I'm trying to make a game through sprite kit framework, but I'm stuck while trying to make a character move. I want to make the character move (left/right) when I press the key(left/right). While pressing, the character should be speeding up (w/ speed limit), and when I let go of the key, the character should be slowing down to a complete stop. I can't figure out a way to implement this through SKAction... Can anyone shed me some light? Thanks.
This is what I've tried so far.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self];
if (touchLocation.x > [[UIScreen mainScreen]applicationFrame].size.width / 2) {
_rightPressed = YES;
} else {
_leftPressed = YES;
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
_rightPressed = NO;
_leftPressed = NO;
_speedDelimiter = 0;
}
-(void)update:(CFTimeInterval)currentTime {
// ... code ...
if (_rightPressed && !_leftPressed && _speedDelimiter < 10) {
SKAction * moveRight = [SKAction moveBy:CGVectorMake(10, 0) duration:5];
[self.player runAction:moveRight];
_speedDelimiter++;
} else if (_leftPressed && !_rightPressed && _speedDelimiter < 10){
SKAction * moveLeft = [SKAction moveBy:CGVectorMake(-10, 0) duration:5];
[self.player runAction:moveLeft];
_speedDelimiter++;
}
}
What I think I should make use of is the velocity property in my character's SKPhysicsBody property. But I'm not sure.
Related
I am creating game in which user can hit the object falling from the top of the screen with the racket. user can continuously move the racket but if it is at minimal speed or is at rest it should not hit the object, but if it above the minimal speed user should hit them. I have achieved that but the issue is when user start touching the racket which continously move with the user touch, the speed varition is their it does not start with the same speed and while touch is moving at that time also some times speed is very less even though the movement is fast. Here is my piece of code
-(void)didMoveToView:(SKView *)view {
self.physicsWorld.contactDelegate = (id)self;
racketNode = [SKSpriteNode spriteNodeWithImageNamed:#"racket"];
racketNode.size = CGSizeMake(50,50);
racketNode.position = CGPointMake(self.frame.origin.x + self.frame.size.width - 50,50);
racketNode.name = #"racket";
[self addChild:racketNode];
}
-(void) didBeginContact:(SKPhysicsContact *)contact {
SKSpriteNode *nodeA = (SKSpriteNode *)contact.bodyA.node ;
SKSpriteNode *nodeB = (SKSpriteNode *) contact.bodyB.node;
if (([nodeA.name isEqualToString:#"racket"] && [nodeB.name isEqualToString:#"fallingObject"])) {
if (racketNode.speed > kMinSpeed)
[nodeB removeFromParent];
else {
nodeB.physicsBody.contactTestBitMask = 0;
[self performSelector:#selector(providingCollsion:) withObject:nodeB afterDelay:0.1];
}
}
}
-(void) providingCollsion:(SKSpriteNode *) node {
node.physicsBody.contactTestBitMask = racketHit;
}
-(void) touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
start = location;
startTime = touch.timestamp;
racketNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:racketNode.frame.size];
racketNode.physicsBody.categoryBitMask = racket;
racketNode.physicsBody.contactTestBitMask = HitIt;
racketNode.physicsBody.dynamic = NO;
racketNode.physicsBody.affectedByGravity = NO;
[racketNode runAction:[SKAction moveTo:location duration:0.01]];
}
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
racketNode.physicsBody = nil;
racketNode.speed = 0;
}
-(void) touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
CGFloat dx = location.x - start.x;
CGFloat dy = location.y - start.y;
CGFloat magnitude = sqrt(dx*dx+dy*dy);
// Determine time difference from start of the gesture
CGFloat dt = touch.timestamp - startTime;
// Determine gesture speed in points/sec
CGFloat speed = magnitude/dt;
racketNode.speed = speed;
[handNode runAction:[SKAction moveTo:[touch locationInNode:self] duration:0.01]];
}
Please tell me which part my code is wrong so as to make same object collide with high speed only not on slow speed and also no collision on stable state.
Instead of doing it manually, use UIPanGestureRecognizer to handle your swipes. With it, there is a velocity property that you can use to check if the speed is greater than a given value.
Here is a great tutorial to do it:
https://www.raywenderlich.com/76020/using-uigesturerecognizer-with-swift-tutorial
I am trying to move a sprite node down every time I touch in a certain area. This is the code I have and the log is showing that the touches register. What am I doing wrong and is there an easier way to accomplish this?
-(void)update:(CFTimeInterval)currentTime {
CGPoint currentLocation = [currentTouch locationInView:currentTouch.view];
if (currentLocation.y > 500) {
CGFloat newY = _bg.position.y - 25;
_bg.position = CGPointMake(_bg.position.x, newY);
NSLog(#"touchtouch");
}
Try this:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint currentLocation = [touch locationInNode:self];
if (currentLocation.y > 500) {
CGFloat newY = _bg.position.y - 25;
_bg.position = CGPointMake(_bg.position.x, newY);
NSLog(#"touchtouch");
}
}
}
You can also use an SKAction to have the movement animated:
SKAction *moveDown = [SKAction moveToY:newY duration:1];
[_bg runAction:moveDown];
Hope this can help you!
I'm currently programming a small game with SpriteKit in Xcode for the iOS platform. I wrote a code which adds some SpriteNodes on 2 different "lines", so half of the nodes are moving with the y-coordinate 100 and the others with y = 200, and they're all moving from the left side to the right which an infinity loop. Now I want that the user can touch on one SpriteNode, then moves his finger to another SpriteNode, but it has to be located on another line, then removes his finger and the SpriteNode with the TOUCHBEGAN should change its y-coordinate with the TOUCHEND Node. How can I accomplish this?
-(void)add
{
SKSpriteNode *sprite2 = [SKSpriteNode spriteNodeWithImageNamed:#"test1.png"];
sprite2.position = CGPointMake(-40, self.frame.size.height / 2);
sprite2.size = CGSizeMake(100, 32);
SKSpriteNode *sprite3 = [SKSpriteNode spriteNodeWithImageNamed:#"test.png"];
sprite3.position = CGPointMake(-40, (self.frame.size.height / 2) + 90);
sprite3.size = CGSizeMake(32, 100);
[self addChild:sprite1];
[self addChild:sprite2];
SKAction *actionMove1 = [SKAction moveTo:CGPointMake(400, (self.frame.size.height / 2) - 90) duration:12];
SKAction *actionMove2 = [SKAction moveTo:CGPointMake(200, (self.frame.size.height / 2)) duration:12];
SKAction *actionMoveDone = [SKAction removeFromParent];
[sprite1 runAction:[SKAction sequence:#[actionMove1, actionMoveDone]]];
[sprite2 runAction:[SKAction sequence:#[actionMove2, actionMoveDone]]];
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast
{
self.lastSpawnTime += timeSinceLast;
if (self.lastSpawnTime > 2)
{
self.lastSpawnTime = 0;
[self add];
}
}
- (void)update:(CFTimeInterval)currentTime
{
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTime;
self.lastUpdateTime = currentTime;
if (timeSinceLast > 2)
{
timeSinceLast = 1.0 /60.0;
self.lastUpdateTime = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
You have to subclass SkSpriteNode:
to detect TouchEvents you have to set "userInteractionEnabled" to "YES"
to react on TouchEvents implement the touch method which fits for you needs:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event{}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{}
In this method you can change the coordinates of your sprite
add these function like that in your sksence
-(void)touchesEnded:(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:#"plane"])
{
NSLog(#"_______touch ended");
//x and y position of object at Scene
NSLog(#"%f",node.position.x);
NSLog(#"%f",node.position.y);
NSLog(#"%#",node);
}
}
-(void)touchesMoved:(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:#"plane"])
{
NSLog(#"_______touch mobing");
}
}
-(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:#"plane"])
{
NSLog(#"______touch begin");
//x and y position of object at Scene
NSLog(#"%f",node.position.x);
NSLog(#"%f",node.position.y);
NSLog(#"%#",node);
}
}
Im using Spritekit to create a game for iOS 7. The game has circles moving across the screen using this code
_enemy = [SKSpriteNode spriteNodeWithImageNamed:#"greeny"];
_enemy.position = CGPointMake(CGRectGetMidX(self.frame)+300,
CGRectGetMidY(self.frame));
_enemy.size = CGSizeMake(70, 70);
_enemy.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:35];
_enemy.physicsBody.mass = 0;
_enemy.physicsBody.categoryBitMask = Collisiongreen;
[_enemies addObject:_enemy];
NSLog(#"Enemies%lu",(unsigned long)_enemies.count);
[self addChild:_enemy];
[_enemy runAction:[SKAction moveByX:-900 y:0 duration:4]];
[self runAction:[SKAction playSoundFileNamed:#"Spawn.wav" waitForCompletion:NO]];
[self runAction:[SKAction sequence:#[
[SKAction waitForDuration:1.4],
[SKAction performSelector:#selector(move)
onTarget:self],
]]];
I would like to have it that when the user touches one of the objects moving across the screen that they can move it with their finger either up or down (thats why I'm using touches moved)
The code i have set up right now is
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if(_dead)
return;
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
if(CGRectContainsPoint(_enemy.frame, location)){
[_enemy runAction:[SKAction moveTo:[[touches anyObject] locationInNode:self] duration:0.01]];
}
My problem is that if i touch it the object will move a few pixels but will stop right after. How can I get it to move with my finger and if i let go it will continue moving left like programed before? Thanks!!
So the trick here is that in the touchesMoved method, you want the enemy's postion set to the location of your touch. Use the touchesEnded method to execute a method that makes the enemy continue in the direction of your last touch. This is a rough non-tested example.
You need to store the difference of the current location with the previous location.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if(_dead)
return;
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
if(CGRectContainsPoint(_enemy.frame, location)){
someBool = False;
[_enemy setPosition:location];
changeInX = location.x - lastX;
changeInY = location.y - lastY;
lastX = location.x;
lastY = location.y;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
someBool = True;
}
- (void)update:(NSTimeInterval)currentTime
{
...
if (someBool) {
enemy.position = CGPointMake((enemy.position.x + changeInX), (enemy.position.y + changeInY));
}
...
}
I want to detect a two-finger diagonal swipe that starts from the bottom right of the screen to the middle. I tried adding UISwipeGestureRecognizer with direction set as "UISwipeGestureRecognizerDirectionUp | UISwipeGestureRecognizerDirectionLeft" but to no vail as the handler is getting invoked even if I start the swipe from the middle of the screen to the top left.
Do I need to sub-class UIGestureRecognizer or can I handle this using touchesBegan and touchesMoved ?
You need to subclass it to use touchesBegan and touchesMoved anyway. I'd do UISwipeGestureRecognizerDirectionUp | UISwipeGestureRecognizerDirectionLeft like you said, then set up two CGRects, one for acceptable starting points, one for acceptable end points. Then use the UIGestureRecognizerDelegate method gestureRecognizer:shouldReceiveTouch:, and check if the touch point is in the acceptable start rect by using CGRectContainsPoint(). Then (I think) in your UISwipeGestureRecognizer subclass, override touchesEnded:withEvent:, and check if the end touch is in the acceptable rect. If it's not, set the state to UIGestureRecognizerStateCancelled (or however you're supposed to cancel a gesture). Also make sure the view it's attached to has its multipleTouchEnabled property set. I haven't actually tried this, but something of the sort should do it. Good luck!
EDIT
Actually, if you didn't want to have to worry about specific rect values for the acceptable start/end points, and make it device independent, you could do this:
//swap in whatever percentage of the screen's width/height you want in place of ".75f"
//set the origin for acceptable start points
CGFloat startRect_x = self.view.frame.size.width * .75f;
CGFloat startRect_y = self.view.frame.size.height * .75f;
//set the size
CGFloat rectWidth = self.view.frame.size.width - startRect_x;
CGFloat rectHeight = self.view.frame.size.height - startRect_y;
//make the acceptable start point rect
CGRect startRect = CGRectMake(startRect_x, startRect_y, rectWidth, rectHeight);
//set the origin for the accepable end points
CGFloat endRect_x = self.view.center.x - rectWidth/2;
CGFloat endRect_y = self.view.center.y - rectHeight/2;
//make the acceptable end point rect
CGRect endRect = CGRectMake(endRect_x, endRect_y, rectWidth, rectHeight);
the touches method of cause can do every Gesture, the Gesture is supported since ios3.2.
i can give you a simple code , you maybe modify by yourself.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
isTwoFingersBegin = NO;
isTwoFingersEnd = NO;
UITouch *touch = [touches anyObject];
UIView *touchView = [touch view];
if ([touches count] == 2)
{
isTwoFingersBegin = YES;
}
touchStartPoint = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
isSwip = YES;
}
#define TOUCH_MOVE_EFFECT_DIST 30
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
UIView *touchView = [touch view];
touchEndPoint = [touch locationInView:self.view];
if ([touches count] == 2)
{
isTwoFingersEnd = YES;
}
CGPoint deltaVector = CGPointMake(touchEndPoint.x - touchStartPoint.x, touchEndPoint.y - touchStartPoint.y);
if (fabsf(deltaVector.x) > TOUCH_MOVE_EFFECT_DIST
&&fabsf(deltaVector.y) > TOUCH_MOVE_EFFECT_DIST
&& isSwip &&isTwoFingersBegin&&isTwoFingersEnd) {
theSwipGesture=RightUpGesture;
}
else if (fabsf(deltaVector.x) <- TOUCH_MOVE_EFFECT_DIST
&& fabsf(deltaVector.y) <- TOUCH_MOVE_EFFECT_DIST
&& isSwip&&isTwoFingersBegin&&isTwoFingersEnd) {
theSwipGesture=LeftDownGesture;
}
isSwip = NO;
}
You can use a UIPanGestureRecognizer
- (void)viewPanned:(UIPanGestureRecognizer *)panGR
{
CGPoint translation = [panGR translationInView:self];
CGFloat threshold = self.bounds.size.width/2;
// Detect
Direction direction = DirectionUnknown;
if (translation.x > threshold) {
if (translation.y > threshold) {
direction = DirectionBottomRight;
} else if (translation.y < -threshold) {
direction = DirectionTopRight;
} else {
direction = DirectionRight;
}
} else if (translation.x < -threshold) {
if (translation.y > threshold) {
direction = DirectionBottomLeft;
} else if (translation.y < -threshold) {
direction = DirectionTopLeft;
} else {
direction = DirectionLeft;
}
} else {
if (translation.y > threshold) {
direction = DirectionBottom;
} else if (translation.y < -threshold) {
direction = DirectionTop;
}
}
}
One possible solution would be to map off a group of coordinates on the iPhone's screen where the swipe could potentially start, and another where it could potentially end. Then in the touchesBegan: and touchesMoved: methods, you could compare the starting and ending points of the swipe and determine whether it qualified as diagonal.
Thanks Guys!
I ended up writing custom code in touchesBegan, touchesMoved and touchesEnded and ot works like charm.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([touches count] == 2) {
CGPoint nowPoint = [[touches anyObject] locationInView:self];
if( nowPoint.x >= ALLOWED_X)
swipeUp = YES;
}
[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
if ([touches count] == 2 && swipeUp) {
CGPoint nowPoint = [[touches anyObject] locationInView:self];
CGPoint prevPoint = [[touches anyObject] previousLocationInView:self];
if( nowPoint.x <= prevPoint.x && nowPoint.y <= prevPoint.y){
}
else {
swipeUp = NO;
}
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesEnded:touches withEvent:event];
CGPoint nowPoint = [[touches anyObject] locationInView:self];
if ([touches count] == 2 && swipeUp && nowPoint.x <= DELTA_X && nowPoint.y <= DELTA_Y) {
NSLog(#"Invoke Method");
}
swipeUp = NO;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesCancelled:touches withEvent:event];
swipeUp = NO;
}