SKLabelNode does not change fontColor - ios

I have a SKLabelNode added in my SKScene and it's color is black. But somewhere in the code I am doing
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
var keysArr = playerLabels.allKeys
for k in keysArr {
var playerLabel = k as SKLabelNode
if CGRectContainsPoint(playerLabel.frame, location) {
selectedPlayer = playerLabels.objectForKey(playerLabel) as AvailablePlayer
playerLabel.fontColor = UIColor.redColor()
}
}
}
}
and it does not change the label node color. I have to do
playerLabel.removeFromParent()
self.addChild(playerLabel)
so that the color change would take effect. This looks like a hack to me and I am wondering if I am doing something wrong or if there is another way to do this.

I find that if I do something with the scene like a null action the sprite updates, e.g.:
final class MainViewController: UIViewController {
/// The view controller for the main scene (self!)
private(set) static var viewController: MainViewController!
private var mainNode: SCNNode!
private var uiAction: SCNAction!
override func viewDidLoad() {
super.viewDidLoad()
...
// Retrieve and store the main node
mainNode = main.rootNode.childNodeWithName("ship", recursively: true)!
// Animate the UI (needed to allow buttons to respond - probably an iOS bug :( )
uiAction = SCNAction.repeatAction((SCNAction.rotateByX(0, y: 0, z: 0, duration: 1)), count: 1)
// Give other objects access to this view controller
MainViewController.viewController = self
}
...
/// Force the update the UI by doing a nothing animation (probably an iOS 8 bug :( )
func updateUI() {
mainNode.runAction(uiAction)
}
}
I then call updateUI every time I modify a sprite, e.g.:
MainViewController.viewController.updateUI()
Not ideal since you have to manually call updateUI, but it is the best I have come up with :(

Related

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

Removing a sprite in an if statement with SpriteKit

I want to make a game where every time a user touches, it switches between one of two "states". In order to keep track of touches, I made a variable called userTouches, which changes from true to false each time a user touches. I want to make it so that if numberOfTouches is true, it updates the texture to state0; if it's false, it updates the texture to state1. Pretty much just toggling between state0 and state1 for each touch.
var userTouches: Bool = true
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
userTouches = !userTouches
}
let centered = CGPoint(x: size.width/2, y: size.height/2)
let state0 = SKTexture(imageNamed:"state0")
let state1 = SKTexture(imageNamed:"state1")
var activeState: SKSpriteNode = SKSpriteNode(texture: state0)
//Add new state0 if it's odd, remove old state0 if it's not.
if userTouches == true {
activeState.texture = state0
println("IT'S TRUE")
} else {
activeState.texture = state1
println("IT'S FALSE")
}
self.addChild(activeState)
activeState.name = "state0"
activeState.xScale = 0.65
activeState.yScale = 0.65
activeState.position = centered
}
When I run the code, the new textures are added according to the conditions, but the old ones are still there. They are being added as new spritenodes in the scene. I do not want this. I was expecting it to simply switch between the textures (state0 and state1) of the activeState spritenode depending on my boolean variable. How can I have my code toggle between textures each time a user taps, instead of piling new spritenodes on top of one another?
Each time you create a new object, change its texture (a new object`s texture, but not the texture of object which was set up last time) and add it to the scene. That's why new objects are added and nothing happens with the old objects.
Do this and it will solve your problem:
Create textures and SKSpriteNode object outside the touchesBegan function
If you have no init at your scene, create SKSpriteNode object at didMoveToView function for example and add it to scene
Then in touchesBegan function only set texture to SKSpriteNode object
it would look something like this:
class GameScene: SKScene {
...
let state0 = SKTexture(imageNamed:"state0")
let state1 = SKTexture(imageNamed:"state1")
var activeState: SKSpriteNode?
...
override func didMoveToView(view: SKView) {
let centered = CGPoint(x: size.width/2, y: size.height/2)
activeState = SKSpriteNode(texture: state0)
self.addChild(activeState!)
activeState!.name = "state0"
activeState!.xScale = 0.65
activeState!.yScale = 0.65
activeState!.position = centered
}
...
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
if userTouches {
activeState!.texture = state0
} else {
activeState!.texture = state1
}
}
...
}

How to change View Controller when player collides with an object?

I am having trouble figuring out how to change view controllers when your player collided with an object.
I want to like a menu to pop-up displaying a menu button and a replay button, also so extra buttons that are not important at this moment of time. I am not sure how some of those end of game menus are made, I am thinking switching view controllers, if you know exactly how they are made please tell me.
This is the code I have at the moment, and the only thing it does is display a label that the game is over and when that label is tapped the game will restart:
import Foundation
import AVFoundation
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var movingGround: PPMovingGround!
var square1: PPSquare1!
var wallGen: PPWallGen!
var diamondGen: PPDiamondGen!
var isStarted = false
var isGameOver = false
var isDiamondContact = false
var playerNode: SKNode!
override func didMoveToView(view: SKView) {
//code that is not important was deleted
func collisionWithDiamond() {
isDiamondContact = true
}
func restart() {
let newScence = GameScene(size: view!.bounds.size)
newScence.scaleMode = .AspectFill
view!.presentScene(newScence)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
if isGameOver {
restart()
} else {
square1.flip()
}
}
override func update(currentTime: CFTimeInterval) {
}
// MARK: - SKPhysicsContactDelegate
func didBeginContact(contact: SKPhysicsContact) {
if !isGameOver {
gameOver()
} else {
!isDiamondContact
collisionWithDiamond()
}
}
Note: I have deleted code that is unrelated or not necessary.
Updates:
Link to a game play of a game: https://www.youtube.com/watch?v=WUibTETfEQY
SKIP TO 2:32 TO SEE THE GAME OVER SCREEN
Link to image of game over screen: Image
(I was unable to post an image here because I don't have the required 10 rep points yet.)
// Edited Answer
This will be the easiest. Create a new GameOverScene.swift that is a SKScene. Then customize that scene however you want with background image, SKLabelNodes for buttons. Checkout creating buttons in skview to point to different scenes
When the game ends in GameScene,
let gameOverScene: GameOverScene = GameOverScene(size: self.size)
self.view!.presentScene(gameOverScene, transition: SKTransition.doorsOpenHorizontalWithDuration(1.0))
Here is a project that has this implemented, http://www.raywenderlich.com/76741/make-game-like-space-invaders-sprite-kit-and-swift-tutorial-part-2
// First Answer -----------------------------------------------
If you want to switch viewControllers, you will have to present the new viewController like this or with segue,
self.view?.window?.rootViewController?.presentViewController(newView, animated: true, completion: nil)
self.view?.window?.rootViewController?.performSegueWithIdentifier("id", sender: AnyObject)
Otherwise create a SKView and add buttons, then add it to the scene when game is over or add it before, hide it, then show it. Once user picks a choice, remove it or hide it with,
SKView.hidden = false
SKView.hidden = true
Add SKView with,
self.view?.addSubview(SKView)
Simple SKView overlay,
let view1 = SKView(frame: CGRectMake(0, 0, 200, 200))
view1.center = self.view!.center
self.view?.addSubview(view1)
If the game is over and you want to present a selective menu, you could present a UIAlertView that presents the user with whatever options that you want. From there they could restart the game, or they could choose to go to some other view like one that manages their player stats or something ( I don't know what exactly your game is).

Creating a button using SKLabelNode as a parent in Swift SpriteKit

I'm trying to create a subclass of SKLabelNode for a button in SpriteKit. I tried to create a button using SKLabelNode as a parent, so I can use everything I know about labels while creating my buttons (font, text size, text color, position, etc).
I've looked into Swift Spritekit Adding Button Programaticly and I'm using the basis of what that is saying, but rather I'm making a subclass instead of a variable, and I'm creating the button using a label's code. The subclass has the added function that will allow it to be tapped and trigger an action.
class StartScene: SKScene {
class myButton: SKLabelNode {
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if myButton.containsPoint(location) {
// Action code here
}
}
}
}
override func didMoveToView(view: SKView) {
let startGameBtn = myButton(fontNamed: "Copperplate-Light")
startGameBtn.text = "Start Game"
startGameBtn.fontColor = SKColor.blackColor()
startGameBtn.fontSize = 42
startGameBtn.position = CGPointMake(frame.size.width/2, frame.size.height * 0.5)
addChild(startGameBtn)
}
}
My error is in: if myButton.containsPoint(location)
The error reads: Cannot invoke 'containsPoint' with an argument list of type '(CGPoint)'
I know it has to do something with my subclass, but I have no idea what it is specifically.
I also tried putting parentheses around myButton.containsPoint(location) like so:
if (myButton.containsPoint(location))
But then the error reads: 'CGPoint' is not convertible to 'SKNode'
Thanks
I have an alternative solution that would work the same way.
Change the following code
if myButton.containsPoint(location) {
To this and it should compile and have the same functionality
if self.position == location {

See if SKShapeNode touched?: How to Identify node?

I am doing a small for fun project in Swift Xcode 6. The function thecircle() is called at a certain rate by a timer in didMoveToView(). My question is how do I detect if any one of the multiple circle nodes on the display is tapped? I currently do not see a way to access a single node in this function.
func thecircle() {
let circlenode = SKShapeNode(circleOfRadius: 25)
circlenode.strokeColor = UIColor.whiteColor()
circlenode.fillColor = UIColor.redColor()
let initialx = CGFloat(20)
let initialy = CGFloat(1015)
let initialposition = CGPoint(x: initialx, y: initialy)
circlenode.position = initialposition
self.addChild(circlenode)
let action1 = SKAction.moveTo(CGPoint(x: initialx, y: -20), duration: NSTimeInterval(5))
let action2 = SKAction.removeFromParent()
circlenode.runAction(SKAction.sequence([action1, action2]))
}
There are many problems with this.
You shouldnt be creating any looping timer in your games. A scene comes with an update method that is called at every frame of the game. Most of the time this is where you will be checking for changes in your scene.
You have no way of accessing circlenode from outside of your thecircle method. If you want to access from somewhere else you need to set up circlenode to be a property of your scene.
For example:
class GameScene: BaseScene {
let circlenode = SKShapeNode(circleOfRadius: 25)
You need to use the method touchesBegan. It should have come with your spritekit project. You can detect a touch to your node the following way:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
// detect touch in the scene
let location = touch.locationInNode(self)
// check if circlenode has been touched
if self.circlenode.containsPoint(location) {
// your code here
}
}
}

Resources