScene method)
// see below
default:
break
}
// Way 2 by node name (probably more preferable)
// name is an optional so we have to unwrap it when using it in the switch statement.
// The easiest way is by providing an alternative string, by using the nil coalescing operator (?? "NoNodeNameFound")
switch touchedNode.name ?? "NoNodeNameFound" {
case NodeName.coloredSprite1.rawValue:
// do something (e.g call loadScene method)
// see below
default:
break
}
}
}
// Also call touchesEnded, touchesMoved and touchesCancelled and do necessary stuff
}
For a more reusable solution you ideally want to create a button subclass. There is quite a few tutorials to google on how to do this.
To than transition between SKScenes you can create a loadScene method in each scene and than call them when necessary.
// Start Scene
class StartScene: SKScene {
...
func loadGameScene() {
// If you do everything in code
let gameScene = GameScene(size: self.size)
view?.presentScene(gameScene, transition: ...)
// If you use SpriteKit scene editor
guard let gameScene = SKScene(fileNamed: "GameScene") else { return } // fileNamed is the name you gave the .sks file
view?.presentScene(gameScene, transition: ...)
}
}
// Game scene
class GameScene: SKScene {
....
func loadStartScene() {
// If you do everything in code
let startScene = StartScene(size: self.size)
view?.presentScene(startScene, transition: ...)
// If you use SpriteKit scene editor
guard let startScene = SKScene(fileNamed: "StartScene") else { return } // fileNamed is the name you gave the .sks file
view?.presentScene(startScene, transition: ...)
}
}
Hope this helps
Explanation
The title pretty much asks for itself. I'm trying to make a button activate an ad banner, but Xcode returns me this message below; so, because of the UIViewController, I saw that this banner should be called on GameViewController, not GameScene. I looked for it everywhere, but did not find how to call this banner from GameScene or another way to activate this banner by a button.
Cannot convert value of type 'GameScene' to expected argument type 'UIViewController!'
Code
This code below is pretty simple. It has a button on its attempt to call an ad banner.
import SpriteKit
import Ads
class GameScene: SKScene {
var button = SKSpriteNode()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
button = SKSpriteNode(imageNamed: "button")
button.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
button.setScale(0.4)
addChild(button)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if node == button{
Ads.showAd(AdsShowStyle.BannerBottom, rootViewController: self) //issue line
}
}
}
}
Attempt
After some research, I found out that it might be possible by using delegation. Following the highest voted answer of this question, I came up to this code below, but I'm having many issues that I'm, unsuccessfully, struggling to solve.
GameScene.swift
GameViewController.swift
Thanks in advance,
Luiz.
Since you are using SpriteKit but we don't know what ad network you are using, I would recommend using a NSNotificationCenter command in GameViewController and use a postNotificationName command in the GameScene.swift instead of a ViewControllerDelegate. This would allow your ad code to be used in any other .swift files. Here's a better explanation of this from another post if needed
Note: This may or may not work depending on ad network
GameViewController.swift (from my project)
import UIKit
import SpriteKit
import GoogleMobileAds
class GameViewController: UIViewController, GADAdDelegate {
var adMobBanner : GADBannerView!
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
adMobBanner = GADBannerView(adSize: kGADAdSizeSmartBannerPortrait)
adMobBanner.adUnitID = "your ad unit id"
adMobBanner.rootViewController = self
adMobBanner.frame = CGRectMake(0, view.bounds.height - adMobBanner.frame.size.height, adMobBanner.frame.size.width, adMobBanner.frame.size.height)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(GameViewController.showAdMob), name: "showAdMobKey", object: nil)
}
func showAdMob() {
let request : GADRequest = GADRequest()
adMobBanner.loadRequest(request)
self.view.addSubview(adMobBanner)
print("adMob")
}
GameScene.swift (edited yours)
import SpriteKit
import Ads
class GameScene: SKScene {
var button = SKSpriteNode()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
button = SKSpriteNode(imageNamed: "button")
button.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
button.setScale(0.4)
addChild(button)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
if (button.containsPoint(location)) {
NSNotificationCenter.defaultCenter().postNotificationName("showAdMobKey", object: nil)
}
}
}
}
In my previous app (single view application) i used touch down and touch up inside IBActions for buttons in my game. However in a SpriteKit game you have to completely create the scene and i am having a hard time coding my touchesBegan method.
Here is my basic movement method/function:
func heroMovementLeft () {
hero.position = CGPointMake(hero.position.x - 0.5,hero.position.y);
}
here is my Left arrow node, i would like the HeroMovementLeft method to be called upon touching the LeftArrow
func LeftArrow () {
let LeftArrow = SKSpriteNode(imageNamed: "Left Arrow.png")
LeftArrow.position = CGPointMake(30, 30)
self.addChild(LeftArrow)
}
Here's where I am at right now for coding the touchesBegan method
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
}
}
Do I create an if statement? Do I make touch a variable? What do I need to write in my touches began method so that my hero will move when left arrow is touched. I have looked all over online and cannot find an answer to this question, please help.
You basically have 2 options to identify your sprites
1) make them global properties to your scene
class YourScene: SKScene {
var leftArrow: SKSpriteNode!
override func didMoveToView(view: SKView) {
}
func leftArrow() {
leftArrow = SKSpriteNode(imageNamed: "Left Arrow.png")
leftArrow.position = CGPointMake(30, 30)
addChild(leftArrow)
}
}
than in touches began you can get the location like so
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if node == leftArrow {
heroMovementLeft()
}
}
}
Option 2 is to give your sprites names
func leftArrow() {
let leftArrow = SKSpriteNode(...)
leftArrow.name = "LeftArrow"
...
}
and than check for those names in the touches began method
....
if node.name == "LeftArrow" {
heroMovementLeft()
}
As a side note you should start your properties or func with small letters and only start classes, structs and protocols with capital letters.
I am trying to create a "Space Invaders" game in swift, when the user touches the screen a bullet is shot from the ship, but when I try to touch it again while the bullet is moving across the screen I have an NSException and the game breaks. How do I set up the action so that there can be multiple instances of the action, so that the shooter is semi automatic. Below is my current scene controller.
import SpriteKit
class GameScene: SKScene {
let background = SKSpriteNode(imageNamed: "background")
let heroShip = SKSpriteNode(imageNamed: "heroShip")
let bullet = SKSpriteNode(imageNamed: "bullet")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
background.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame))
heroShip.position = CGPointMake(self.size.width/6.0, self.size.height/2.0)
self.heroShip.zPosition = 1.0
self.addChild(background)
self.addChild(heroShip)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
bullet.position = CGPointMake(heroShip.position.x + bullet.size.width/2, heroShip.position.y)
let action = SKAction.moveToX(self.frame.width + self.bullet.size.width, duration: 0.5)
self.addChild(bullet)
bullet.runAction(action, completion: {
self.bullet.removeAllActions()
self.bullet.removeFromParent()
})
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
If you want to have multiple bullets shot from one ship, you have to create multiple instances of a bullet. What you have now is bullet property of GameScene class which is a mistake.
You probably want to instantiate bullets dynamically in your IBAction
So try something like this:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let bullet = SKSpriteNode(imageNamed: "bullet")
bullet.position = CGPointMake(heroShip.position.x + bullet.size.width/2, heroShip.position.y)
let action = SKAction.moveToX(self.frame.width + bullet.size.width, duration: 0.5)
self.addChild(bullet)
bullet.runAction(action, completion: {
bullet.removeAllActions()
bullet.removeFromParent()
})
}
and remove
let bullet = SKSpriteNode(imageNamed: "bullet")
from the top of the class
I am making a game for iOS in Swift with SpriteKit, the game is currently just a ball moving around with a sword.
I have anchored the sword to the bottom of the sword, but I need to know how to control the direction of rotation with 2 buttons or a slider of some sort.
Here is my code:
import SpriteKit
let sprite = SKSpriteNode(imageNamed:"Player")
let weapon = SKSpriteNode(imageNamed: "weapon")
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let initialPlayerLocation = CGPoint(x: self.frame.width/2, y: self.frame.height/2)
/* Setup your scene here */
//player
sprite.setScale(1.0)
sprite.position = initialPlayerLocation
sprite.zPosition = 20
self.addChild(sprite)
//weapon
weapon.setScale(1.0)
weapon.position = initialPlayerLocation
weapon.zPosition = -20
weapon.anchorPoint = CGPointMake(0.5,0.0);
self.addChild(weapon)
}
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)
var move = SKAction.moveTo(location, duration:1.0)
sprite.runAction(move)
weapon.runAction(move)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
Okay, I think I understand what you are trying to do. It involves a lot of code, but in theory it is pretty simple. We detect if the touch is inside the left or right buttons (which in this example, I've made them SKSpriteNodes), and then set boolean values for the update method to use and rotate the weapon node (I'm assuming this is the sword you were talking about).
I've also included a variable that lets you set the speed of rotation. As you did not say what speed you were looking for, I left it up to you.
At the top of the program:
let sprite = SKSpriteNode(imageNamed:"Player")
let weapon = SKSpriteNode(imageNamed: "weapon")
let leftButton = SKSpriteNode(imageNamed: "leftButton")
let rightButton = SKSpriteNode(imageNamed: "rightButton")
var leftPressed = false
var rightPressed = false
let weaponRotateSpeed = 0.01 // Change this for rotation speed of weapon
And then modify touchesBegan to look like this:
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)
if (leftButton.containsPoint(p: location))
leftPressed = true
else if (rightButton.containsPoint(p: location))
rightPressed = true
else {
var move = SKAction.moveTo(location, duration:1.0)
sprite.runAction(move)
weapon.runAction(move)
}
}
In update, add this code:
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if (leftPressed && rightPressed) {
// Do nothing, as both buttons are pressed
} else if (leftPressed) {
weapon.zRotation -= weaponRotateSpeed
} else if (rightPressed) {
weapon.zRotation += weaponRotateSpeed
}
}
We want to stop the weapon from rotating when we detect when the finger has moved off the button like so:
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
if (leftButton.containsPoint(p: location))
leftPressed = true
else
leftPressed = false
if (rightButton.containsPoint(p: location))
rightPressed = true
else
rightPressed = false
}
}
And at last, we need to detect when your finger has left the screen:
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if (leftButton.containsPoint(p: location))
leftPressed = false
if (rightButton.containsPoint(p: location))
rightPressed = false
}
}