UIDynamics not working in Swift - ios

I'm attempting to convert the Ray Wenderlich's tutorial on UIDynamics to swift code, but I'm stuck on the very first part.
http://www.raywenderlich.com/50197/uikit-dynamics-tutorial
Here's what I'm doing:
created a square UIView
added a UIDynamicAnimator to the main view
added a UIGravityBehavior and initialized it with the square
added gravity behavior to the animator
It all compiles and runs fine but the square doesn't move. Can anybody see what I'm doing wrong?
https://github.com/oisinlavery/UIDynamics-Swift

You've created your animator as a local variable to your go method, so it disappears as soon as that method is finished. It needs to be an instance variable on your ViewController class so that it will stick around and do the work of animating the square:
class ViewController: UIViewController {
var animator: UIDynamicAnimator?
#IBAction func go(sender : UIButton) {
var square = UIView(frame: CGRectMake(100, 100, 100, 100))
square.backgroundColor = UIColor.blackColor()
self.view.addSubview(square)
self.animator = UIDynamicAnimator(referenceView: self.view)
var grav = UIGravityBehavior(items:[square])
self.animator!.addBehavior(grav)
}
}

Related

Multiple Views In Xcode Swift Playground

I am creating a swift playground I want to create multiple views, first an introduction screen then a SpriteKit game then a conclusion screen.
How can I change between views in Xcode playground.
Here is a picture that show first and 2 and 3 view in sources that I want to display by order
How can I change views between these 3 files and there is no storyboard. What code should I put in MyPlayground.
In your playground file, you create your scene view like this:
let sceneView = SKView(frame: CGRect(x:0 , y:0, width: 640, height: 480))
let myScene = FirstView(fileNamed: "MyPlayground")
if let scene = myScene {
scene.scaleMode = .aspectFill
sceneView.presentScene(scene)
}
PlaygroundSupport.PlaygroundPage.current.liveView = sceneView
And in your First View file, create your FirstView class. Do not forget to put it as public:
import Foundation
import SpriteKit
public class FirstView: SKScene {
private var label : SKLabelNode!
open override func didMove(to view: SKView) {
// Get label node from scene and store it for use later
label = SKLabelNode(text: "first view")
label.position = view.center
addChild(label)
}
}

linking GameViewController.swift to GameScene.swift

I have created a UI elements on main.storyboard which i require to be hidden until the game is over and the once the player tap the screen to dismiss. Main.storyboard is linked to GameViewController therefor all my IBOutlets and IBActions are in there and all my game code is in GameScene. How can i link the view controller to the scene for that the popup image and buttons only appear when it is game over. Would greatly appreciate some help, I have been stuck on this for quite some time now.
This seems to be quite a common problem people have with SpriteKit games so lets go through the difference between SpriteKit games and UIKit apps.
When you make a regular UIKit app, e.g. YouTube, Facebook, you would use ViewControllers, CollectionViews, Views etc for each screen/menu that you see (Home screen, Channel screen, Subscription channel screen etc). So you would use UIKit APIs for this such as UIButtons, UIImageViews, UILabels, UIViews, UICollectionViews etc. To do this visually we would use storyboards.
In SpriteKit games on the other hand it works differently. You work with SKScenes for each screen that you see (MenuScene, SettingsScene, GameScene, GameOverScene etc) and only have 1 ViewController (GameViewController). That GameViewController, which has a SKView in it, will present all your SKScenes.
So we should add our UI directly in the relevant SKScenes using SpriteKit APIs such as SKLabelNodes, SKSpriteNodes, SKNodes etc. To do this visually we would use the SpriteKit scene level editor and not storyboards.
So the general logic would be to load your 1st SKScene as usual from the GameViewController and than do the rest from within the relevant SKScenes. Your GameViewController should basically have next to no code in it beyond the default code. You can also transition from 1 scene to another scene very easily (GameScene -> GameOverScene).
If you use GameViewController for your UI it will get messy really quickly if you have multiple SKScenes because UI will be added to GameViewController and therefore all SKScenes. So you would have to remove/show UI when you transition between scenes and it would be madness.
To add a label in SpriteKit it would be something like this
class GameScene: SKScene {
lazy var scoreLabel: SKLabelNode = {
let label = SKLabelNode(fontNamed: "HelveticaNeue")
label.text = "SomeText"
label.fontSize = 22
label.fontColor = .yellow
label.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
return label
}()
override func didMove(to view: SKView) {
addChild(scoreLabel)
}
}
To make buttons you essentially create a SKSpriteNode and give it a name and then look for it in touchesBegan or touchesEnded and run an SKAction on it for animation and some code after.
enum ButtonName: String {
case play
case share
}
class GameScene: SKScene {
lazy var shareButton: SKSpriteNode = {
let button = SKSpriteNode(imageNamed: "ShareButton")
button.name = ButtonName.share.rawValue
button.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
return button
}()
override func didMove(to view: SKView) {
addChild(shareButton)
}
/// Touches began
override open func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let node = atPoint(location)
if let nodeName = node.name {
switch nodeName {
case ButtonName.play.rawValue:
// run some SKAction animation and some code
case ButtonName.share.rawValue:
let action1 = SKAction.scale(to: 0.9, duration: 0.2)
let action2 = SKAction.scale(to: 1, duration: 0.2)
let action3 = SKAction.run { [weak self] in
self?.openShareMenu(value: "\(self!.score)", image: nil) // image is nil in this example, if you use a image just create a UIImage and pass it into the method
}
let sequence = SKAction.sequence([action1, action2, action3])
node.run(sequence)
default:
break
}
}
}
}
}
To make this even easier I would create a button helper class, for a simple example have a look at this
https://nathandemick.com/2014/09/buttons-sprite-kit-using-swift/
You can also check out Apple's sample game DemoBots for a more feature rich example.
This way you can have things such as animations etc in the helper class and don't have to repeat code for each button.
For sharing, I would actually use UIActivityController instead of those older Social APIs which might become deprecated soon. This also allows you to share to multiple services via 1 UI and you will also only need 1 share button in your app. It could be a simple function like this in the SKScene you are calling it from.
func openShareMenu(value: String, image: UIImage?) {
guard let view = view else { return }
// Activity items
var activityItems = [AnyObject]()
// Text
let text = "Can you beat my score " + value
activityItems.append(text as AnyObject)
// Add image if valid
if let image = image {
activityItems.append(image)
}
// Activity controller
let activityController = UIActivityViewController(activityItems: activityItems, applicationActivities: nil)
// iPad settings
if Device.isPad {
activityController.popoverPresentationController?.sourceView = view
activityController.popoverPresentationController?.sourceRect = CGRect(x: view.bounds.midX, y: view.bounds.midY, width: 0, height: 0)
activityController.popoverPresentationController?.permittedArrowDirections = UIPopoverArrowDirection.init(rawValue: 0)
}
// Excluded activity types
activityController.excludedActivityTypes = [
UIActivityType.airDrop,
UIActivityType.print,
UIActivityType.assignToContact,
UIActivityType.addToReadingList,
]
// Present
view.window?.rootViewController?.present(activityController, animated: true)
}
and then call it like so when the correct button was pressed (see above example)
openShareMenu(value: "\(self.score)", image: SOMEUIIMAGE)
Hope this helps
create reference of GameViewController in GameScene class like this way
class GameScene: SKScene, SKPhysicsContactDelegate {
var referenceOfGameViewController : GameViewController!
}
in GameViewController pass the reference like this way
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
scene.referenceOfGameViewController = self
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
by using this line you can pass reference to GameScene class
scene.referenceOfGameViewController = self
Now In GameScene class you can access all the variable of GameViewController like this way
referenceOfGameViewController.fbButton.hidden = false
referenceOfGameViewController.gameOverPopUP.hidden = false

Scene Transition Fading But Not Switching Scenes

I am trying to transition from the default, root scene to a new scene with SpriteKit. However, whenever I press the Start button, it grays out the old scene (although it remains visible) and the Drawing Board label shows up. The scene remains greyed out. All the buttons from the old scene can still be pressed but do not perform their associated actions. A UIButton triggers this func:
startButton.addTarget(self, action: "goToDrawingBoard:", forControlEvents: UIControlEvents.TouchUpInside)
The func:
#objc func goToDrawingBoard(sender: UIButton){
let drawingBoardScene = DrawingBoardScene(size: self.size)
self.scene?.view?.presentScene(drawingBoardScene, transition: SKTransition.crossFadeWithDuration(1.0))
}
And the DrawingBoardScene.swift file:
import Foundation
import SpriteKit
import UIKit
class DrawingBoardScene: SKScene {
let titleLabel = SKLabelNode(text: "DRAWING BOARD")
override func didMoveToView(view: SKView) {
/*LABEL: Displays title*/
titleLabel.fontColor = UIColor.blackColor()
titleLabel.fontSize = 60
titleLabel.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
self.addChild(titleLabel)
}
}
Looks like you are presenting the scene incorrectly, try the following:
#objc func goToDrawingBoard(sender: UIButton){
let drawingBoardScene = DrawingBoardScene(size: self.size)
self.view?.presentScene(drawingBoardScene, transition: SKTransition.crossFadeWithDuration(1.0))
}
There is no reason to add the new scene as a child to the old scene, and who knows why your scene has a scene object.
As a personal note, presenting your scene in this matter is not a good way to present scenes. It is the views job to be presenting scenes, so what you should be doing is when it comes time for the scene to be removes, send a notification in some way to the view that the scene is done working and is waiting for it to be removed, and have the view then present the scene. This will allow the view to properly remove the old scene without having any retainers holding it back. One method to do this is threw delegation
My friend and I spent a couple nights working on various solutions and the one we finally came up with is this:
override func willMoveFromView(view: SKView) {
self.removeAllChildren()
delete(startButton)
}
override func delete(sender: AnyObject?) {
let subviews = (self.view?.subviews)! as [UIView]
for v in subviews {
if let button = v as? UIButton {
button.removeFromSuperview()
}
}
}
The only problem with this is that when the scene shifts the buttons can take a split second longer to disappear, giving it a kind of glitchy feel. It does work though, so for a short term solution it is great.

Passing variable from UIViewController to SK Scene

I'm making an a game in XCode 7 using Swift 2. I have a variable that I want to pass from the start screen (which is an UIViewController) to the game scene (which is an SKScene). I want the player to select a character in a UIView and play with it in the SKScene. I also want the score that's in the SKScene to show in the game-over screen that's an UIView. I've seen tutorials for passing data between two UIViewControllers and between two SKScenes, but none of them work for this case.
How can I pass a variable from an UIViewController to a SKScene (and vice versa)?
I ran over this same problem yesterday.
Swift 5.2, xcode 12 and targeting iOS 14. Searched high and low. Eventually found the userData attribute of the SKScene.
Note: The app is based on SwiftUI and the SKScene is inside a UIViewRepresentable:
struct SpriteKitContainer: UIViewRepresentable {
typealias UIViewType = SKView
var skScene: SKScene!
#Binding var timerData : ModelProgressTimer
Not that I am passing a binding into the View - this contains a number of data items I wanted to make available to the scene.
I placed code in two places to populate skScene.userData:
func makeUIView(context: Context) -> SKView {
self.skScene.scaleMode = .resizeFill
self.skScene.backgroundColor = .green
debugPrint("setting user data")
self.skScene.userData = [:]
self.skScene.userData!["color"] = UIColor(timerData.flatColorTwo!)
self.skScene.userData!["running"] = timerData.isRunning
self.skScene.userData!["percent"] = timerData.percentComplete
let view = SKView(frame: .zero)
view.preferredFramesPerSecond = 60
// view.showsFPS = true
// view.showsNodeCount = true
view.backgroundColor = .clear
view.allowsTransparency = true
return view
}
func updateUIView(_ view: SKView, context: Context) {
self.skScene.userData = [:]
self.skScene.userData!["running"] = timerData.isRunning
self.skScene.userData!["color"] = UIColor(timerData.flatColorTwo!)
self.skScene.userData!["percent"] = timerData.percentComplete
view.presentScene(context.coordinator.scene)
}
Then, inside the skScene object, I am able to retrieve the userData values:
var item: SKShapeNode! = nil
override func sceneDidLoad() {
let scaleUp = SKAction.scale(by: 2.0, duration: 1.0)
let scaleDown = SKAction.scale(by: 0.5, duration: 1.0)
scaleUp.timingMode = .easeInEaseOut
scaleDown.timingMode = .easeInEaseOut
let sequence = SKAction.sequence([scaleUp,scaleDown])
actionRepeat = SKAction.repeatForever(sequence)
item = SKShapeNode(circleOfRadius: radius)
addChild(item)
}
override func didChangeSize(_ oldSize: CGSize) {
item.fillColor = self.userData!["color"] as! UIColor
item.strokeColor = .clear
let meRunning = self.userData!["running"] as! Bool
if meRunning {
item.run(actionRepeat)
} else {
item.removeAllActions()
}
}
This draws a circle that "pulses" if the "running" boolean is set in the userdata (a Bool value).
If you haven't already found the answer, I did find a way to do this. I was doing something very similar.
In my case I have a UIView that gets called as a pause menu from my scene. I have made the class and variable names a little more ambiguous so they can apply to your situation as well.
class MyView: UIView {
var scene: MyScene!
var button: UIButton!
init(frame: CGRect, scene: MyScene){
super.init(frame: frame)
self.scene = scene
//initialize the button
button.addGestureRecognizer(UITapGestureRecognizer(target: self, action: "buttonTapped"))
}
func buttonTapped(){
self.removeFromSuperview() // this removes my menu from the scene
scene.doTheThing() // this calls the method on my scene
}
Here are the relevant parts of my scene.
class MyScene: SKScene {
func doTheThing(){
//this is a function on the scene. You can pass any variable you want through the function.
}
}
In your situation, it sounds like the first screen is a UIView and the second screen is the SKScene.
You may want to make your SKScene first, pause it, and then add the UIView in front of the Scene. Once the character is selected, you can remove the UIView and add your character into the scene.
I hope that this answers your question. If it doesn't let me know.
From the level select scene:
let scene = GameScene(fileNamed:"GameScene")
scene?.userData = [:]
scene?.userData!["level"] = 21
self.view?.presentScene(scene!)
From within the game scene:
let level = self.userData!["level"] as! Int

Swift: Init parameter is unresolved

I'm trying to do something that seems straightforward, but I'm getting "use of unresolved identifier" instead of the variable I'm expecting.
In one class I'm instantiating an object:
let sprite = Hero(view: view)
View is a valid variable, and I can po it in this class.
In Hero, I have my init function setup as follows:
init(view: SKView) {
...
}
But when I try to po view from this initializer, I get the "use of unresolved identifier" error. Any idea why?
EDIT:
Here's all my relevant code:
GameScene.swift
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let sprite = Hero(view: view)
self.addChild(sprite)
}
}
Hero.swift
import SpriteKit
class Hero: SKSpriteNode {
init(view: SKView) {
let texture = SKTexture(imageNamed:"Spaceship")
let color = SKColor(white: 0, alpha: 0)
let size = CGSizeMake(100, 100)
super.init(texture:texture, color:color, size:size)
self.xScale = 1.0
self.yScale = 1.0
self.position = CGPointMake((view.bounds.width / 2) - (size.width / 2), view.bounds.height - 200)
}
}
Everything about this code works, the spaceship will show up if I set the position to, let's say CGPointMake(200,200), only view is unresolved in Hero. I'm passing view so that Hero knows the bounds of the view it's being added to and can center itself.
So, I got the code to perform the way I was expecting. I ended up changing Hero's init definition to look like this:
init(addToView view: SKView)
And then initialized a new object by doing:
let hero = Hero(addToView: view)
Now, everything works as I expect, view is passed to init as a resolved variable. But what's funny is #connor's recommendation to use let sprite = Hero(view) should have worked when init was defined as init(view: SKView). "view:" in that case was a local parameter name and should not have been required in the function call. At least, that's what I'm lead to believe based on the Functions chapter of The Swift Programming Language book. I have no idea why Xcode complained about a missing "view:" in the function call, which would have been an external parameter name never listed in the init definition.

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