In my spritekit game I am working on applying a wind like force to my game. I have somehow implemented this a number of ways.
The first way I tried is this :
Attempt one
In this code here the sprite is first pushed as it should, however I cant get it too stop.
-(void)update:(NSTimeInterval)currentTime {
NSLog(#" %d",_time);
if (_time == 200 /* | _time==400 */ ) {
[self startPush];
}
-(void)startPush
{
SKAction *startPush = [SKAction runBlock:^{
[_player.physicsBody applyForce:CGVectorMake(50, 0)];
}];
SKAction *wait = [SKAction waitForDuration:1];
SKAction *stopPush = [SKAction runBlock:^{
// [_player.physicsBody applyForce:CGVectorMake(-50, 0)];
[_player.physicsBody applyForce:CGVectorMake(0, 0)];
}];
SKAction *sequence = [SKAction sequence:#[startPush, wait,stopPush]];
[self runAction:sequence];
}
Attempt Two
I attempted to change my code since i saw this post by LearnCocos2d where he said that AKActions are bad for movements.
Constant movement in SpriteKit
So i tried this
Here also the pushing doesnt stop even if pushOn is set to No.
Would love some help in doing the final tweaks in this.
Thank you
-(void)update:(NSTimeInterval)currentTime {
NSLog(#" %d",_time);
if (_time == 200 /* | _time==400 */ ) {
windOn=NO;
}else if (_time==300)
{
pushOn=NO;
}
if (pushOn)
{
{
[_player.physicsBody applyForce:CGVectorMake(0.1, 0)];
}
Applying a zero force is equivalent to applying ... nothing. You're basically leaving the body as is with this code:
[_player.physicsBody applyForce:CGVectorMake(0, 0)];
Instead you probably wanted to zero the velocity vector:
_player.physicsBody.velocity = CGVectorMake(0, 0);
The difference is that applyForce acts as an "add vector" operation, whereas the line above is a "set vector" operation.
Related
I've read in a few placing that changing the speed variable of an SKAction will change the speed; however, that doesn't seem to be working for me.
- (void)startAnimating {
SKAction *moveDown = [SKAction moveByX:0 y:-[CAUtilities screenSize].height duration:self.animationDuration];
[self setMoveDownAction:[SKAction repeatActionForever:moveDown]];
[self runAction:self.moveDownAction];
}
- (void)incAnimationSpeedBy:(CGFloat)aFloat {
self.moveDownAction.speed += 0.5;
NSLog(#"%f", self.moveDownAction.speed);
}
The actual value of self.moveDownAction.speed changes as seen in the NSLog call, but the actual animation doesn't change.
I have incAnimationSpeedBy: being called when the screen is tapped, so using a SKAction sequence with a runBlock won't work for my needs.
I've tried:
Having the initial moveDown as an instance variable.
Having the repeat forever action as an instance variable (seen above).
Changing the duration property rather than speed.
Any help is appreciated, thanks.
The problem was I was trying to change the speed on the different SKAction objects when I should have been changing the speed on the parent SKSpriteNode.
- (void)startAnimating {
SKAction *moveDown = [SKAction moveByX:0 y:-[CAUtilities screenSize].height duration:3.0];
[self runAction:[SKAction repeatActionForever:moveDown]];
}
- (void)incAnimationSpeedBy:(CGFloat)aFloat {
if (self.speed + aFloat < kMaxSpeed)
self.speed += aFloat;
}
I am building a game with sprite kit and have a sprite moving from left to right with an endless action.
SKAction *moveRight = [SKAction moveByX:3.0 y:0 duration:3.5];
SKAction *moveLeft = [SKAction moveByX:-3.0 y:0 duration:3.5];
SKAction *reversedMoveRight = [moveRight reversedAction];
SKAction *reversedMoveLeft = [moveLeft reversedAction];
SKAction *completion = [SKAction runBlock:^{
SKAction *sequence = [SKAction sequence:#[moveRight, moveLeft, reversedMoveRight,reversedMoveLeft]];
SKAction *endlessAction = [SKAction repeatActionForever:sequence];
[snake runAction:endlessAction];
}];
[snake runAction:completion withKey:#"KeySnake"];
This works, but after a short period of time my game slows down. The CPU and memory usage continues to grow in the debug navigator in Xcode. I think the endless action is causing the problem, but I don't know any other way to move it constantly like I want to.
From your comment I understand you are calling
[snake runAction:completion withKey:#"KeySnake"];
inside the update method. This is the problem, infact you are creating and running a new action every frame.
Move the whole block of code (you showed in your question) inside a method that is called only once.
Example: here I also refactored the construction of your action and changed the x value (in the action) from 3.0 to 100.0
#import "GameScene.h"
#implementation GameScene
{
SKSpriteNode * _snake;
}
- (void)didMoveToView:(SKView *)view {
[self addSnake];
[self startSnakeMoving];
}
- (void)addSnake{
_snake = [SKSpriteNode spriteNodeWithImageNamed:#"Snake"];
_snake.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:_snake];
}
- (void)startSnakeMoving {
SKAction * moveRight = [SKAction moveByX:100.0 y:0 duration:3.5];
SKAction * sequence = [SKAction sequence:#[moveRight, moveRight.reversedAction, moveRight.reversedAction, moveRight]];
SKAction * endlessAction = [SKAction repeatActionForever:sequence];
[_snake runAction:endlessAction withKey:#"KeySnake"];
}
#end
Rather than making snake (whatever is snake) calling your endless action (that is in fact 'sequence' repeated forever), you should call 'sequence' via a CADisplayLink (which is a screen refresh), that is make to drive the rendering of anything (so game) at screen refresh frequency.
I have a problem in which my Sprite Kit game lags only when the first collision occurs between the main character and any other sprite. After the first collision occurs, every other collision is smooth and runs at 60.0 fps. The odd thing is that when the first collision, the fps only drops to 49-51, but the actual game freezes for a half second. This is also not an issue of setup lag as this occurs no matter how long I wait to start. Does anyone know what the issue is?
-(void)checkForCollisions {
if (_invincible) return;
[self enumerateChildNodesWithName:#"enemy"
usingBlock:^(SKNode *node, BOOL *stop){
SKSpriteNode *enemy = (SKSpriteNode *)node;
CGRect smallerFrame = CGRectInset(enemy.frame, 22, 22);
if (CGRectIntersectsRect(smallerFrame, _sloth.frame)) {
[enemy removeFromParent];
[self runAction:[SKAction playSoundFileNamed:#"eagle.wav" waitForCompletion:NO]];
NSString *burstPath =
[[NSBundle mainBundle] pathForResource:#"ExplosionParticle" ofType:#"sks"];
SKEmitterNode *burstEmitter =
[NSKeyedUnarchiver unarchiveObjectWithFile:burstPath];
burstEmitter.position = _sloth.position;
[self addChild:burstEmitter];
[self changeInLives:-1];
_invincible = YES;
float blinkTimes = 10;
float blinkDuration = 3.0;
SKAction *blinkAction =
[SKAction customActionWithDuration:blinkDuration
actionBlock:
^(SKNode *node, CGFloat elapsedTime) {
float slice = blinkDuration / blinkTimes;
float remainder = fmodf(elapsedTime, slice);
node.hidden = remainder > slice / 2;
}];
SKAction *sequence = [SKAction sequence:#[blinkAction, [SKAction runBlock:^{
_sloth.hidden = NO;
_invincible = NO;
}]]];
[_sloth runAction:sequence];
}
}];
}
The lag is not linked to the emitter node as the game still lags whenever it is commented out.
Let me know if you need any additional information. Thanks in advance!
Here is a link for my Instruments's trace file: https://www.dropbox.com/sh/xvd1xdti37d76au/ySL4UaHuOS
If you look at the trace file, note that the collision occurs when the Time Profiler reaches 118%.
As Cocos mentioned, it is probably the initial loading of your sound file which is causing the one time delay.
In your implementation add the sound action:
SKAction *eagleSound;
In your init method add this:
eagleSound = [SKAction playSoundFileNamed:#"eagle.wav" waitForCompletion:NO];
Then whenever you need to play the sound, use this:
[self runAction:eagleSound];
Does anyone know if there is a way to fade (over time) between two different SKTextures on an SKSpriteNode. I am assuming that you can't do this directly and plan to use a duplicate child sprite with a higher ZPosition to realise the fade, but I just wanted to check that there was not some method using SKAction(s) that I had over looked.
The following code should address this issue assuming the new texture fits overtop of the old one (it doesn't fade out the previous texture, but simply fades in the new one on top). I've left out minor implementation details such as timing mode.
-(void) fadeTexture:(SKTexture *)newTexture ontoSpriteNode:(SKSpriteNode *)referenceSpriteNode withDuration:(CFTimeInterval)duration {
SKSpriteNode * fadeInSprite = [self fadeInSpriteWithTexture:newTexture referenceSpriteNode:referenceSpriteNode];
[[referenceSpriteNode parent] addChild:fadeInSprite];
[fadeInSprite runAction:[SKAction sequence:#[
[SKAction fadeAlphaTo:1 duration:duration],
[SKAction runBlock:^{
[fadeInSprite removeFromParent];
[referenceSpriteNode setTexture:newTexture];
}]
]]];
}
-(SKSpriteNode *) fadeInSpriteWithTexture:(SKTexture *)newTexture referenceSpriteNode:(SKSpriteNode *)referenceSpriteNode {
SKSpriteNode * fadeInSprite = [SKSpriteNode spriteNodeWithTexture:newTexture size:[referenceSpriteNode size]];
[fadeInSprite setAlpha:0];
[fadeInSprite setAnchorPoint:[referenceSpriteNode anchorPoint]];
[fadeInSprite setPosition:[referenceSpriteNode position]];
return fadeInSprite;
}
I have this code:
#implementation MyScene {
SKAction *delayAction;
}
Inside a method:
delayAction = [SKAction waitForDuration:3.0];
[self runAction:[SKAction repeatActionForever: [SKAction sequence:
#[delayAction, [SKAction ...]]]]]
withKey:#"myKey"];
Then i want to decrease duration overtime. (This method is called on update:)
So i tried:
- (void)updateVelocity
{
NSLog(#"duration:%f",delayAction.duration);
delayAction.duration = delayAction.duration - 0.001;
}
And i get:
2014-04-04 11:45:05.781 FlyFish[5409:60b] duration:1.300000
2014-04-04 11:45:05.785 FlyFish[5409:60b] duration:1.299000
2014-04-04 11:45:05.800 FlyFish[5409:60b] duration:1.298000
2014-04-04 11:45:05.816 FlyFish[5409:60b] duration:1.297000
Which seems good, but my [SKAction ...] still continues repeating after 3 seconds.
I'd do this a different way. Something like this...
- (void)recursiveActionMethod
{
if (some end condition is met) {
return;
// this allows you to stop the repeating action.
}
self.duration -= 0.01;
// store duration in a property
SKAction *waitAction = [SKAction waitForDuration:self.duration];
SKAction *theAction = [SKAction doWhatYouWantHere];
SKAction *recursiveAcion = [SKAction performSelector:#selector(recursiveActionMethod) onTarget:self];
SKAction *sequence = [SKAction sequence:#[waitAction, theAction, recursiveAction]];
[self runAction:sequence];
}
This will perform your action and then come back to this function to be run again with a different wait time and again, and again, ...
You can even stop the sequence by having some end condition that would jump inside the if block and stop the loop.
I am a bit late, but you can instead set the action to SKActionTimingEaseOut. Also this is language native and should work slightly faster. (Though you cannot customize the speed changes)
This can be done similarly to this:
yourSKAction.timingMode = SKActionTimingEaseOut;