Cats are spawning and following to zombie.And they face looks to the zombie too,but rotation stops when other cat spawned.
-(void)spawningCat
{
[self enumerateChildNodesWithName:#"cat" usingBlock:^(SKNode *node, BOOL *stop){
float actionDuration = 0.1;
CGPoint offset = CGPointSubtract(_zombie.position, node.position);
CGPoint direction = CGPointNormalize(offset);
CGPoint amountToMovePerSec = CGPointMultiplyScalar(direction, CAT_MOVE_POINTS_PER_SEC);
CGPoint amountToMove = CGPointMultiplyScalar(amountToMovePerSec, actionDuration);
node.position = CGPointMake(node.position.x+amountToMove.x, node.position.y+amountToMove.y);
_velocityCat = CGPointMultiplyScalar(direction, CAT_MOVE_POINTS_PER_SEC);
[self rotateNode:_cat toFace:_velocityCat rotateRadiansPerSec:CAT_ROTATE_RADIANS_PER_SEC];
}];
}
-(void)spawnCat
{
_cat = [SKSpriteNode spriteNodeWithImageNamed:#"cat"];
_cat.position = CGPointMake(ScalarRandomRange(0, self.size.width), ScalarRandomRange(0, self.size.height));
_cat.name = #"cat";
[self addChild:_cat];
- (void)update:(NSTimeInterval)currentTime
{
[self spawningCat];
}
Just typecast the node with SKSpriteNode and rotate it. Just as below:
[self enumerateChildNodesWithName:#"cat" usingBlock:^(SKNode *node, BOOL *stop){
SKSpriteNode *tempCat = (SKSpriteNode *) node; // typecast node
[tempCat runAction:[SKAction rotateByAngle:1 duration:1]]; // eg: do action with 'tempCat' SKSpriteNode
}];
Keep Coding.............. :)
Related
In a game I have created I created a game mode where the player has 30 seconds to hit as many targets as they can. I added a 30 second countdown timer in the -(void)update:(CFTimeInterval)currentTime method. When the countdown is initiated, the frame rate drops significantly, and 99% of the cpu is used whenever the object collides with the target. This doesn't happen when the timer is not running. Is there another way to add a countdown timer? If not, how can I lessen the cpu usage and keep the frame rate constant? I am using Xcode 6.1 and the code is below. Also this is an iOS 8 problem. On iOS 7.1 it runs fine.
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
//reset counter if starting
int highscoret = [[NSUserDefaults standardUserDefaults] integerForKey: #"highScoret"];
if (startGamePlay){
startTime = currentTime;
startGamePlay = NO;
}
countDown.text = [NSString stringWithFormat:#"Start!"];
int countDownInt = 30.0 -(int)(currentTime-startTime);
if(countDownInt>0){ //if counting down to 0 show counter
countDown.text = [NSString stringWithFormat:#"%i", countDownInt];
}else if(countDownInt==0) { //if not show message, dismiss, whatever you need to do.
countDown.text=#"Time's Up!";
self.highScoret.text = [NSString stringWithFormat:#"%d Baskets",highscoret];
SKScene *endGameScene = [[GameOverT alloc] initWithSize:self.size];
SKTransition *reveal = [SKTransition fadeWithDuration:0.5];
[self.view presentScene:endGameScene transition:reveal];
[self saveScore2];
if (self.points > highscoret) {
self.highScoret.text = [NSString stringWithFormat:#"%d Points",highscoret];
[self saveScore];
self.points = 0;
self.scoreLabel.text = [NSString stringWithFormat:#"%d Points",_points];
}
else {
self.points = 0;
self.scoreLabel.text = [NSString stringWithFormat:#"%d Points",_points];
self.highScoret.text = [NSString stringWithFormat:#"%d Points",highscoret];
}
}
}
And here's other relevant code
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
if (CGRectContainsPoint(countDown.frame, location)){
startGamePlay = YES;
self.baskett = 0;
[self reset];
}
}
UITouch * touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKSpriteNode * object = [SKSpriteNode spriteNodeWithImageNamed:#"object.png"];
object.position = self.object2.position;
object.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
object.physicsBody.dynamic = YES;
object.physicsBody.categoryBitMask = objectCategory;
object.physicsBody.contactTestBitMask = targetCategory;
object.physicsBody.collisionBitMask = 0;
object.physicsBody.usesPreciseCollisionDetection = YES;
CGPoint offset = rwSub(location, object.position);
if (offset.y <= 0) return;
[self addChild:object];
CGPoint direction = rwNormalize(offset);
CGPoint shootAmount = rwMult(direction, 1000);
CGPoint realDest = rwAdd(shootAmount, object.position);
float velocity = 200/1.0;
float realMoveDuration = self.size.width / velocity;
SKAction * actionMove = [SKAction moveTo:realDest duration:realMoveDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[object runAction:[SKAction sequence:#[actionMove, actionMoveDone]]];
}
-(void)object:(SKSpriteNode *) object didCollideWithTarget:(SKSpriteNode *) target {
[object removeFromParent];
[[self scene] runAction:[SKAction playSoundFileNamed:#"effect2.wav" waitForCompletion:NO]];
self.points++;
self.scoreLabel.text = [NSString stringWithFormat:#"%d Points",_points];
if (self.points == 3) {
[self obstacle];
}
}
timer inside a update function is a bad idea used skaction with waitForDuration like this may be slove your problem
SKAction *updateTime= [SKAction sequence:#[
///fire function after one second
[SKAction waitForDuration:1.0f],
[SKAction performSelector:#selector(callFunction)
onTarget:self]
]];
//where 30 is number of time you want’s to call your function
[self runAction:[SKAction repeatAction:updateTime count:30] ];
-(void) callFunction
{
//what ever you want to do
}
Im making a game where the colour of a square will change every second and the background will also change colour every second, the user has to tap the square when it is the same colour as the background and the score will increase. But i cant work out how to do this.
This is the code i have so far:
#import "MyScene.h"
#implementation MyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
[self performSelector:#selector(backgrounds) withObject:nil ];
[self performSelector:#selector(createSquare) withObject:nil afterDelay:0];
[self performSelector:#selector(createPSquare) withObject:nil afterDelay:0];
}
return self;
}
-(void) backgrounds {
SKSpriteNode *background = [SKSpriteNode spriteNodeWithImageNamed:#"blueOutline"];
background.name = #"blueOutline";
background.size = CGSizeMake(320, 480);
background.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame));
[self addChild:background];
//meathod sequence at interval
}
-(void) createSquare {
SKSpriteNode *blueSprite = [SKSpriteNode spriteNodeWithImageNamed:#"blue"];
blueSprite.name = #"blueSprite";
blueSprite.size = CGSizeMake(50, 50);
blueSprite.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame));
[self addChild:blueSprite];
//meathod sequence at interval
}
-(void) createPSquare {
SKSpriteNode *pinkSprite = [SKSpriteNode spriteNodeWithImageNamed:#"pink"];
pinkSprite.name = #"pinkSprite";
pinkSprite.size = CGSizeMake(50, 50);
pinkSprite.position = CGPointMake(CGRectGetMidX(self.frame)+10,CGRectGetMidY(self.frame));
[self addChild:pinkSprite];
//meathod sequence at interval
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:#"blueSprite"]) {
[node runAction:[SKAction removeFromParent]]; //Removes Sprite from parent
}
if ([node.name isEqualToString:#"pinkSprite"]) {
[node runAction:[SKAction removeFromParent]]; //Removes Sprite from parent
}
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
#end
I suggest you generalize the code that creates the squares and backgrounds to simplify adding more colors to your game. Here's an example of how to do that:
Define a type that identifies the type of sprite node to create
typedef NS_ENUM (NSInteger, SpriteType) {
SpriteTypeBackground,
SpriteTypeSquare
};
This method adds a square and a background to the scene each with a randomly selected color
- (void) addSquareAndBackground {
_background = [self createSpriteWithType:SpriteTypeBackground];
_square = [self createSpriteWithType:SpriteTypeSquare];
}
This removes the square and background from the scene
- (void) removeSquareAndBackground {
[_background removeFromParent];
[_square removeFromParent];
}
This creates either a square or a background sprite based on the specified type
-(SKSpriteNode *) createSpriteWithType:(SpriteType)type {
// Select a color randomly
NSString *colorName = [self randomColorName];
SKSpriteNode *sprite;
if (type == SpriteTypeBackground) {
NSString *name = [NSString stringWithFormat:#"%#Outline",colorName];
sprite = [SKSpriteNode spriteNodeWithImageNamed:name];
sprite.name = name;
sprite.size = CGSizeMake(320, 480);
}
else {
sprite = [SKSpriteNode spriteNodeWithImageNamed:colorName];
sprite.name = [NSString stringWithFormat:#"%#Sprite",colorName];
sprite.size = CGSizeMake(50, 50);
}
sprite.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame));
[self addChild:sprite];
return sprite;
}
Randomly select a color name
// Set the total number of colors here
#define kNumberOfColors 2
- (NSString *) randomColorName {
NSString *colorName;
switch (arc4random_uniform(kNumberOfColors)) {
case 0:
colorName = #"blue";
break;
case 1:
colorName = #"pink";
break;
// Add more colors here
default:
break;
}
return colorName;
}
Add this to your touchesBegan method to test for a color match
if (node == _square) {
// Extract the color name from the node name
NSArray *squareNameParts = [node.name componentsSeparatedByCharactersInSet:[NSCharacterSet uppercaseLetterCharacterSet]];
// Extract the color name from the node name
NSArray *backgroundNameParts = [_background.name componentsSeparatedByCharactersInSet:[NSCharacterSet uppercaseLetterCharacterSet]];
// Compare if the colors match
if ([backgroundNameParts[0] isEqualToString: squareNameParts[0]]) {
NSLog(#"Score");
}
}
All that's left is to create an SKAction that calls addSquareAndBackground, waits for one second, and then calls removeSquareAndBackground. Lather, rinse, repeat!
EDIT: Add this above your #implementation MyScene statement:
#interface MyScene()
#property SKSpriteNode *background;
#property SKSpriteNode *square;
#end
I have my background set and it is scrolling horizontally, here is my code:
-(void)initalizingScrollingBackground
{
for (int i = 0; i < 2; i++)
{
SKSpriteNode *bg = [SKSpriteNode spriteNodeWithImageNamed:#"background"];
bottomScrollerHeight = bg.size.height;
bg.position = CGPointMake(i * bg.size.width, 0);
bg.anchorPoint = CGPointZero;
bg.name = #"background";
[self addChild:bg];
}
}
and also this code:
- (void)moveBottomScroller
{
[self enumerateChildNodesWithName:#"background" usingBlock: ^(SKNode *node, BOOL *stop)
{
SKSpriteNode * bg = (SKSpriteNode *) node;
CGPoint bgVelocity = CGPointMake(-BG_VELOCITY, 0);
CGPoint amtToMove = CGPointMultiplyScalar(bgVelocity,_dt);
bg.position = CGPointAdd(bg.position, amtToMove);
//Checks if bg node is completely scrolled off the screen, if yes then put it at the end of the other node
if (bg.position.x <= -bg.size.width)
{
bg.position = CGPointMake(bg.position.x + bg.size.width*2,
bg.position.y);
}
[bg removeFromParent];
[self addChild:bg]; //Ordering is not possible. so this is a hack
}];
}
The second part makes the background scroll. Without it, the background is still.
Also, without the movebottomscroller, my sprite appears on top of the background. With the movebottomscroller, he appears behind the scrolling background. Is there any command to bring him to the front, above any other backgrounds?
Thank you!
Try the approach below, hope that works for you.
#interface GameScene()
#property (nonatomic) NSTimeInterval lastTimeSceneRefreshed;
#end
#implementation GameScene
- (instancetype)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
[self buildBackground];
[self startScrolling];
}
return self;
}
// This method will add 3 background nodes
- (void)buildBackground {
float centerX = CGRectGetMidX(self.frame);
SKSpriteNode *firstBackgroundNode = [SKSpriteNode spriteNodeWithImageNamed:#"background"];
firstBackgroundNode.name = #"background";
firstBackgroundNode.position = CGPointMake(centerX,
firstBackgroundNode.size.height*firstBackgroundNode.anchorPoint.y);
[self addChild:firstBackgroundNode];
float previousYPosition = firstBackgroundNode.position.y;
for (int i = 0; i < 2; i++) {
SKSpriteNode *backgroundNode = [SKSpriteNode spriteNodeWithImageNamed:#"background"];
backgroundNode.position = CGPointMake(centerX,
previousYPosition + backgroundNode.frame.size.height);
previousYPosition = backgroundNode.position.y;
backgroundNode.name = #"background";
[self addChild:backgroundNode];
}
}
- (void)update:(CFTimeInterval)currentTime {
// Updating background nodes
// We don't want to update backgrounds each frame (60 times per second)
// Once per second is enough. This will reduce CPU usage
if (currentTime - self.lastTimeSceneRefreshed > 1) {
[self backgroundNodesRepositioning];
self.lastTimeSceneRefreshed = currentTime;
}
}
- (void)backgroundNodesRepositioning {
[self enumerateChildNodesWithName:#"background" usingBlock: ^(SKNode *node, BOOL *stop)
{
SKSpriteNode *backgroundNode = (SKSpriteNode *)node;
if (backgroundNode.position.y + backgroundNode.size.height < 0) {
// The node is out of screen, move it up
backgroundNode.position = CGPointMake(backgroundNode.position.x, backgroundNode.position.y + backgroundNode.size.height * 3);
}
}];
}
- (void)startScrolling {
SKAction *moveAction = [SKAction moveByX:0 y:-200 duration:1];
[self enumerateChildNodesWithName:#"background" usingBlock: ^(SKNode *node, BOOL *stop)
{
[node runAction:[SKAction repeatActionForever:moveAction] withKey:#"movement"];
}];
}
I don't fully understand your approach here, but I can answer your question so I'll just go ahead and do that - I hope I haven't misunderstood.
SKNode has a method insertChild:atIndex: that would allow you to put the background nodes at the back, or put the sprite at the front.
SKNode Class Reference
I am making a game which purpose it is to catch multiple objects that are falling from the top of the screen. In the bottom there is a basket to catch the objects. i managed to randomly spawn objects from the top dropping to the bottom using raywenderlich's tutorial : http://www.raywenderlich.com/42699/spritekit-tutorial-for-beginners
But what i want is that when i tap on that random object, the image of that object changes into another image , so just for imagination if the random objects are cats, after i tap them they have to become dogs, how do i have to program this?
edit this is what i got so far :
#import "MyScene.h"
static NSString* basketCategoryName = #"basket";
static NSString* monsterCategoryName= #"monster";
static const uint32_t projectileCategory = 0x1 << 0;
static const uint32_t monsterCategory = 0x1 << 1;
#interface MyScene() <SKPhysicsContactDelegate>
#property (nonatomic) SKLabelNode * scoreLabelNode;
#property int score;
#property (nonatomic) SKSpriteNode * basket;
#property (nonatomic) SKSpriteNode * monster;
#property (nonatomic) BOOL isFingerOnBasket;
#property (nonatomic) BOOL isFingerOnMonster;
#property (nonatomic) BOOL isTouching;
#property (nonatomic) NSTimeInterval lastSpawnTimeInterval;
#property (nonatomic) NSTimeInterval lastUpdateTimeInterval;
//#property (nonatomic, strong) SKSpriteNode *selectedNode;
#end
#implementation MyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
// Initialize label and create a label which holds the score
_score = 0;
_scoreLabelNode = [SKLabelNode labelNodeWithFontNamed:#"MarkerFelt-Wide"];
_scoreLabelNode.position = CGPointMake( CGRectGetMidX( self.frame ), 3 * self.frame.size.height / 4 );
_scoreLabelNode.zPosition = 100;
_scoreLabelNode.text = [NSString stringWithFormat:#"%d", _score];
[self addChild:_scoreLabelNode];
// Set the background
SKTexture* groundTexture = [SKTexture textureWithImageNamed:#"AcornFlipTestBackground1136x640.png"];
groundTexture.filteringMode = SKTextureFilteringNearest;
for( int i = 0; i < 2 + self.frame.size.width / ( groundTexture.size.width * 2 ); ++i ) {
SKSpriteNode* sprite = [SKSpriteNode spriteNodeWithTexture:groundTexture];
[sprite setScale:1.0];
sprite.size = CGSizeMake(self.frame.size.width,self.frame.size.height);
sprite.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
[self addChild:sprite];
}
// Make grafity for sprite
self.physicsWorld.gravity = CGVectorMake(0.0f, 0.0f);
self.physicsWorld.contactDelegate = self;
// Make catching object sprite
self.basket = [SKSpriteNode spriteNodeWithImageNamed:#"bedTest.png"];
self.basket.position = CGPointMake(CGRectGetMidX(self.frame), _basket.frame.size.height * 0.5f);
self.basket.name = basketCategoryName;
[self addChild:self.basket];
// For default this is set to no until user touches the basket and the game begins.
self.isTouching = NO;
}
return self;
}
-(void)addAcorn{
if(_isTouching == YES) {
self.monster= [SKSpriteNode spriteNodeWithImageNamed:#"AcornFinal.png"];
// Determine where to spawn the monster along the X axis
int minX = self.monster.size.width;
int maxX = self.frame.size.width - self.monster.size.width;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX)+minX;
// Random position along the X axis as calculated above
// This describe from which way the acorns move
// - means moving from top to the right and + means moving from the top to the left
self.monster.position = CGPointMake(actualX ,self.frame.size.height+ self.monster.size.height);
self.monster.name = monsterCategoryName;
[self addChild:self.monster];
CGSize contactSize = CGSizeMake(self.monster.size.width - 5.0, self.monster.size.height - 10.0);
self.monster.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:contactSize]; // 1
self.monster.physicsBody.dynamic = YES; // 2
self.monster.physicsBody.categoryBitMask = monsterCategory; // 3
self.monster.physicsBody.contactTestBitMask = projectileCategory; // 4
self.monster.physicsBody.collisionBitMask = 0; // 5
// Determine speed of the monster
int minDuration = 8.0;
int maxDuration = 10.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX,-self.monster.size.height) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[self.monster runAction:[SKAction sequence:#[actionMove, actionMoveDone]]];
}
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast {
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 0.5) {
self.lastSpawnTimeInterval = 0;
[self addAcorn];
}
}
- (void)update:(NSTimeInterval)currentTime {
// Handle time delta.
// If we drop below 60fps, we still want everything to move the same distance.
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
self.lastUpdateTimeInterval = currentTime;
if (timeSinceLast > 1) { // more than a second since last update
timeSinceLast = 1.0 / 60.0;
self.lastUpdateTimeInterval = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
-(void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
self.isTouching = YES;
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode* body = [self nodeAtPoint:location];
if ([body.name isEqualToString:basketCategoryName])
{
NSLog(#"Began touch on basket");
self.isFingerOnBasket = YES;
}
else if ([body.name isEqualToString:monsterCategoryName])
{
NSLog(#"Began touch on MONSTER");
self.isFingerOnMonster = YES;
}
}
-(void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
if (self.isFingerOnMonster) {
// 2 Get touch location
UITouch* touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
CGPoint previousLocation = [touch previousLocationInNode:self];
// 3 Get node for paddle
SKSpriteNode* monster = (SKSpriteNode*)[self childNodeWithName: monsterCategoryName];
int oldPosition = monster.position.x + (location.x - previousLocation.x);
self.monster = [SKSpriteNode spriteNodeWithImageNamed:#"AcornFinal.png"];
monster.position = CGPointMake(oldPosition, monster.position.y);
NSLog(#"reached the touch though");
}
// 1 Check whether user tapped paddle
if (self.isFingerOnBasket) {
// 2 Get touch location
UITouch* touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
CGPoint previousLocation = [touch previousLocationInNode:self];
// 3 Get node for paddle
SKSpriteNode* basket = (SKSpriteNode*)[self childNodeWithName: basketCategoryName];
// 4 Calculate new position along x for paddle
int basketX = basket.position.x + (location.x - previousLocation.x);
// 5 Limit x so that the paddle will not leave the screen to left or right
basketX = MAX(basketX, basket.size.width/2);
basketX = MIN(basketX, self.size.width - basket.size.width/2);
// 6 Update position of paddle
basket.position = CGPointMake(basketX, basket.position.y);
CGSize contactSize = CGSizeMake(basket.size.width - 8.0, basket.size.height - 8.0);
basket.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:contactSize];
basket.physicsBody.dynamic = YES;
basket.physicsBody.categoryBitMask = projectileCategory;
basket.physicsBody.contactTestBitMask = monsterCategory;
basket.physicsBody.collisionBitMask = 0;
basket.physicsBody.usesPreciseCollisionDetection = YES;
}
}
- (void)projectile:(SKSpriteNode *)basket didCollideWithMonster:(SKSpriteNode *)monster {
NSLog(#"Hit");
[monster removeFromParent];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
// 1
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
// 2
if ((firstBody.categoryBitMask & projectileCategory) != 0 &&
(secondBody.categoryBitMask & monsterCategory) != 0)
{
[self projectile:(SKSpriteNode *) firstBody.node didCollideWithMonster:(SKSpriteNode *) secondBody.node];
NSLog(#"test");
_score++;
_scoreLabelNode.text = [NSString stringWithFormat:#"%d", _score];
}
}
// Removing this void will result in being able to drag the basket accross the screen without touching the basket itself.
-(void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
self.isFingerOnBasket = NO;
self.isFingerOnMonster = NO;
}
#end
Once a touch is detected on a sprite (I assume you already got that working out) you can either create the sprite again with spriteNodeWithImageNamed. Make sure you save the previous node's position and set it again on the new sprite so it will match the position of the old sprite.
CGPoint oldPosition = touchedSprite.position;
touchedSprite = [SKSpritNode spriteWithImageNamed:#"imgge.png"];
touchedSprite.position = oldPosition;
// If you have any other sprite properties you will have to save them as well
You can also set the texture with setTexture method which will not require you to change anything else (e.g. position) :
[touchedSprite setTexture:[SKTexture textureWithImageNamed:#"image.png"]];
EDIT :
Answering your question in the comments you implement this in the touchesEnded method of the parent node of the sprites :
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self];
for (SKSpriteNode *sprite in fallingSprites) { // Assuming fallingSprite is an array containing the cat sprites you want to detect touches for
if (CGRectContainsPoint(sprite.frame, touchLocation)) {
[sprite setTexture:[SKTexture textureWithImageNamed:#"dog.png"]];
}
}
}
Another approach (Haven't tried it yet) is to subclass SKSpriteNode and implement the same method but without the touch detection in rect since if this method is called the sprite has been touched .
Each part of the skeleton model is a spritekit node. Find the node that you wish to change and update its texture property like this:
spriteKitNode.texture = // Updated SKTexture
In your TouchesEnded event:
Add a small skspritenode positioned at the touch location with a small physics body that last for a short duration. ("touch spritenode)
Set up contact between all possible transformed objects and the "touch spritenode"
Create a subclass of SKSpritenode for the falling objects that has a variable to stores their type.
In the method called from contact between the touch spritenode and the falling objects:
Remove the touchspritenode first
Create if statements to check which falling object was touched.
Update the image of the contacted falling object spritenode according to its type.
If you are following Raywenderlich you have access to the actual syntax
Hi.
I'm having this weird problem in Sprite Kit. I'm using nodeAtPoint and categoryBitMask to detect whether the player is touching the ground when calling a jump method.
Everything's working as it should. But then — in order to reveal some optional buttons in a drawer — when I move the parent node with SKAction moveTo:CGPoint (I have both the ground and player as children of an SKNode), the player don't jump. I NSLog the pointBelowPlayer, and it is the same as before, but the blockNode.physicsBody is null! Might this be a bug in Sprite Kit, or am I missing something basic about inheritance and position?
The method for jumping:
-(void)playerJump {
// Player jump if on ground
CGPoint pointBelowPlayer = CGPointMake(_player.position.x, _player.position.y-_player.size.height);
SKNode *blockNode = [self nodeAtPoint:pointBelowPlayer];
if (blockNode.physicsBody.categoryBitMask == groundCategory){
[_player.physicsBody applyImpulse:CGVectorMake(0, 120.0f)];
}
}
The method for moving the parent node:
-(void)toggleDrawer {
if (bDrawerVisible) {
[_actionLayer runAction:[SKAction moveTo:CGPointMake(0, 0) duration:1]];
bDrawerVisible = false;
} else {
[_actionLayer runAction:[SKAction moveTo:CGPointMake(0, 200) duration:1]];
bDrawerVisible = true;
}
}
Creation of the SpriteNodes:
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
_actionLayer = [SKNode new];
_player = [self createPlayer];
[_actionLayer addChild:_player];
_ground = [self createGround];
[_actionLayer addChild:_ground];
}
-(SKSpriteNode *)createPlayer {
SKSpriteNode *player = [SKSpriteNode spriteNodeWithImageNamed:#"redSquare.png"];
player.name = #"player";
player.scale = 0.5;
player.position = CGPointMake(screenWidth/3, player.size.height*2);
player.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:player.size];
player.physicsBody.categoryBitMask = playerCategory;
player.physicsBody.collisionBitMask = groundCategory;
player.physicsBody.contactTestBitMask = noteCategory;
return player;
}
-(SKSpriteNode *)createGround {
SKSpriteNode *ground = [SKSpriteNode spriteNodeWithImageNamed:#"ground.png"];
ground.name = #"ground";
ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ground.size];
ground.physicsBody.dynamic = NO;
ground.physicsBody.categoryBitMask = groundCategory;
ground.physicsBody.collisionBitMask = playerCategory;
ground.xScale = screenWidth/ground.size.width;;
ground.position = CGPointMake(self.size.width/2, 0);
return ground;
}
Ok i solve the problem...
if you have more then one Node, on the position you tap, you will get null if the deepest node have no name, or the name of the deepest Node.
So use this to go through all nodes are found:
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
NSArray *buttonNodes = [self nodesAtPoint:location];
for (SKNode *node in buttonNodes)
{
NSLog(#"%#", node.name);
}
Additional you can use NSLog(#"%f", node.zPosition); to get the zPosition to see witch one is on top.
Node at point might be another node (maybe your background?).
Use node.name to name the nodes and you may check if node if the same by comparing names with equalToString: method.