Proper way to make this scoring system? - ios

I'm working on a game for iOS and I was wondering why this countdown won't work. I want to have a set amount of moves per level in this game, and I want it to subtract 1 move every time the user taps on one of the puzzle pieces.
This is the bit of code I've set up:
I set up two integers in the header file: int movesRemaining; and int moved;
The SKLabelNode that displays the amount of moves:
moves = [SKLabelNode labelNodeWithFontNamed:#"DIN Condensed"];
moves.position = CGPointMake(110, -15);
moves.text = [NSString stringWithFormat:#"MOVES %d", movesRemaining];
moves.fontSize = 25;
moves.zPosition = 2.0;
moves.fontColor = [SKColor whiteColor];
[menuBar addChild:moves];
The method that calculates the score:
-(void)moves {
movesRemaining = 4;
movesRemaining = (movesRemaining - moved);
}
The code that tells movesRemaining to subtract 1 move each time the puzzle is touched:
-(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:#"sq1"]) {
[_BS1 removeFromParent];
moved = 1;
}
if ([node.name isEqualToString:#"sq2"]) {
[_BS2 removeFromParent];
moved = 1;
}
if ([node.name isEqualToString:#"sq3"]) {
[_BS3 removeFromParent];
moved = 1;
}
if ([node.name isEqualToString:#"sq4"]) {
[_BS4 removeFromParent];
moved = 1;
}
if ([node.name isEqualToString:#"sq5"]) {
[_BS5 removeFromParent];
moved = 1;
}
My question is where did I go wrong that it doesn't subtract 1 each time the puzzle is tapped? How can I properly make movesRemaining subtract 1 each time the user touches the puzzle piece?
If more information is needed please let me know.
Thanks.

Problem is that it isn't being updated. How to fix:
Touches:
-(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:#"sq1"]) {
movesRemaining = movesRemaining - 1;
[_BS1 removeFromParent];
}
Take out the stuff in the initWithSize method and add this to your -(void)update:(CFTimeInterval)currentTime method:
if (!moves) {
moves = [SKLabelNode labelNodeWithFontNamed:#"DIN Condensed"];
moves.position = CGPointMake(110, -15);
moves.fontSize = 25;
moves.zPosition = 2.0;
moves.fontColor = [SKColor whiteColor];
[menuBar addChild:moves];
}
//scoring
moves.text = [NSString stringWithFormat:#"MOVES %d", movesRemaining];
This will fix your code. It will then update every time it is tapped like you want it to.

Move movesRemaining = 4; to the init method.
Then add [self moves]; to the end of -(void)touchesBegan.

In the moved method change it so that it declares moved = moved - 1; then that will add the rolling effect

moves = [SKLabelNode labelNodeWithFontNamed:#"DIN Condensed"];
moves.position = CGPointMake(110, -15);
moves.text = [NSString stringWithFormat:#"MOVES %d", movesRemaining];
moves.fontSize = 25;
moves.zPosition = 2.0;
moves.fontColor = [SKColor whiteColor];
movesRemaining = 4; //Move initial movesRemaining value here.
[menuBar addChild:moves];
-(void)moves { //Subtract number of moves everytime the user moves.
movesRemaining = (movesRemaining - moved);
}

Related

Speed of touch varies with number of objects on Scene

I am creating game in which user can hit the object falling from the top of the screen with the racket. user can continuously move the racket but if it is at minimal speed or is at rest it should not hit the object, but if it above the minimal speed user should hit them. I have achieved that but the issue is when user start touching the racket which continously move with the user touch, the speed varition is their it does not start with the same speed and while touch is moving at that time also some times speed is very less even though the movement is fast. Here is my piece of code
-(void)didMoveToView:(SKView *)view {
self.physicsWorld.contactDelegate = (id)self;
racketNode = [SKSpriteNode spriteNodeWithImageNamed:#"racket"];
racketNode.size = CGSizeMake(50,50);
racketNode.position = CGPointMake(self.frame.origin.x + self.frame.size.width - 50,50);
racketNode.name = #"racket";
[self addChild:racketNode];
}
-(void) didBeginContact:(SKPhysicsContact *)contact {
SKSpriteNode *nodeA = (SKSpriteNode *)contact.bodyA.node ;
SKSpriteNode *nodeB = (SKSpriteNode *) contact.bodyB.node;
if (([nodeA.name isEqualToString:#"racket"] && [nodeB.name isEqualToString:#"fallingObject"])) {
if (racketNode.speed > kMinSpeed)
[nodeB removeFromParent];
else {
nodeB.physicsBody.contactTestBitMask = 0;
[self performSelector:#selector(providingCollsion:) withObject:nodeB afterDelay:0.1];
}
}
}
-(void) providingCollsion:(SKSpriteNode *) node {
node.physicsBody.contactTestBitMask = racketHit;
}
-(void) touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
start = location;
startTime = touch.timestamp;
racketNode.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:racketNode.frame.size];
racketNode.physicsBody.categoryBitMask = racket;
racketNode.physicsBody.contactTestBitMask = HitIt;
racketNode.physicsBody.dynamic = NO;
racketNode.physicsBody.affectedByGravity = NO;
[racketNode runAction:[SKAction moveTo:location duration:0.01]];
}
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
racketNode.physicsBody = nil;
racketNode.speed = 0;
}
-(void) touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
CGFloat dx = location.x - start.x;
CGFloat dy = location.y - start.y;
CGFloat magnitude = sqrt(dx*dx+dy*dy);
// Determine time difference from start of the gesture
CGFloat dt = touch.timestamp - startTime;
// Determine gesture speed in points/sec
CGFloat speed = magnitude/dt;
racketNode.speed = speed;
[handNode runAction:[SKAction moveTo:[touch locationInNode:self] duration:0.01]];
}
Please tell me which part my code is wrong so as to make same object collide with high speed only not on slow speed and also no collision on stable state.
Instead of doing it manually, use UIPanGestureRecognizer to handle your swipes. With it, there is a velocity property that you can use to check if the speed is greater than a given value.
Here is a great tutorial to do it:
https://www.raywenderlich.com/76020/using-uigesturerecognizer-with-swift-tutorial

Spritekit - UITouch effect does not work when SKparticles are taking place over the area

I have a bubble, when touched will pop. This pop effects work fine with the code below. However when a spritekit particle effect is used which covers the bubble, the touch action does not work. When the particle effect finishes, the touch action will work. Does the particle effect have a non-touch field? and is there anyway around this? I attempted to change the z-position but that did not work.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
SKLabelNode *touchedNode = (SKLabelNode *)[self nodeAtPoint:positionInScene];
if ([[touchedNode name] isEqualToString:#"bubbleBall1"]) {
ballNode.position = bubble1.position;
[_gameNode addChild:ballNode];
[bubble1 removeFromParent];
[self playBubblePopSound];
}
}
This is the particle effect im using in the physics contact area.
SKEmitterNode *starCollectParticle = [SKEmitterNode emitterNamed:#"starCollect"];
starCollectParticle.position = star1Node.position;
starCollectParticle.zPosition = 0;
//starCollectParticle.particleLifetime = 2;
[self addChild:starCollectParticle];
It was the z.position. I change the z.position of the particles. This did not work. However also changing the z.position of the SKSpritenode did the trick.
-(void)addBubble1:(CGPoint)pos{
gameObjects = [SKTextureAtlas atlasNamed:#"GameObjects.atlas"];
bubble1 = [SKSpriteNode spriteNodeWithTexture:[gameObjects textureNamed:kBubble]];
bubble1.size = bubble1.texture.size;
bubble1.size = CGSizeMake(70,70);
bubble1.position = pos;
bubble1.name = bubble1CategoryName;
**bubble1.zPosition = 1;**
bubble1.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:bubble1.frame.size.width/2];
bubble1.physicsBody.affectedByGravity = NO;
bubble1.physicsBody.dynamic = NO;
bubble1.physicsBody.usesPreciseCollisionDetection = YES;
bubble1.physicsBody.categoryBitMask = bubble1Category;
bubble1.physicsBody.contactTestBitMask = ballCategory | completeObjectNodeCategory | completeObjectBoxNodeCategory;
bubble1.physicsBody.collisionBitMask = completeObjectNodeCategory | lineNodeCategory;
[_gameNode addChild:bubble1];
}
SKEmitterNode *starCollectParticle = [SKEmitterNode emitterNamed:#"starCollect"];
starCollectParticle.position = star1Node.position;
**starCollectParticle.zPosition = 0;**
//starCollectParticle.particleLifetime = 2;
[self addChild:starCollectParticle];

didBeginContact method not working as intended

I have two nodes and a boolean. Simple enough. When node A contacts Node B and the boolean is 0, nothing happens. However if the boolean is 1, Node A is removed through the didBeganContact method.
Extremely simple, however I have an annoying problem on when I want Node A removed.
Node B is a rectangle and node A is a square going in the middle of the rectangle, the boolean is called and turned into 1 when I tap and hold the Node B using the touchesBegan method. Now before Node A contacts Node B, I tap and hold Node B and when Node A contacts, its removed, but when Node A is already in the middle, and I tap Node B, nothing happens and I don't know why.
Rectangle Method
-(void)rectangle
{
SKSpriteNode *rectangle = [[SKSpriteNode alloc] init];
rectangle = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:CGSizeMake(75, 150)];
rectangle.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
rectangle.name = #"rect";
rectangle.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:rectangle.size];
rectangle.physicsBody.categoryBitMask = rectangleCategory;
rectangle.physicsBody.contactTestBitMask = fallingSquareCategory;
rectangle.physicsBody.collisionBitMask = 0;
[self addChild:rectangle];
}
touchesBeganMethod
-(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:#"rect"])
{
radBool = 1;
}
}
touchesEnded
-(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:#"rect"])
{
radBool = 0;
}
}
square Method
-(void)square
{
SKAction *move = [SKAction moveToY:CGRectGetMidY(self.frame) duration:1.75];
SKSpriteNode *fallingSquare = [[SKSpriteNode alloc] init];
fallingSquare = [SKSpriteNode spriteNodeWithColor:[UIColor yellowColor] size:CGSizeMake(75, 75)];
fallingSquare.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMaxY(self.frame));
fallingSquare.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:fallingSquare.size];
fallingSquare.physicsBody.categoryBitMask = fallingSquareCategory;
fallingSquare.physicsBody.contactTestBitMask = rectangleCategory
fallingSquare.physicsBody.collisionBitMask = 0;
[self addChild:fallingSquare];
[fallingSquare runAction:move];
}
didBeginContact
static inline SKSpriteNode *nodeFromBody(SKPhysicsBody *body1, SKPhysicsBody *body2, uint32_t category) {
SKSpriteNode *node = nil;
if (body1.categoryBitMask & category) {
node = (SKSpriteNode *)body1.node;
}
else if (body2.categoryBitMask & category) {
node = (SKSpriteNode *)body2.node;
}
return node;
}
-(void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody, *secondBody;
SKSpriteNode *R1 = nil;
SKSpriteNode *fallingS = nil;
firstBody = contact.bodyA;
secondBody = contact.bodyB;
R1 = nodeFromBody(firstBody, secondBody, rectangleCategory);
fallingS = nodeFromBody(firstBody, secondBody, fallingSquareCategory);
if (R1 && fallingS && radBool == 1)
{
[fallingS removeFromParent];
}
}
I believe your issue is the "begin" part of didBeginContact. It only gets called the first time they contact and not every loop. Because the bool was not set to YES when they first contacted it will never be evaluated again.
I believe I ran into this issue once before and the solution was to create a new physical body when you touch it. This "should" trigger didBeginContact the next go around. You might also be able to change a property on the physical body, but if I recall correctly I didn't get that to work and had to init a new physical body.
For example try updating your touchesBegan with this
touchesBeganMethod
-(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:#"rect"])
{
radBool = 1;
node.physicsBody = nil;
node.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:rectangle.size];
node.physicsBody.categoryBitMask = rectangleCategory;
node.physicsBody.contactTestBitMask = fallingSquareCategory;
node.physicsBody.collisionBitMask = 0;
}
}
Hope that works for you.

Sprite Kit: create centred sprites in grid

I want to create a new sprite in a grid if the field is empty. I also want this new sprite to be centred in the empty field. Let's say the field is:
1 1 1
1 1 0
1 1 1
Whenever I click on one of the fields that is filled with a 1, the sprite disappears (this is what I want and this works fine).
Whenever I click on the 0, a new sprite is added with the following code:
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
SKSpriteNode *touchedNode = (SKSpriteNode *)[self nodeAtPoint:positionInScene];
if(touchedNode.position.x == 0) { // x is 0 when I click an empty field, aka background
[self addThing:positionInScene];
}
And:
-(void)addThing:(CGPoint)newLocation{
SKSpriteNode *thing = [SKSpriteNode spriteNodeWithImageNamed:#"thing"];
thing.location = newLocation;
[self addChild:thing];
thing.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:thing.size.width/2];
thing.physicsBody.dynamic = NO;
thing.physicsBody.categoryBitMask = somethingCategory;
thing.physicsBody.contactTestBitMask = somethingElseCategory;
thing.physicsBody.collisionBitMask = 0;
}
However, this sprite is centred in the exact coordinates I click, rather than the centre point of the empty field. How can I make this happen?
The following creates an N x M grid with a sprite at each row and column. When the user touches one of the sprites, it rotates the sprite and then removes it from the scene. If a sprite is not found at the touch location, a sprite is added there.
#define kBoardMinX 25
#define kBoardMinY 25
#define kNumCols 3
#define kNumRows 3
#define kSpacing 40
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];
[self addPiecesToScene];
}
return self;
}
// Convert row and col to the appropriate point (in scene coordinates) in the grid
- (CGPoint) pointFromRow:(NSInteger)row andCol:(NSInteger)col
{
return CGPointMake(kBoardMinX+col*kSpacing, kBoardMinY+(kNumRows-row-1)*kSpacing);
}
// If a sprite is found at (row, col) rotate it, else add a sprite there
- (void) rotatePieceAtRow:(NSInteger)row andCol:(NSInteger)col
{
SKSpriteNode *node = (SKSpriteNode *)[self nodeAtPoint:[self pointFromRow:row andCol:col]];
if (node && (SKNode *)node != self) {
SKAction *rotate = [SKAction rotateByAngle:M_PI*2 duration:2];
SKAction *remove = [SKAction removeFromParent];
SKAction *rotateThenRemove = [SKAction sequence:#[rotate,remove]];
[node runAction:rotateThenRemove];
}
else {
[self addPieceAtRow:row andCol:col];
}
}
- (void) togglePieceAtTouchLocation:(CGPoint)location
{
// Convert touch location to row and column
NSInteger col = (NSInteger)roundf((location.x - kBoardMinX) / kSpacing);
NSInteger row = kNumRows - (NSInteger)roundf((location.y - kBoardMinY) / kSpacing) - 1;
// Check if the touch was within the grid
if (col >= 0 && col < kNumCols && row >= 0 && row < kNumRows) {
[self rotatePieceAtRow:row andCol:col];
}
}
- (void) addPieceAtRow:(NSInteger)row andCol:(NSInteger)col
{
CGSize size = CGSizeMake(32, 32);
SKColor *color = [SKColor whiteColor];
SKSpriteNode *node = [SKSpriteNode spriteNodeWithColor:color size:size];
node.position = [self pointFromRow:row andCol:col];
[self addChild:node];
}
- (void) addPiecesToScene
{
for (int row=0;row<kNumRows;row++) {
for (int col=0;col<kNumCols;col++) {
[self addPieceAtRow:row andCol:col];
}
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
[self togglePieceAtTouchLocation:location];
}
}

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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