Projectile not starting at correct point? - ios

I'm making a simple iOS game where the goal is to have an angel in the middle of the screen shoot arrows at monsters coming at him from all sides. When the user taps the screen, I want an arrow to travel from the angel in the direction of the tap. But when I tap the screen, it travels from the corner of the screen, not the middle. Here's my code:
#import "MyScene.h"
static inline CGPoint rwAdd(CGPoint a, CGPoint b)
{
return CGPointMake(a.x + b.x, a.y + b.y);
}
static inline CGPoint rwSub(CGPoint a, CGPoint b)
{
return CGPointMake(a.x - b.x, a.y - b.y);
}
static inline CGPoint rwMult(CGPoint a, float b)
{
return CGPointMake(a.x * b, a.y * b);
}
static inline float rwLength(CGPoint a)
{
return sqrtf(a.x * a.x + a.y * a.y);
}
static inline CGPoint rwNormalize(CGPoint a)
{
float length = rwLength(a);
return CGPointMake(a.x / length, a.y / length);
}
#implementation MyScene
- (id) initWithSize: (CGSize) size
{
if (self = [super initWithSize:size])
{
self.backgroundColor = [SKColor colorWithRed: 1.0 green: 1.0 blue: 1.0 alpha: 1.0];
SKSpriteNode *angel = [SKSpriteNode spriteNodeWithImageNamed: #"Angel"];
angel.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
angel.xScale = 0.25;
angel.yScale = 0.25;
[self addChild: angel];
}
return self;
}
- (void) touchesBegan: (NSSet *) touches withEvent: (UIEvent *) event
{
UITouch * touch = [touches anyObject];
CGPoint location = [touch locationInNode: self];
SKSpriteNode *arrow = [SKSpriteNode spriteNodeWithImageNamed: #"Arrow"];
arrow.xScale = 0.25;
arrow.yScale = 0.25;
SKNode *angel = [self childNodeWithName: #"Angel"];
arrow.position = angel.position;
CGPoint offset = rwSub(location, arrow.position);
[self addChild: arrow];
CGPoint direction = rwNormalize(offset);
CGPoint shootAmount = rwMult(direction, 500);
CGPoint realDest = rwAdd(shootAmount, arrow.position);
float velocity = 480.0/1.0;
float realMoveDuration = self.size.width / velocity;
SKAction *actionMove = [SKAction moveTo: realDest duration: realMoveDuration];
SKAction *actionMoveDone = [SKAction removeFromParent];
[arrow runAction: [SKAction sequence: #[actionMove, actionMoveDone]]];
}
#end
Suggestions? Thanks.

Make the following modifications:
#implementation MyScene
{
SKSpriteNode *angel; // <- add this
}
- (void) touchesBegan: (NSSet *) touches withEvent: (UIEvent *) event
{
UITouch * touch = [touches anyObject];
CGPoint location = [touch locationInNode: self];
SKSpriteNode *arrow = [SKSpriteNode spriteNodeWithImageNamed: #"Arrow"];
arrow.xScale = 0.25;
arrow.yScale = 0.25;
//SKNode *angel = [self childNodeWithName: #"Angel"]; // <- delete this
arrow.position = angel.position;
CGPoint offset = rwSub(location, arrow.position);
[self addChild: arrow];
CGPoint direction = rwNormalize(offset);
CGPoint shootAmount = rwMult(direction, 500);
CGPoint realDest = rwAdd(shootAmount, arrow.position);
float velocity = 480.0/1.0;
float realMoveDuration = self.size.width / velocity;
SKAction *actionMove = [SKAction moveTo: realDest duration: realMoveDuration];
SKAction *actionMoveDone = [SKAction removeFromParent];
[arrow runAction: [SKAction sequence: #[actionMove, actionMoveDone]]];
}

Related

Drag and drop SKSpriteNode with the shape of a oval

I have a scene with one sprite, the image used for the sprites is an oval.
The problem I'm facing is that, whenever I use touchAtPoint it returns the sprite even if the touch occurs at a transparent area of the image.
How can I solve that?
My current code looks like:
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.backgroundColor = [SKColor blackColor];
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
SKSpriteNode *sprite = [SKSpriteNode spriteNodeWithImageNamed:#"Red"];
sprite.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:50.0];
sprite.physicsBody.affectedByGravity = NO;
sprite.physicsBody.usesPreciseCollisionDetection = YES;
[self addChild: sprite];
}
return self;
}
- (void)didMoveToView:(SKView *)view {
UIPanGestureRecognizer *gestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanFrom:)];
[self.view addGestureRecognizer:gestureRecognizer];
}
- (void)handlePanFrom:(UIPanGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateBegan) {
CGPoint touchLocation = [recognizer locationInView:recognizer.view];
touchLocation = [self convertPointFromView:touchLocation];
SKNode *touchedNode = (SKNode *)[self nodeAtPoint:touchLocation];
_selectedNode = touchedNode;
}
else if (recognizer.state == UIGestureRecognizerStateChanged) {
CGPoint translation = [recognizer translationInView:recognizer.view];
translation = CGPointMake(translation.x, -translation.y);
[self panForTranslation:translation];
[recognizer setTranslation:CGPointZero inView:recognizer.view];
}
}
- (void)panForTranslation:(CGPoint)translation {
CGPoint position = [_selectedNode position];
[_selectedNode setPosition:CGPointMake(position.x + translation.x, position.y + translation.y)];
}
OK, so the only relevant code here is...
CGPoint touchLocation = [recognizer locationInView:recognizer.view];
touchLocation = [self convertPointFromView:touchLocation];
SKNode *touchedNode = (SKNode *)[self nodeAtPoint:touchLocation];
_selectedNode = touchedNode;
This needs to change to something like this...
CGPoint touchLocation = [recognizer locationInView:recognizer.view];
touchLocation = [self convertPointFromView:touchLocation];
SKNode *touchedNode = (SKNode *)[self nodeAtPoint:touchLocation];
// Work out if the touch is inside the circle
CGPoint centerOfNode = CGPointMake(touchedNode.position.x + touchedNode.size.width * 0.5, touchedNode.positiony + touchedNode.size.height * 0.5);
CGFloat dx = touchedNode.position.x - touchLocation.x;
CGFloat dy = touchedNode.position.y - touchLocation.y;
CGFloat distanceFromCenter = sqrtf(dx * dx + dy * dy);
if (distanceFromCenter <= touchedNode.size.width * 0.5) {
_selectedNode = touchedNode;
}

Change sprite image on touch

I am making a game which purpose it is to catch multiple objects that are falling from the top of the screen. In the bottom there is a basket to catch the objects. i managed to randomly spawn objects from the top dropping to the bottom using raywenderlich's tutorial : http://www.raywenderlich.com/42699/spritekit-tutorial-for-beginners
But what i want is that when i tap on that random object, the image of that object changes into another image , so just for imagination if the random objects are cats, after i tap them they have to become dogs, how do i have to program this?
edit this is what i got so far :
#import "MyScene.h"
static NSString* basketCategoryName = #"basket";
static NSString* monsterCategoryName= #"monster";
static const uint32_t projectileCategory = 0x1 << 0;
static const uint32_t monsterCategory = 0x1 << 1;
#interface MyScene() <SKPhysicsContactDelegate>
#property (nonatomic) SKLabelNode * scoreLabelNode;
#property int score;
#property (nonatomic) SKSpriteNode * basket;
#property (nonatomic) SKSpriteNode * monster;
#property (nonatomic) BOOL isFingerOnBasket;
#property (nonatomic) BOOL isFingerOnMonster;
#property (nonatomic) BOOL isTouching;
#property (nonatomic) NSTimeInterval lastSpawnTimeInterval;
#property (nonatomic) NSTimeInterval lastUpdateTimeInterval;
//#property (nonatomic, strong) SKSpriteNode *selectedNode;
#end
#implementation MyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
// Initialize label and create a label which holds the score
_score = 0;
_scoreLabelNode = [SKLabelNode labelNodeWithFontNamed:#"MarkerFelt-Wide"];
_scoreLabelNode.position = CGPointMake( CGRectGetMidX( self.frame ), 3 * self.frame.size.height / 4 );
_scoreLabelNode.zPosition = 100;
_scoreLabelNode.text = [NSString stringWithFormat:#"%d", _score];
[self addChild:_scoreLabelNode];
// Set the background
SKTexture* groundTexture = [SKTexture textureWithImageNamed:#"AcornFlipTestBackground1136x640.png"];
groundTexture.filteringMode = SKTextureFilteringNearest;
for( int i = 0; i < 2 + self.frame.size.width / ( groundTexture.size.width * 2 ); ++i ) {
SKSpriteNode* sprite = [SKSpriteNode spriteNodeWithTexture:groundTexture];
[sprite setScale:1.0];
sprite.size = CGSizeMake(self.frame.size.width,self.frame.size.height);
sprite.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
[self addChild:sprite];
}
// Make grafity for sprite
self.physicsWorld.gravity = CGVectorMake(0.0f, 0.0f);
self.physicsWorld.contactDelegate = self;
// Make catching object sprite
self.basket = [SKSpriteNode spriteNodeWithImageNamed:#"bedTest.png"];
self.basket.position = CGPointMake(CGRectGetMidX(self.frame), _basket.frame.size.height * 0.5f);
self.basket.name = basketCategoryName;
[self addChild:self.basket];
// For default this is set to no until user touches the basket and the game begins.
self.isTouching = NO;
}
return self;
}
-(void)addAcorn{
if(_isTouching == YES) {
self.monster= [SKSpriteNode spriteNodeWithImageNamed:#"AcornFinal.png"];
// Determine where to spawn the monster along the X axis
int minX = self.monster.size.width;
int maxX = self.frame.size.width - self.monster.size.width;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX)+minX;
// Random position along the X axis as calculated above
// This describe from which way the acorns move
// - means moving from top to the right and + means moving from the top to the left
self.monster.position = CGPointMake(actualX ,self.frame.size.height+ self.monster.size.height);
self.monster.name = monsterCategoryName;
[self addChild:self.monster];
CGSize contactSize = CGSizeMake(self.monster.size.width - 5.0, self.monster.size.height - 10.0);
self.monster.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:contactSize]; // 1
self.monster.physicsBody.dynamic = YES; // 2
self.monster.physicsBody.categoryBitMask = monsterCategory; // 3
self.monster.physicsBody.contactTestBitMask = projectileCategory; // 4
self.monster.physicsBody.collisionBitMask = 0; // 5
// Determine speed of the monster
int minDuration = 8.0;
int maxDuration = 10.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX,-self.monster.size.height) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[self.monster runAction:[SKAction sequence:#[actionMove, actionMoveDone]]];
}
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast {
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 0.5) {
self.lastSpawnTimeInterval = 0;
[self addAcorn];
}
}
- (void)update:(NSTimeInterval)currentTime {
// Handle time delta.
// If we drop below 60fps, we still want everything to move the same distance.
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
self.lastUpdateTimeInterval = currentTime;
if (timeSinceLast > 1) { // more than a second since last update
timeSinceLast = 1.0 / 60.0;
self.lastUpdateTimeInterval = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
-(void)touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
self.isTouching = YES;
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode* body = [self nodeAtPoint:location];
if ([body.name isEqualToString:basketCategoryName])
{
NSLog(#"Began touch on basket");
self.isFingerOnBasket = YES;
}
else if ([body.name isEqualToString:monsterCategoryName])
{
NSLog(#"Began touch on MONSTER");
self.isFingerOnMonster = YES;
}
}
-(void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
if (self.isFingerOnMonster) {
// 2 Get touch location
UITouch* touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
CGPoint previousLocation = [touch previousLocationInNode:self];
// 3 Get node for paddle
SKSpriteNode* monster = (SKSpriteNode*)[self childNodeWithName: monsterCategoryName];
int oldPosition = monster.position.x + (location.x - previousLocation.x);
self.monster = [SKSpriteNode spriteNodeWithImageNamed:#"AcornFinal.png"];
monster.position = CGPointMake(oldPosition, monster.position.y);
NSLog(#"reached the touch though");
}
// 1 Check whether user tapped paddle
if (self.isFingerOnBasket) {
// 2 Get touch location
UITouch* touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
CGPoint previousLocation = [touch previousLocationInNode:self];
// 3 Get node for paddle
SKSpriteNode* basket = (SKSpriteNode*)[self childNodeWithName: basketCategoryName];
// 4 Calculate new position along x for paddle
int basketX = basket.position.x + (location.x - previousLocation.x);
// 5 Limit x so that the paddle will not leave the screen to left or right
basketX = MAX(basketX, basket.size.width/2);
basketX = MIN(basketX, self.size.width - basket.size.width/2);
// 6 Update position of paddle
basket.position = CGPointMake(basketX, basket.position.y);
CGSize contactSize = CGSizeMake(basket.size.width - 8.0, basket.size.height - 8.0);
basket.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:contactSize];
basket.physicsBody.dynamic = YES;
basket.physicsBody.categoryBitMask = projectileCategory;
basket.physicsBody.contactTestBitMask = monsterCategory;
basket.physicsBody.collisionBitMask = 0;
basket.physicsBody.usesPreciseCollisionDetection = YES;
}
}
- (void)projectile:(SKSpriteNode *)basket didCollideWithMonster:(SKSpriteNode *)monster {
NSLog(#"Hit");
[monster removeFromParent];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
// 1
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
// 2
if ((firstBody.categoryBitMask & projectileCategory) != 0 &&
(secondBody.categoryBitMask & monsterCategory) != 0)
{
[self projectile:(SKSpriteNode *) firstBody.node didCollideWithMonster:(SKSpriteNode *) secondBody.node];
NSLog(#"test");
_score++;
_scoreLabelNode.text = [NSString stringWithFormat:#"%d", _score];
}
}
// Removing this void will result in being able to drag the basket accross the screen without touching the basket itself.
-(void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
self.isFingerOnBasket = NO;
self.isFingerOnMonster = NO;
}
#end
Once a touch is detected on a sprite (I assume you already got that working out) you can either create the sprite again with spriteNodeWithImageNamed. Make sure you save the previous node's position and set it again on the new sprite so it will match the position of the old sprite.
CGPoint oldPosition = touchedSprite.position;
touchedSprite = [SKSpritNode spriteWithImageNamed:#"imgge.png"];
touchedSprite.position = oldPosition;
// If you have any other sprite properties you will have to save them as well
You can also set the texture with setTexture method which will not require you to change anything else (e.g. position) :
[touchedSprite setTexture:[SKTexture textureWithImageNamed:#"image.png"]];
EDIT :
Answering your question in the comments you implement this in the touchesEnded method of the parent node of the sprites :
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self];
for (SKSpriteNode *sprite in fallingSprites) { // Assuming fallingSprite is an array containing the cat sprites you want to detect touches for
if (CGRectContainsPoint(sprite.frame, touchLocation)) {
[sprite setTexture:[SKTexture textureWithImageNamed:#"dog.png"]];
}
}
}
Another approach (Haven't tried it yet) is to subclass SKSpriteNode and implement the same method but without the touch detection in rect since if this method is called the sprite has been touched .
Each part of the skeleton model is a spritekit node. Find the node that you wish to change and update its texture property like this:
spriteKitNode.texture = // Updated SKTexture
In your TouchesEnded event:
Add a small skspritenode positioned at the touch location with a small physics body that last for a short duration. ("touch spritenode)
Set up contact between all possible transformed objects and the "touch spritenode"
Create a subclass of SKSpritenode for the falling objects that has a variable to stores their type.
In the method called from contact between the touch spritenode and the falling objects:
Remove the touchspritenode first
Create if statements to check which falling object was touched.
Update the image of the contacted falling object spritenode according to its type.
If you are following Raywenderlich you have access to the actual syntax

Xcode not recognizing already defined sprite?

I'm making a simple iOS game where the goal is to get the angel in the middle of the screen to shoot arrows at monsters coming at him from all sides. But when I try to calculate the direction of the arrow being shot, Xcode says that the "angel" sprite doesn't exist, even though I've already used it. Here's my code:
#import "MyScene.h"
static inline CGPoint rwAdd(CGPoint a, CGPoint b)
{
return CGPointMake(a.x + b.x, a.y + b.y);
}
static inline CGPoint rwSub(CGPoint a, CGPoint b)
{
return CGPointMake(a.x - b.x, a.y - b.y);
}
static inline CGPoint rwMult(CGPoint a, float b)
{
return CGPointMake(a.x * b, a.y * b);
}
static inline float rwLength(CGPoint a)
{
return sqrtf(a.x * a.x + a.y * a.y);
}
static inline CGPoint rwNormalize(CGPoint a)
{
float length = rwLength(a);
return CGPointMake(a.x / length, a.y / length);
}
#implementation MyScene
- (id) initWithSize: (CGSize) size
{
if (self = [super initWithSize:size])
{
self.backgroundColor = [SKColor colorWithRed: 1.0 green: 1.0 blue: 1.0 alpha: 1.0];
SKSpriteNode *angel = [SKSpriteNode spriteNodeWithImageNamed: #"Angel"];
angel.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
angel.xScale = 0.25;
angel.yScale = 0.25;
[self addChild: angel];
}
return self;
}
- (void) touchesEnded: (NSSet *) touches withEvent: (UIEvent *) event
{
UITouch * touch = [touches anyObject];
CGPoint location = [touch locationInNode: self];
SKSpriteNode *arrow = [SKSpriteNode spriteNodeWithImageNamed:#"Arrow"];
projectile.position = self.angel.position;
CGPoint offset = rwSub(location, arrow.position);
[self addChild: arrow];
CGPoint direction = rwNormalize(offset);
CGPoint shootAmount = rwMult(direction, 500);
CGPoint realDest = rwAdd(shootAmount, arrow.position);
float velocity = 480.0/1.0;
float realMoveDuration = self.size.width / velocity;
SKAction *actionMove = [SKAction moveTo: realDest duration: realMoveDuration];
SKAction *actionMoveDone = [SKAction removeFromParent];
[arrow runAction: [SKAction sequence: #[actionMove, actionMoveDone]]];
}
#end
When I'm defining "arrow.position = self.angel.position", Xcode doesn't recognize "angel" as a sprite. Any help is much appreciated, thanks.
The variable is out of scope. You are setting it as a child so you must retrieve it in the other touchesEnded: method you will need to do the following:
SKSpriteNode *angel = [self childNodeWithName:#"Angel"];

SpriteKit Clicker Game Select Spawn Area for Clickable things?

I'm New to SpriteKit and build a simple CLickerGame in SpriteKit. Now i have the game finish but the thing which should spawn to click on it, spawns from time to time outside the screen. Where can i select the arc4random area where the thing should spawn?
#implementation MyScene
-(void)CreateTestObject
{
SKSpriteNode *TestObject = [SKSpriteNode spriteNodeWithImageNamed:#"TestObject"];
int maxX = CGRectGetMaxX(self.frame);
float ranX = (arc4random()%maxX) + 1;
int maxY = CGRectGetMaxY(self.frame);
float ranY = (arc4random()%maxY) + 1;
TestObject.position = CGPointMake(ranX, ranY);
TestObject = CGSizeMake(75, 75);
TestObject = #"Object";
[self addChild:TestObject];
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
bg = [SKSpriteNode spriteNodeWithImageNamed:#"bg.png"];
bg.position = CGPointMake(160, 284);
bg.size = CGSizeMake(self.frame.size.width, self.frame.size.height);
[self addChild:bg];
[self CreateTestObject];
}
return self;
}
-(void)selectNodeForTouch:(CGPoint)touchLocation
{
SKSpriteNode *touchedNode = (SKSpriteNode *)[self nodeAtPoint:touchLocation];
if([[touchedNode name] isEqualToString:#"TestObject"])
{
SKSpriteNode *TestObject = (SKSpriteNode *)[self childNodeWithName:#"TestObject"];
TestObject.name = #"DisabledTestObject";
SKAction *grow = [SKAction scaleTo:1.2 duration:0.1];
SKAction*shrink = [SKAction scaleTo:0 duration:0.07];
SKAction *removeNode = [SKAction removeFromParent];
SKAction *seq = [SKAction sequence:#[grow, shrink, removeNode]];
[TestObject runAction:seq];
[self CreateTestObject];
[self runAction:[SKAction playSoundFileNamed:#"Sound.aif" waitForCompletion:NO]];
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches)
{
//CGPoint location = [touch locationInNode:self];
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
[self selectNodeForTouch:positionInScene];
}
}
#end
Modify the max values for your (x,y) coordinates of any object being added to your view.
For example, on an iPhone 5 display in landscape mode and the spawned object being of size width=100, height=100, the max x value should be no more than 518. Width of screen being 568 less half the width of your object (50).
The same logic applies for the y value. The max y value should be 270 given the same object dimensions.
The above assumes that you have not changed your object's anchor point from (0.5,0.5) to another value.

Sprite wont spawn [closed]

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This code spawns a monster, but no enemy.
I expect an enemy to be spawned, why doesn't it?
#import "MyScene.h"
#import "GameOverScene.h"
static const uint32_t projectileCategory = 0x1 << 0;
static const uint32_t monsterCategory = 0x1 << 1;
static const uint32_t enemyCategory = 0x1 << 1;
// 1
#interface MyScene () <SKPhysicsContactDelegate>
#property (nonatomic) SKSpriteNode * player;
#property (nonatomic) NSTimeInterval lastSpawnTimeInterval;
#property (nonatomic) NSTimeInterval lastUpdateTimeInterval;
#property (nonatomic) int monstersDestroyed;
#property (nonatomic) int enemysDestroyed;
#end
static inline CGPoint rwAdd(CGPoint a, CGPoint b) {
return CGPointMake(a.x + b.x, a.y + b.y);
}
static inline CGPoint rwSub(CGPoint a, CGPoint b) {
return CGPointMake(a.x - b.x, a.y - b.y);
}
static inline CGPoint rwMult(CGPoint a, float b) {
return CGPointMake(a.x * b, a.y * b);
}
static inline float rwLength(CGPoint a) {
return sqrtf(a.x * a.x + a.y * a.y);
}
// Makes a vector have a length of 1
static inline CGPoint rwNormalize(CGPoint a) {
float length = rwLength(a);
return CGPointMake(a.x / length, a.y / length);
}
#implementation MyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
// 2
NSLog(#"Size: %#", NSStringFromCGSize(size));
// 3
self.backgroundColor = [SKColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1.0];
// 4
self.player = [SKSpriteNode spriteNodeWithImageNamed:#"player"];
self.player.position = CGPointMake(self.player.size.width/2, self.frame.size.height/2);
[self addChild:self.player];
self.physicsWorld.gravity = CGVectorMake(0,0);
self.physicsWorld.contactDelegate = self;
}
return self;
}
-(void)addMonster {
// Create sprite
SKSpriteNode * monster = [SKSpriteNode spriteNodeWithImageNamed:#"monster"];
monster.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:monster.size]; // 1
monster.physicsBody.dynamic = YES; // 2
monster.physicsBody.categoryBitMask = monsterCategory; // 3
monster.physicsBody.contactTestBitMask = projectileCategory; // 4
monster.physicsBody.collisionBitMask = 0; // 5
// Determine where to spawn the monster along the Y axis
int minY = monster.size.height / 2;
int maxY = self.frame.size.height - monster.size.height / 2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
// Create the monster slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
monster.position = CGPointMake(self.frame.size.width + monster.size.width/2, actualY);
[self addChild:monster];
// Determine speed of the monster
int minDuration = 2.0;
int maxDuration = 4.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(-monster.size.width/2, actualY) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
SKAction * loseAction = [SKAction runBlock:^{
SKTransition *reveal = [SKTransition flipHorizontalWithDuration:0.5];
SKScene * gameOverScene = [[GameOverScene alloc] initWithSize:self.size won:NO];
[self.view presentScene:gameOverScene transition: reveal];
}];
[monster runAction:[SKAction sequence:#[actionMove, loseAction, actionMoveDone]]];
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast {
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 1) {
self.lastSpawnTimeInterval = 0;
[self addMonster];
}
}
- (void)update:(NSTimeInterval)currentTime {
// Handle time delta.
// If we drop below 60fps, we still want everything to move the same distance.
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
self.lastUpdateTimeInterval = currentTime;
if (timeSinceLast > 1) { // more than a second since last update
timeSinceLast = 1.0 / 60.0;
self.lastUpdateTimeInterval = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[self runAction:[SKAction playSoundFileNamed:#"pew-pew-lei.caf" waitForCompletion:NO]];
// 1 - Choose one of the touches to work with
UITouch * touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
// 2 - Set up initial location of projectile
SKSpriteNode * projectile = [SKSpriteNode spriteNodeWithImageNamed:#"projectile"];
projectile.position = self.player.position;
projectile.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:projectile.size.width/2];
projectile.physicsBody.dynamic = YES;
projectile.physicsBody.categoryBitMask = projectileCategory;
projectile.physicsBody.contactTestBitMask = monsterCategory;
projectile.physicsBody.contactTestBitMask = enemyCategory;
projectile.physicsBody.collisionBitMask = 0;
projectile.physicsBody.usesPreciseCollisionDetection = YES;
// 3- Determine offset of location to projectile
CGPoint offset = rwSub(location, projectile.position);
// 4 - Bail out if you are shooting down or backwards
if (offset.x <= 0) return;
// 5 - OK to add now - we've double checked position
[self addChild:projectile];
// 6 - Get the direction of where to shoot
CGPoint direction = rwNormalize(offset);
// 7 - Make it shoot far enough to be guaranteed off screen
CGPoint shootAmount = rwMult(direction, 1000);
// 8 - Add the shoot amount to the current position
CGPoint realDest = rwAdd(shootAmount, projectile.position);
// 9 - Create the actions
float velocity = 480.0/1.0;
float realMoveDuration = self.size.width / velocity;
SKAction * actionMove = [SKAction moveTo:realDest duration:realMoveDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[projectile runAction:[SKAction sequence:#[actionMove, actionMoveDone]]];
}
- (void)projectile:(SKSpriteNode *)projectile didCollideWithMonster:(SKSpriteNode *)monster {
NSLog(#"Hit");
[projectile removeFromParent];
[monster removeFromParent];
self.monstersDestroyed++;
if (self.monstersDestroyed > 80) {
SKTransition *reveal = [SKTransition flipHorizontalWithDuration:0.5];
SKScene * gameOverScene = [[GameOverScene alloc] initWithSize:self.size won:YES];
[self.view presentScene:gameOverScene transition: reveal];
}
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
// 1
SKPhysicsBody *firstBody, *secondBody, *thirdBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
thirdBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
thirdBody = contact.bodyA;
}
// 2
if ((firstBody.categoryBitMask & projectileCategory) != 0 &&
(secondBody.categoryBitMask & enemyCategory) != 0 &&
(thirdBody.categoryBitMask & monsterCategory) != 0)
{
[self projectile:(SKSpriteNode *) firstBody.node didCollideWithMonster:(SKSpriteNode *) secondBody.node];
[self projectile:(SKSpriteNode *) firstBody.node didCollideWithEnemy: (SKSpriteNode *) secondBody.node];
}
}
- (void)addEnemy {
// Create sprite
SKSpriteNode * enemy = [SKSpriteNode spriteNodeWithImageNamed:#"enemy"];
enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:enemy.size]; // 1
enemy.physicsBody.dynamic = YES; // 2
enemy.physicsBody.categoryBitMask = enemyCategory; // 3
enemy.physicsBody.contactTestBitMask = projectileCategory; // 4
enemy.physicsBody.collisionBitMask = 0; // 5
// Determine where to spawn the monster along the Y axis
int minY = enemy.size.height / 2;
int maxY = self.frame.size.height - enemy.size.height / 2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
// Create the monster slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
enemy.position = CGPointMake(self.frame.size.width + enemy.size.width/2, actualY);
[self addChild:enemy];
// Determine speed of the monster
int minDuration = 1.0;
int maxDuration = 6.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(-enemy.size.width/2, actualY) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
SKAction * loseAction = [SKAction runBlock:^{
SKTransition *reveal = [SKTransition flipHorizontalWithDuration:0.5];
SKScene * gameOverScene = [[GameOverScene alloc] initWithSize:self.size won:NO];
[self.view presentScene:gameOverScene transition: reveal];
}];
[enemy runAction:[SKAction sequence:#[actionMove, loseAction, actionMoveDone]]];
}
- (void)projectile:(SKSpriteNode *)projectile didCollideWithEnemy:(SKSpriteNode *)enemy {
NSLog(#"Hit");
[projectile removeFromParent];
[enemy removeFromParent];
self.enemysDestroyed++;
if (self.enemysDestroyed > 80) {
SKTransition *reveal = [SKTransition flipHorizontalWithDuration:0.5];
SKScene * gameOverScene = [[GameOverScene alloc] initWithSize:self.size won:YES];
[self.view presentScene:gameOverScene transition: reveal];
}
}
#end
I am not sure if you realize this, but you never actually call addEnemy. Look through the code. You will find a call to addMonster but never addEnemy. Implementing the method is one thing- without calling the method, whatever is inside will never run.

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