Prevent player from falling through the ground - Sprite Kit - ios

I've been trying to work on a simple Sprite Kit game that involves dodging red balls. I'm using the built-in gravity mechanism, but I'm having trouble preventing the player from falling through the ground. I've looked up a solution (set ground.physicsBody.dynamic = NO), but the player still falls through. What exactly do I need to do?
Edit: The green and brown texture is the ground. Right now the player is set to not being dynamic, so it is 'flying'
Here is my code in the MyScene.m file:
//
// MyScene.m
// DodgeMan
//
// Created by Cormac Chester on 3/8/14.
// Copyright (c) 2014 Testman Industries. All rights reserved.
//
#import "MyScene.h"
#import "EndGameScene.h"
static const uint32_t redBallCategory = 0x1 << 0;
static const uint32_t playerCategory = 0x1 << 1;
#implementation MyScene
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
/* Setup your scene here */
//Sets player location
playerLocX = 50;
playerLocY = 100;
//Sets player score
score = 0;
//Set Background
self.backgroundColor = [SKColor colorWithRed:0.53 green:0.81 blue:0.92 alpha:1.0];
//Set Ground
SKSpriteNode *ground = [SKSpriteNode spriteNodeWithImageNamed:#"ground"];
ground.position = CGPointMake(CGRectGetMidX(self.frame), 34);
ground.xScale = 0.5;
ground.yScale = 0.5;
ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ground.size];
ground.physicsBody.dynamic = NO;
//Player
self.playerSprite = [SKSpriteNode spriteNodeWithImageNamed:#"character"];
self.playerSprite.position = CGPointMake(playerLocX, playerLocY);
//Set Player Physics
self.playerSprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerSprite.size];
self.playerSprite.physicsBody.dynamic = YES;
self.playerSprite.physicsBody.categoryBitMask = playerCategory;
self.playerSprite.physicsBody.contactTestBitMask = redBallCategory;
self.playerSprite.physicsBody.collisionBitMask = 0;
self.playerSprite.physicsBody.usesPreciseCollisionDetection = YES;
//Score Label
self.scoreLabel = [SKLabelNode labelNodeWithFontNamed:#"Arial-BoldMT"];
self.scoreLabel.text = #"0";
self.scoreLabel.fontSize = 40;
self.scoreLabel.fontColor = [SKColor blackColor];
self.scoreLabel.position = CGPointMake(50, 260);
//Pause Button
self.pauseButton = [SKSpriteNode spriteNodeWithImageNamed:#"pauseButton"];
self.pauseButton.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height - 40);
self.pauseButton.name = #"pauseButton";
//Add nodes
[self addChild:ground];
[self addChild:self.playerSprite];
[self addChild:self.scoreLabel];
//[self addChild:self.pauseButton];
//Sets gravity
self.physicsWorld.gravity = CGVectorMake(0,-2);
self.physicsWorld.contactDelegate = self;
}
return self;
}
-(void)addBall
{
SKSpriteNode *redBall = [SKSpriteNode spriteNodeWithImageNamed:#"locationIndicator"];
int minY = redBall.size.height / 2;
int maxY = self.frame.size.height - redBall.size.height / 2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
NSLog(#"Actual Y: %i", actualY);
//Initiates red ball offscreen
if (actualY >= 75)
{
//Prevents balls from spawning in the ground
redBall.position = CGPointMake(self.frame.size.width + redBall.size.width/2, actualY);
[self addChild:redBall];
}
redBall.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:redBall.size.width/2];
redBall.physicsBody.dynamic = YES;
redBall.physicsBody.categoryBitMask = redBallCategory;
redBall.physicsBody.contactTestBitMask = playerCategory;
redBall.physicsBody.collisionBitMask = 0;
redBall.physicsBody.affectedByGravity = NO;
redBall.physicsBody.usesPreciseCollisionDetection = YES;
//Determine speed of red ball
int minDuration = 3.0;
int maxDuration = 5.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
SKAction *actionMove = [SKAction moveTo:CGPointMake(-redBall.size.width/2, actualY) duration:actualDuration];
SKAction *actionMoveDone = [SKAction removeFromParent];
SKAction *ballCross = [SKAction runBlock:^{
score++;
self.scoreString = [NSString stringWithFormat:#"%i", score];
self.scoreLabel.text = self.scoreString;
NSLog(#"Score was incremented. Score is now %d", score);
}];
[redBall runAction:[SKAction sequence:#[actionMove, ballCross, actionMoveDone]]];
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast
{
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 0.5) {
self.lastSpawnTimeInterval = 0;
[self addBall];
}
}
-(void)update:(CFTimeInterval)currentTime
{
/* Called before each frame is rendered */
// Handle time delta.
//Prevents bad stuff happening
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
self.lastUpdateTimeInterval = currentTime;
if (timeSinceLast > 1) { // more than a second since last update
timeSinceLast = 1.0 / 120.0;
self.lastUpdateTimeInterval = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
NSDate *startTime;
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
/* Called when a touch begins */
[super touchesBegan:touches withEvent:event];
//Starts Timer
startTime = [NSDate date];
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//Pauses Scene
if ([node.name isEqualToString:#"pauseButton"])
{
NSLog(#"Pause button pressed");
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
/* Called when a touch ends */
[super touchesEnded:touches withEvent:event];
NSTimeInterval elapsedTime = [startTime timeIntervalSinceNow];
NSString *elapsedTimeString = [NSString stringWithFormat:#"Elapsed time: %f", elapsedTime];
NSLog(#"%#", elapsedTimeString);
for (UITouch *touch in touches)
{
//Gets location of touch
CGPoint location = [touch locationInNode:self];
NSLog(#"Touch Location X: %f \n Touch Location Y: %f", location.x, location.y);
//Prevents destination from being in the ground
if (location.y < 88)
{
location.y = 87.5;
}
//Moves and animates player
//int velocity = elapsedTime * -3000;
int velocity = 800.0/1.0;
NSLog(#"Velocity: %i", velocity);
float realMoveDuration = self.size.width / velocity;
SKAction *actionMove = [SKAction moveTo:location duration:realMoveDuration];
[self.playerSprite runAction:[SKAction sequence:#[actionMove]]];
}
NSLog(#"Touch ended");
}
//Collision between ball and player
- (void)redBall:(SKSpriteNode *)redBall didCollideWithPlayer:(SKSpriteNode *)playerSprite
{
NSLog(#"Player died");
[redBall removeFromParent];
[playerSprite removeFromParent];
SKTransition *reveal = [SKTransition crossFadeWithDuration:0.5];
SKScene *endGameScene = [[EndGameScene alloc] initWithSize:self.size gameEnded:YES];
[self.view presentScene:endGameScene transition: reveal];
}
- (void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
//Red ball collides with the player
if ((firstBody.categoryBitMask & redBallCategory) != 0 && (secondBody.categoryBitMask & playerCategory) != 0)
{
[self redBall:(SKSpriteNode *) firstBody.node didCollideWithPlayer:(SKSpriteNode *) secondBody.node];
}
}
#end

you definitely can't set its dynamic to no brother. you need gravity effect that player. (he is not effected by physic world so he is flying right now. we need him to fall down to ground aren't we? :)
So here is the simple solution. idea is that you create a "invisible rectangle block" on the ground surface that has physic body. and you need to set its dynamic to no in order to prevent it falling down
so this block is a node obviously, and its size : as high as the ground , and as wide as the screen. and you need to adjust the position a little bit to put its upper bound right on the ground surface.
good luck
i actually drew a picture but i can't post it here because of my reputation :(

Your problem is with physicsBody's categoryBitMask and collisionTestBitMask.
Your bitwise declarations :
static const uint32_t redBallCategory = 0x1 << 0;
static const uint32_t playerCategory = 0x1 << 1;
This has actually set the following bit patterns (i've shortened to 8 bits for the example) :
redBallCategory - 00000001 and
playerCategory - 00000010
However in the following code, you tell the player to only collide with collision bit mask - 00000000;
self.playerSprite.physicsBody.collisionBitMask = 0;
So your first problem is here. The player will not collide with any category that you have defined.
Your second problem is you have not given the ground a categoryBitMask, or collisionBitMask. By default this means all bits are set, IE the ground's collisionBitMask is equal to 11111111;
There will be no collision between these two physics bodies.
Try this - i have simply added a third physics category, and edited your code slightly to set the ground categoryBitMask / collisionBitMask, and your player collisionBitMask.
static const uint32_t redBallCategory = 0x1 << 0;
static const uint32_t playerCategory = 0x1 << 1;
static const uint32_t groundCategory = 0x1 << 2;
#implementation MyScene
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
/* Setup your scene here */
//Sets player location
playerLocX = 50;
playerLocY = 100;
//Sets player score
score = 0;
//Set Background
self.backgroundColor = [SKColor colorWithRed:0.53 green:0.81 blue:0.92 alpha:1.0];
//Set Ground
SKSpriteNode *ground = [SKSpriteNode spriteNodeWithImageNamed:#"ground"];
ground.position = CGPointMake(CGRectGetMidX(self.frame), 34);
ground.xScale = 0.5;
ground.yScale = 0.5;
ground.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:ground.size];
ground.physicsBody.categoryBitMask=groundCategory;
ground.physicsBody.collisionBitMask=playerCategory|redBallCategory;
ground.physicsBody.dynamic = NO;
//Player
self.playerSprite = [SKSpriteNode spriteNodeWithImageNamed:#"character"];
self.playerSprite.position = CGPointMake(playerLocX, playerLocY);
//Set Player Physics
self.playerSprite.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.playerSprite.size];
self.playerSprite.physicsBody.dynamic = YES;
self.playerSprite.physicsBody.categoryBitMask = playerCategory;
self.playerSprite.physicsBody.contactTestBitMask = redBallCategory;
self.playerSprite.physicsBody.collisionBitMask = groundCategory|redBallCategory;
self.playerSprite.physicsBody.usesPreciseCollisionDetection = YES;
//Score Label
self.scoreLabel = [SKLabelNode labelNodeWithFontNamed:#"Arial-BoldMT"];
self.scoreLabel.text = #"0";
self.scoreLabel.fontSize = 40;
self.scoreLabel.fontColor = [SKColor blackColor];
self.scoreLabel.position = CGPointMake(50, 260);
//Pause Button
self.pauseButton = [SKSpriteNode spriteNodeWithImageNamed:#"pauseButton"];
self.pauseButton.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height - 40);
self.pauseButton.name = #"pauseButton";
//Add nodes
[self addChild:ground];
[self addChild:self.playerSprite];
[self addChild:self.scoreLabel];
//[self addChild:self.pauseButton];
//Sets gravity
self.physicsWorld.gravity = CGVectorMake(0,-2);
self.physicsWorld.contactDelegate = self;
}
return self;
}

Just:
self.playerSprite.physicsBody.dynamic = NO;
should work.

Your problem occurs due to scaling. For some reason in sprite kit scaling an image doesn't change it's size when used in following code. Judging by your pictures, your physics body rectangle for your ground is actually twice as big as you think and already engulfing the player, which is why there would by no collision detection. This is from recent experience with a very similar style game.

Do you have an edge loop physcis body around the scene? Collision flags and category flags set correctly so the player collides with the ground?

i had same problem and i soved it simply...
On the update method i've putted an if statement:
if(player.position.y<your_closest_value_near_ground){
player.position.y == your_Closest_value_near_ground
}
The comparition differs by the anchor point you have.. hope it helps someone

Related

Objective C - SpriteKit - Unable to detect contact between ball and paddle node

I am trying to detect the collision between the ball node and either one of the paddle nodes but the message to confirm the collision is not being fired.
Could somebody help me understand where I am going wrong?
//categories for detecting contacts between nodes
static const uint32_t ballCategory = 0x1 << 0;
static const uint32_t paddleCategory = 0x1 << 1;
#interface GameScene ()
#property BOOL contentCreated;
#property(nonatomic) UITouch *playerOnePaddleControlTouch;
#property(nonatomic, weak) UITouch *paddleTouch;
#property(nonatomic) SKSpriteNode *paddleOneNode;
#property(nonatomic) SKSpriteNode *paddleTwoNode;
#property(nonatomic) SKSpriteNode *ballNode;
#property(nonatomic) SKLabelNode *playerOneScoreNode;
#property(nonatomic) SKLabelNode *playerTwoScoreNode;
#property(nonatomic) NSInteger playerOneScore;
#property(nonatomic) NSInteger playerTwoScore;
#end
#implementation GameScene
- (void)didMoveToView:(SKView *)view
{
if (!self.contentCreated)
{
[self createSceneContents];
self.contentCreated = YES;
}
}
- (void) createSceneContents
{
self.backgroundColor = [SKColor blackColor];
self.scaleMode = SKSceneScaleModeAspectFit;
[self addChild: [self newGameNode]];
self.physicsWorld.gravity = CGVectorMake(0, 0);
self.physicsWorld.contactDelegate = self;
// Create border around screen
SKPhysicsBody* borderBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
self.physicsBody = borderBody;
self.physicsBody.friction = 0;
// Create Paddle One
SKSpriteNode *paddleOne = [self newPaddle];
paddleOne.position = CGPointMake(CGRectGetMidX(self.frame)/8, CGRectGetMidY(self.frame));
paddleOne.name = #"paddleOne";
paddleOne.physicsBody.categoryBitMask = paddleCategory;
paddleOne.physicsBody.contactTestBitMask = ballCategory;
[self addChild:paddleOne];
// Create Paddle Two
SKSpriteNode *paddleTwo = [self newPaddle];
paddleTwo.position = CGPointMake((CGRectGetMaxX(self.frame) - CGRectGetMidX(self.frame) / 8), CGRectGetMidY(self.frame));
paddleTwo.name = #"paddleTwo";
paddleTwo.physicsBody.categoryBitMask = paddleCategory;
paddleTwo.physicsBody.contactTestBitMask = ballCategory;
[self addChild:paddleTwo];
// Create ball
SKSpriteNode *ball = [self newBall];
ball.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
[self addChild:ball];
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.frame.size.width/2];
ball.physicsBody.friction = 1.0f; //normally 1.0f
ball.physicsBody.restitution = 1.0f; //normally 1.0f
ball.physicsBody.linearDamping = 0.0f; //normally 0.0f
ball.physicsBody.allowsRotation = NO;
ball.physicsBody.categoryBitMask = ballCategory;
ball.physicsBody.contactTestBitMask = paddleCategory;
[ball.physicsBody applyImpulse:CGVectorMake(1.0f, -1.0f)];
// Create score labels
self.playerOneScoreNode = [SKLabelNode labelNodeWithFontNamed:#"Helvetica"];
self.playerTwoScoreNode = [SKLabelNode labelNodeWithFontNamed:#"Helvetica"];
self.playerOneScoreNode.fontColor = self.playerOneScoreNode.fontColor = [SKColor whiteColor];
self.playerOneScoreNode.fontSize = self.playerTwoScoreNode.fontSize = 90;
self.playerOneScoreNode.position = CGPointMake((CGRectGetWidth(self.frame))* 0.25, (CGRectGetHeight(self.frame)) - 80);
self.playerTwoScoreNode.position = CGPointMake((CGRectGetWidth(self.frame)) * 0.75, (CGRectGetHeight(self.frame)) - 80);
[self addChild:self.playerOneScoreNode];
[self addChild:self.playerTwoScoreNode];
// Set Scores to 0
self.playerOneScore = 7;
self.playerTwoScore = 0;
self.playerOneScoreNode.text = [NSString stringWithFormat:#"%ld",self.playerOneScore];
self.playerTwoScoreNode.text = [NSString stringWithFormat:#"%ld",self.playerTwoScore];
}
- (SKSpriteNode *)newPaddle
{
SKSpriteNode *paddle = [[SKSpriteNode alloc]initWithColor:[SKColor whiteColor] size:CGSizeMake(16,64)];
return paddle;
}
- (SKSpriteNode *)newBall
{
SKSpriteNode *ball = [[SKSpriteNode alloc]initWithColor:[SKColor redColor] size:CGSizeMake(16, 16)];
return ball;
}
- (SKLabelNode *) newGameNode
{
SKLabelNode *gameNode = [SKLabelNode labelNodeWithFontNamed:#"Chalkduster"];
gameNode.text = #" Pong";
gameNode.fontSize = 50;
gameNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
gameNode.fontColor = [SKColor blueColor];
return gameNode;
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
self.paddleTouch = [touches anyObject];
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInNode:self];
SKNode *paddleOne = [self childNodeWithName:#"paddleOne"];
SKNode *paddleTwo = [self childNodeWithName:#"paddleTwo"];
if (touchPoint.x < CGRectGetMidX(self.frame)) {
paddleOne.position = CGPointMake(paddleOne.position.x, touchPoint.y);
}
else
{
paddleTwo.position = CGPointMake(paddleTwo.position.x, touchPoint.y);
}
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
if (self.paddleTouch) {
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInNode:self];
CGPoint previousPoint = [touch previousLocationInNode:self];
SKSpriteNode *paddleOne = (SKSpriteNode*)[self childNodeWithName:#"paddleOne"];
SKSpriteNode *paddleTwo = (SKSpriteNode*)[self childNodeWithName:#"paddleTwo"];
int paddleOneY = paddleOne.position.y + (touchPoint.y - previousPoint.y);
int paddleTwoY = paddleTwo.position.y + (touchPoint.y - previousPoint.y);
if (touchPoint.x < CGRectGetMidX(self.frame)) {
paddleOne.position = CGPointMake(paddleOne.position.x, paddleOneY);
}
else
{
paddleTwo.position = CGPointMake(paddleTwo.position.x, paddleTwoY);
}
}
}
// React to collision's between nodes/bodies
// Currently not working....need to understand this set of code.
-(void)didBeginContact:(SKPhysicsContact *)contact
{
SKPhysicsBody *firstBody;
SKPhysicsBody *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
if (firstBody.categoryBitMask == ballCategory && secondBody.categoryBitMask == paddleCategory)
{
NSLog(#"Ball has touched Paddle");
}
}
#end
Your paddleOne and paddleTwo does not have SKPhysicsBody.
Add these (change size of physics body if needed)
paddleOne.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize: paddleOne.size];
paddleTwo.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize: paddleTwo.size];

Sprite not keeping track of count

The following code I'm using is to end the game when I my number of balls in the scene reaches zero. Now I'm not getting any error when I put the code in but it doesn't do any thing as of counting the balls and reacting to that count. I am fairly new to sprite kit so I understand that this is a problem that comes so easy to others but this is the first time of worked with reacting to the count of a certain sprite in a scene so please help.
SKSpriteNode *ball;
int numberOfBalls = 3;
#implementation EasyScene
-(void)didBeginContact:(SKPhysicsContact *)contact {
if ([self isGameWon]) {
EasyEndGameScene *end = [EasyEndGameScene sceneWithSize:self.size];
[self.view presentScene:end transition:[SKTransition doorsCloseHorizontalWithDuration:1]];
}
}
-(BOOL)isGameWon {
int numberOfBalls = 3;
for (SKNode* node in self.children) {
if ([node.name isEqual: ball]) {
numberOfBalls = 0;
}
}
return numberOfBalls =0;
}
- (void) addBalls:(CGSize)size {
for (int i = 0; i < 3; i++) {
//create brick sprite from image
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:#"ball-image"];
ball.name = #"ball";
//resize balls
ball.size = CGSizeMake(self.size.width/5.5, self.size.width/5.5);
//position and space out balls
int xPos = size.width/3 * (i+.5);
int yPos = self.size.height - (self.size.width/7);
ball.position = CGPointMake(xPos, yPos);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
ball.physicsBody.categoryBitMask = ballCategory;
ball.physicsBody.contactTestBitMask = bottomEdgeCategory;
[self addChild:ball];
}
}
In the following code I got rid of the Global Variable and tested all nodes for the specified name of #"ball" and return YES if none were found:
static const uint32_t ballCategory = 1; //00000000000000000000000000000001
static const uint32_t edgeCategory = 2; //00000000000000000000000000000010
static const uint32_t bottomEdgeCategory = 4; //00000000000000000000000000000100
SKSpriteNode *ball;
#implementation EasyScene
-(void)didBeginContact:(SKPhysicsContact *)contact {
//create placeholder for the "non ball" object
SKPhysicsBody *notTheBall;
SKPhysicsBody *theBall;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
notTheBall = contact.bodyB;
theBall = contact.bodyA;
} else {
notTheBall = contact.bodyA;
theBall = contact.bodyB;
}
if (notTheBall.categoryBitMask == bottomEdgeCategory) {
NSLog(#"hit bottom edge");
// SKAction *playSFX = [SKAction playSoundFileNamed:#"gameover.mp3" waitForCompletion:NO];
// [self runAction:playSFX];
// EasyEndGameScene *end = [EasyEndGameScene sceneWithSize:self.size];
// [self.view presentScene:end transition:[SKTransition doorsCloseHorizontalWithDuration:1]];
// [GameState sharedInstance].score = 0;
// [gameMusic pause];
[theBall.node removeFromParent];
}
if ([self isGameWon]) {
EasyEndGameScene *end = [EasyEndGameScene sceneWithSize:self.size];
[self.view presentScene:end transition:[SKTransition doorsCloseHorizontalWithDuration:1]];
}
}
-(BOOL)isGameWon {
unsigned count = 0;
for (SKNode* node in self.children)
if ([node.name isEqual:ball])
count++;
return count == 0;
}
- (void) addBalls:(CGSize)size {
for (int i = 0; i < 3; i++) {
//create brick sprite from image
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:#"ball-image"];
ball.name = #"ball";
//resize balls
ball.size = CGSizeMake(self.size.width/5.5, self.size.width/5.5);
//position and space out balls
int xPos = size.width/3 * (i+.5);
int yPos = self.size.height - (self.size.width/7);
ball.position = CGPointMake(xPos, yPos);
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:ball.size.width/2];
ball.physicsBody.categoryBitMask = ballCategory;
ball.physicsBody.contactTestBitMask = bottomEdgeCategory;
[self addChild:ball];
}
}
Remove the ball global variable, as it's not needed.
Test all nodes for the specified name of #"ball" and return YES if none were found:
-(BOOL)isGameWon {
for (SKNode* node in self.children)
if ([node.name isEqualToString:#"ball"])
return NO;
return YES;
}
I think it should be
return numberOfBalls == 0
in your isgameWon method
you forget an extra =

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

Collision detection not working?

I'm trying to make a very simple SpriteKit app for iOS, but there's a problem:
#import "MyScene.h"
static const uint32_t laserCategory = 0x1 << 0;
static const uint32_t enemyCategory = 0x1 << 0;
#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];
self.physicsWorld.gravity = CGVectorMake(0,0);
SKSpriteNode *ship = [SKSpriteNode spriteNodeWithImageNamed: #"Ship"];
ship.position = CGPointMake (CGRectGetMidX (self.frame), 50);
[self addChild: ship];
SKSpriteNode *enemy = [SKSpriteNode spriteNodeWithImageNamed: #"Enemy"];
enemy.position = CGPointMake (CGRectGetMidX (self.frame), 440);
[self addChild: enemy];
enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize: enemy.size];
enemy.physicsBody.dynamic = YES;
enemy.physicsBody.categoryBitMask = enemyCategory;
enemy.physicsBody.contactTestBitMask = laserCategory;
enemy.physicsBody.collisionBitMask = 0;
SKAction *moveEnemy = [SKAction moveByX: 0.0 y: -500.0 duration: 5.0];
[enemy runAction: moveEnemy];
} return self;
}
- (void) touchesBegan: (NSSet *) touches withEvent: (UIEvent *) event
{
SKSpriteNode *laser = [SKSpriteNode spriteNodeWithImageNamed: #"Laser"];
laser.position = CGPointMake (CGRectGetMidX (self.frame), 100);
[self addChild: laser];
laser.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize: laser.size];
laser.physicsBody.dynamic = YES;
laser.physicsBody.categoryBitMask = laserCategory;
laser.physicsBody.contactTestBitMask = enemyCategory;
laser.physicsBody.collisionBitMask = 0;
SKAction *moveLaser = [SKAction moveByX: 0.0 y: 2000.0 duration: 5.0];
[laser runAction: moveLaser];
}
- (void) laser: (SKSpriteNode *) laser didCollideWithEnemy: (SKSpriteNode *) enemy
{
[laser removeFromParent];
[enemy removeFromParent];
}
- (void) didBeginContact: (SKPhysicsContact *) contact
{
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
{
firstBody = contact.bodyA;
secondBody = contact.bodyB;
}
else
{
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
if ((firstBody.categoryBitMask & laserCategory) != 0 && (secondBody.categoryBitMask & enemyCategory) != 0)
{
[self laser: (SKSpriteNode *) firstBody.node didCollideWithEnemy: (SKSpriteNode *) secondBody.node];
}
}
#end
This is my "MyScene.m" file, and everything works just fine. The only thing that doesn't work is the collision detection between the laser object and the enemy object. They just pass right through each other. Any solutions? Any other tips are welcome, as well.
Thanks.
You have set the same bit mask for two different category:
static const uint32_t laserCategory = 0x1 << 0;
static const uint32_t enemyCategory = 0x1 << 0;
After that the if statement in didBeginContact: method is wrong:
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask)
you should change one of those to 0x1 << 1:
static const uint32_t laserCategory = 0x1 << 0;
static const uint32_t enemyCategory = 0x1 << 1;
//Extended
You are also missing set up contact delegate to phasic world, add this code after you set up gravity in initWithSize:
self.physicsWorld.gravity = CGVectorMake(0,0);
self.physicsWorld.contactDelegate = self;
I assume you added delegate declaration to MyScene class:
<SKPhysicsContactDelegate>

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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