stop impulse on SKSpriteKit click - ios

i'm trying to create an pause button in my game. at the moment when you click on the screen it will apply an impulse on the mover spriteNode. The problem is that it still applying the impulse when i click the pause button. How can i create an pause button without creating the impulse also.
i've tried changing the if statements to an else if and then making the last impulse part the else part, but this wont work.
touchBegan method:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//if fire button touched, bring the rain
if ([node.name isEqualToString:#"repeat"]) {
SKTransition *reveal = [SKTransition fadeWithDuration:2.0 ];
MyScene *newScene = [[MyScene alloc] initWithSize: CGSizeMake(self.size.width,self.size.height)];
// Optionally, insert code to configure the new scene.
[self.scene.view presentScene: newScene transition: reveal];
}
if ([node.name isEqualToString:#"home"]) {
SKTransition *reveal = [SKTransition fadeWithDuration:2.0 ];
Menu *newScene = [[Menu alloc] initWithSize: CGSizeMake(self.size.width,self.size.height)];
// Optionally, insert code to configure the new scene.
[self.scene.view presentScene: newScene transition: reveal];
}
if ([node.name isEqualToString:#"pause"]) {
[self pausedMenu];
}
if ([node.name isEqualToString:#"start"]) {
[self startMenu];
}
showpipes = showpipes + 1;
if (showpipes == 1) {
self.physicsWorld.gravity = CGVectorMake( 0.0, -5.0 );
SKAction* spawn = [SKAction performSelector:#selector(spawnPipes) onTarget:self];
SKAction* delay = [SKAction waitForDuration:2.0];
SKAction* spawnThenDelay = [SKAction sequence:#[spawn, delay]];
SKAction* spawnThenDelayForever = [SKAction repeatActionForever:spawnThenDelay];
[self runAction:spawnThenDelayForever];
}
started = 1;
if (noImpulse == 1) {
if (started == 1) {
mover.physicsBody.restitution = 0.0;
mover.physicsBody.velocity = CGVectorMake(0, 0);
[mover.physicsBody applyImpulse:CGVectorMake(0, 15)];
}
}
}
PAUSEDMENU METHOD:
-(void)pausedMenu
{
self.scene.paused = YES;
mover.scene.paused = YES;
[repeatButton removeFromParent];
[homeButton removeFromParent];
[menuBackground removeFromParent];
menuBackground = [SKSpriteNode spriteNodeWithColor:[SKColor colorWithWhite:0.0 alpha:0.3] size:CGSizeMake(self.frame.size.width*2, self.frame.size.height*2)];
[self addChild:menuBackground];
[pauseButton removeFromParent];
startButton = [SKSpriteNode spriteNodeWithImageNamed:#"staart"];
startButton.name = #"start";
startButton.position = CGPointMake(20, self.size.height-20);
startButton.size = CGSizeMake(40, 40);
[self addChild:startButton];
repeatButton = [SKSpriteNode spriteNodeWithImageNamed:#"repeat"];
repeatButton.name = #"repeat";
repeatButton.position = CGPointMake(self.size.width/2+30, self.size.height/2);
repeatButton.size = CGSizeMake(repeatButton.size.width/2, repeatButton.size.height/2);
[self addChild:repeatButton];
homeButton = [SKSpriteNode spriteNodeWithImageNamed:#"home"];
homeButton.name = #"home";
homeButton.position = CGPointMake(self.size.width/2-30, self.size.height/2);
homeButton.size = CGSizeMake(homeButton.size.width/2, homeButton.size.height/2);
[self addChild:homeButton];
}

Check out
https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKView/Reference/Reference.html#//apple_ref/occ/instp/SKView/paused
If you pause your SKView that contains the game, all the state will be truly paused and you will be able to resume it after the pause menu has been dismissed. You'll have to present the pause menu in another SKView then the one that your game is contained in.

Related

Spritekit Reset Scene Problems

I'm trying to have a button that when pressed, will reset the scene. The button works fine however on the second time, certain nodes are in different positions and physics contacts are being triggered. Here's my code
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
if (inGame == false) {
inGame = true;
gravity = -7;
SKAction *wait = [SKAction waitForDuration:1.5];
SKAction *moveOff = [SKAction moveBy:CGVectorMake(-25000, 0) duration:100];
SKAction *sequence = [SKAction sequence:#[wait, moveOff]];
[startRamp runAction:sequence];
[tapToStart runAction:sequence];
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:#"Ball"];
ball.position = CGPointMake(CGRectGetMaxX(self.frame)/(CGRectGetMaxX(self.frame)/64), CGRectGetMidY(self.frame)*1.3);
ball.scale = CGRectGetMaxX(self.frame)/((CGRectGetMaxX(self.frame)*8));
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
ball.physicsBody.categoryBitMask = playerMask;
ball.physicsBody.contactTestBitMask = playerMask2;
[self addChild:ball];
nodeLocation = ball;
ball = nodeLocation;
}
else if (timeCountStart >= 90) gravity *= -1;
else if (moveNextScene == true) {
[self.view presentScene:self.scene transition:[SKTransition doorwayWithDuration:2]];
}
moveNextScene = true;
}

Adding a start and end screen in ios game

I am having trouble having my game begin paused so that the player has to press a button to start the game. I also have collision detection working, so when the two objects collide they just fall off of the screen. Here is my current code:
- (instancetype)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.physicsWorld.contactDelegate = self;
[self buildBackground];
[self startScrolling];
_firstPosition = CGPointMake(self.frame.size.width * 0.817f, self.frame.size.height * .40f);
_squirrelSprite = [SKSpriteNode spriteNodeWithImageNamed:#"squirrel"];
_squirrelSprite.position = _firstPosition;
_atFirstPosition = YES;
_squirrelSprite.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:10];
_squirrelSprite.physicsBody.categoryBitMask = squirrelHitCategory;
_squirrelSprite.physicsBody.contactTestBitMask = nutHitCategory;
_squirrelSprite.physicsBody.collisionBitMask = nutHitCategory;
_squirrelSprite.physicsBody.affectedByGravity = NO;
self.physicsWorld.contactDelegate = self;
[self addChild:_squirrelSprite];
// Declare SKAction that waits 2 seconds
SKAction *wait = [SKAction waitForDuration:3.0];
// Declare SKAction block to generate the sprites
SKAction *createSpriteBlock = [SKAction runBlock:^{
const BOOL isHeads = arc4random_uniform(100) < 50;
NSString* spriteName = isHeads ? #"lightnut.png" : #"darknut.png";
SKSpriteNode *nut = [SKSpriteNode spriteNodeWithImageNamed:spriteName];
BOOL heads = arc4random_uniform(100) < 50;
nut.position = (heads)? CGPointMake(257,600) : CGPointMake(50,600);
nut.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(200,160)];
nut.physicsBody.categoryBitMask = nutHitCategory;
nut.physicsBody.contactTestBitMask = squirrelHitCategory;
nut.physicsBody.collisionBitMask = squirrelHitCategory;
nut.physicsBody.affectedByGravity = NO;
self.physicsWorld.contactDelegate = self;
[self addChild: nut];
SKAction *moveNodeUp = [SKAction moveByX:0.0 y:-700.0 duration:1.3];
[nut runAction: moveNodeUp];
}];
// Combine the actions
SKAction *waitThenRunBlock = [SKAction sequence:#[wait,createSpriteBlock]];
// Lather, rinse, repeat
[self runAction:[SKAction repeatActionForever:waitThenRunBlock]];
}
return self;
}
My touchesBegan:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (_atFirstPosition)
{
SKAction *moveNodeLeft = [SKAction moveByX:-207.8 y:0.0 duration:0.85];
[_squirrelSprite runAction: moveNodeLeft withKey:#"moveleft"];
} else {
SKAction *moveNodeRight = [SKAction moveByX:207.8 y:0.0 duration:0.85];
[_squirrelSprite runAction: moveNodeRight withKey:#"moveright"];
}
_atFirstPosition = !_atFirstPosition;
_squirrelSprite.xScale *= -1.0;
}
Finally, my didBeginContact:
-(void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody, *secondBody;
firstBody = contact.bodyA;
secondBody = contact.bodyB;
if(firstBody.categoryBitMask == squirrelHitCategory || secondBody.categoryBitMask == nutHitCategory)
{
}
}
I've been trying to figure this out for the last 2 weeks and I have read many tutorials and code to start the game with a simple start button and end screen, but nothing has worked. Any help is greatly appreciated!
I would use a navigation controller and have your start button on the root view and have that button push a viewcontroller that presents your game.

SpriteKit allow only one touch

Everytime a touch is made, a node is added and will move to another node. I want to avoid that you can touch the node many times, and the node will been added as many times as you click. It should be only added once, and after the SKAction is done, you can touch the node again.
In my Code below, I tried it with userInteractionEnabled. But after the 'Zauberer' is added the third time, it recognizes no touches anymore.
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
self.userInteractionEnabled = NO;
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:#"Zauberer"]){
Wurfstein = [SKSpriteNode spriteNodeWithImageNamed:#"Wurfstein.png"];
Wurfstein.position = CGPointMake(Mensch.position.x, Mensch.position.y);
Wurfstein.zPosition = 1;
Wurfstein.scale = 0.6;
Wurfstein.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:5];
Wurfstein.physicsBody.dynamic = NO;
Wurfstein.physicsBody.allowsRotation = NO;
Wurfstein.physicsBody.usesPreciseCollisionDetection = YES;
Wurfstein.physicsBody.restitution = 0;
Wurfstein.physicsBody.categoryBitMask = SteinCategory ;
Wurfstein.physicsBody.collisionBitMask = ZaubererCategory;
Wurfstein.physicsBody.contactTestBitMask = ZaubererCategory;
SKAction *action = [SKAction moveTo:Zauberer.position duration:0.5];
SKAction *remove = [SKAction removeFromParent];
[self addChild:Wurfstein];
[Wurfstein runAction:[SKAction sequence:#[action,remove]]completion:^{
self.userInteractionEnabled = YES;
[Zauberer removeFromParent];
[self performSelector:#selector(Zauberer) withObject:nil afterDelay:5.0 ];
}];
}
}
Ok, I got it. If you first touch anywhere else on the screen, and than on the 'Zauberer' node, it wouldn't react. You need to put the self.userInteractionEnabled = NO; in the if sentence, to avoid the problem.
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:#"Zauberer"]){
self.userInteractionEnabled = NO;
Wurfstein = [SKSpriteNode spriteNodeWithImageNamed:#"Wurfstein.png"];
Wurfstein.position = CGPointMake(Mensch.position.x, Mensch.position.y);
Wurfstein.zPosition = 1;
Wurfstein.scale = 0.6;
Wurfstein.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:5];
Wurfstein.physicsBody.dynamic = NO;
Wurfstein.physicsBody.allowsRotation = NO;
Wurfstein.physicsBody.usesPreciseCollisionDetection = YES;
Wurfstein.physicsBody.restitution = 0;
Wurfstein.physicsBody.categoryBitMask = SteinCategory ;
Wurfstein.physicsBody.collisionBitMask = ZaubererCategory;
Wurfstein.physicsBody.contactTestBitMask = ZaubererCategory;
SKAction *action = [SKAction moveTo:Zauberer.position duration:0.5];
SKAction *remove = [SKAction removeFromParent];
[self addChild:Wurfstein];
[Wurfstein runAction:[SKAction sequence:#[action,remove]] completion:^{
self.userInteractionEnabled = YES;
[Zauberer removeFromParent];
[self performSelector:#selector(Zauberer) withObject:nil afterDelay:4.0 ];
}];
}
}

stop Impulse on sprite touch [duplicate]

This question already has an answer here:
stop impulse on SKSpriteKit click
(1 answer)
Closed 8 years ago.
i'm creating an game where there is a pause button. For checking wether its touched i'm checking the location of the touch and if its equal to the paused button name.
When the pausedButton is clicked its call a method which pause the scene.
The problem is that in the touchBegan method whenever you touch the screen it apply an impulse, so when i press the pauseButton and unpause it the applyforce will come after. This is not ideal for the game. I've tried with a bool like shouldImpulse, but havent got it to work. here is my touchedBegan method:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:#"home"]) {
SKTransition *reveal = [SKTransition fadeWithDuration:2.0 ];
Menu *newScene = [[Menu alloc] initWithSize: CGSizeMake(self.size.width,self.size.height)];
// Optionally, insert code to configure the new scene.
[self.scene.view presentScene: newScene transition: reveal];
}
if ([node.name isEqualToString:#"pause"]) {
[self pausedMenu];
}
if ([node.name isEqualToString:#"start"]) {
[self startMenu];
}
showpipes = showpipes + 1;
if (showpipes == 1) {
self.physicsWorld.gravity = CGVectorMake( 0.0, -5.0 );
SKAction* spawn = [SKAction performSelector:#selector(spawnPipes) onTarget:self];
SKAction* delay = [SKAction waitForDuration:2.0];
SKAction* spawnThenDelay = [SKAction sequence:#[spawn, delay]];
SKAction* spawnThenDelayForever = [SKAction repeatActionForever:spawnThenDelay];
[self runAction:spawnThenDelayForever];
}
started = 1;
if (started == 1) {
mover.physicsBody.restitution = 0.0;
mover.physicsBody.velocity = CGVectorMake(0, 0);
[mover.physicsBody applyImpulse:CGVectorMake(0, 15)];
}
}
You can do that with a simple IF, ELSE IF, ELSE:
if([node.name isEqualToString:#"home"])
{
// do stuff...
} else if ([node.name isEqualToString:#"pause"])
{
// do stuff...
} else if ([node.name isEqualToString:#"start"])
{
// do stuff...
} else
{
// do whatever else here...
}

Move a SKSpriteNode with a single tap, but move continously when long tap - Sprite Kit

I'm trying to change some SKActions of an existing Sprite Kit tutorial project, but I'm running into issues when it comes to movement. The Tutorial and GitHub project is here:
https://www.codefellows.org/blogs/simple-sprite-kit-game-tutorial-part1
https://github.com/megharastogi/GameTutorial
As you can see in the code below, each tap only moves the node once. How do I change it so that a long tap will move continuous move the node? I tried a few things like repeatActionForever, but that didn't work very well.
-(void)addShip
{
//initalizing spaceship node
ship = [SKSpriteNode spriteNodeWithImageNamed:#"Spaceship"];
[ship setScale:0.5];
ship.zRotation = - M_PI / 2;
//Adding SpriteKit physicsBody for collision detection
ship.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ship.size];
ship.physicsBody.categoryBitMask = shipCategory;
ship.physicsBody.dynamic = YES;
ship.physicsBody.contactTestBitMask = obstacleCategory;
ship.physicsBody.collisionBitMask = 0;
ship.physicsBody.usesPreciseCollisionDetection = YES;
ship.name = #"ship";
ship.position = CGPointMake(120,160);
actionMoveUp = [SKAction moveByX:0 y:30 duration:.2];
actionMoveDown = [SKAction moveByX:0 y:-30 duration:.2];
[self addChild:ship];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self.scene];
if(touchLocation.y >ship.position.y){
if(ship.position.y < 270){
[ship runAction:actionMoveUp];
}
}else{
if(ship.position.y > 50){
[ship runAction:actionMoveDown];
}
}
}
- (void)didMoveToView:(SKView *)view
{
UILongPressGestureRecognizer *tapper = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(tappedScreen:)];
tapper.minimumPressDuration = 0.1;
[view addGestureRecognizer:tapper];
}
- (void)tappedScreen:(UITapGestureRecognizer *)recognizer
{
float touchY = [self convertPointFromView:[recognizer locationInView:self.view]].y;
SKSpriteNode *ship = [self childNodeWithName:#"ship"];
if (recognizer.state == UIGestureRecognizerStateBegan) {
if(touchY >ship.position.y){
[ship runAction:[SKAction repeatActionForever:actionMoveUp] withKey:#"longTap"];
}else{
[ship runAction:[SKAction repeatActionForever:actionMoveDown] withKey:#"longTap"];
}
}
if (recognizer.state == UIGestureRecognizerStateEnded) {
[ship removeActionForKey:#"longTap"];
}
}
Add these two methods in your code.

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