Sprite wont spawn [closed] - ios

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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.

Related

Keeping track of SKNodes for a category

I have a function that adds enemies to my scene that get called by an timing interval
How can I keep track of the number of enemies on the Scene to limit the amount of enemies I have in each level?
**In my update function **
CFTimeInterval timeSinceLastEnemy = currentTime - self.lastEnemyUpdateTime;
self.lastEnemyUpdateTime = currentTime;
if (timeSinceLastEnemy > 1) { // more than a second since last update
timeSinceLastEnemy = 1.0 / 60.0;
self.lastEnemyUpdateTime = currentTime;
}
[self spwanEnemyWithTime:timeSinceLastEnemy];
**The timer and The method to add enemies **
- (void)spwanEnemyWithTime:(CFTimeInterval)timeSinceLast {
self.lastEnemySpawn += timeSinceLast;
if (self.lastEnemySpawn > 0.6) {
self.lastEnemySpawn = 0;
[self spawnEnemy];
}
}
-(void) spawnEnemy {
SKSpriteNode *enemy = [SKSpriteNode spriteNodeWithImageNamed: enemySprite];
int minX = 5;
int maxX = self.frame.size.width;
int rangeX = maxX - minX;
int actualX = (arc4random() % rangeX) + minX;
// Create the enemy slightly off-screen along the upper edge,
enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(enemy.size.height - 10 , enemy.size.width)];
enemy.physicsBody.dynamic = YES;
enemy.physicsBody.categoryBitMask = enemyCategory;
enemy.physicsBody.contactTestBitMask = bulletCategory;
enemy.physicsBody.collisionBitMask = 0;
// and along a random position along the X axis as calculated above
enemy.position = CGPointMake(actualX, self.frame.size.height + enemy.size.height);
[self addChild:enemy];
enemy.xScale = 0.2;
enemy.yScale = 0.2;
enemy.zPosition = 4;
// Create the actions
SKAction * actionMove = [SKAction moveToY:(0 - enemy.size.height) duration:4];
SKAction * actionMoveDone = [SKAction removeFromParent];
[enemy runAction:[SKAction sequence:#[actionMove, actionMoveDone]]];
}
I confess I couldn't grasp what you are doing with the double timers, so I will assume that portion works as you want it to. for the enemy count couldn't this be as simple as incrementing a counter on your spawnEnemy and decrementing the counter when the enemy removes itself from the scene?
You'll have to double check my Obj-c I haven't used it in a while.
int enemyCount = 0;
-(void) spawnEnemy {
enemyCount += 1
...
// Create the actions
SKAction *actionMove = [SKAction moveToY:(0 - enemy.size.height) duration:4];
SKAction *actionMoveDone = [SKAction removeFromParent];
SKAction *decrementCount = [SKAction runBlock: ^(void) {
enemyCount -= 1;
}];
[enemy runAction:[SKAction sequence:#[actionMove, actionMoveDone, decrementCount]]];
}
FYI you have a typo in your method "spwanEnemyWithTime"

Sprite is "lagging" with accelerometer

The sprite rotate and move based on accelerometer's x axis. When the phone tilts further the sprite rotate and move faster. It's all working, but not smooth. When the sprite is moving slowly it is lagging.
I tried controlling the speed based on accelerometer's x axis.
if (data.acceleration.x >= 0.09) {
angle = 0.4 * data.acceleration.x;
}
if (data.acceleration.x >= 0.20) {
angle = 0.6 * data.acceleration.x;
}
if (data.acceleration.x <= -0.09) {
angle = 0.4 * data.acceleration.x;
}
if (data.acceleration.x <= -0.20) {
angle = 0.6 * data.acceleration.x;
}
if (data.acceleration.x <= 0.09 & data.acceleration.x >= -0.09) {
angle = 0;
}
But it does not solve the issue. Does somebody knows how to stop the lagging?
Code:
#import "GameScene.h"
static int kPlayerSpeed = 20.0;
#implementation GameScene
{
SKSpriteNode *_character;
// cmmotionmanager
float _destY;
float _currentY;
float _currentX;
CMAccelerometerData *_lastReading;
BOOL _shouldMoveToRight;
BOOL _shouldMoveToLeft;
}
-(void)didMoveToView:(SKView *)view {
/* Setup your scene here */
// background settings
self.backgroundColor = [SKColor whiteColor];
// setup charachter
_character = [SKSpriteNode spriteNodeWithImageNamed:#"Monster_final_01"];
_character.position = CGPointMake(self.size.width * 0.5, self.size.height * 0.2);
_character.anchorPoint = CGPointMake(0.5, 0.5);
_character.xScale = 0.3;
_character.yScale = 0.3;
[self addChild:_character];
// setup motionmanager
self.manager = [[CMMotionManager alloc] init];
[self.manager setAccelerometerUpdateInterval:1.0/30.0];
[self.manager startAccelerometerUpdates];
}
-(void)acceleratorUpdates
{
CMAccelerometerData *data = self.manager.accelerometerData;
if(_lastReading == nil)
{
_lastReading = data;
}
BOOL threshhold = (fabs(_lastReading.acceleration.x - data.acceleration.x) > 0.01);
//if the absolute of acceleration is < the absolute of last, then we changed direction
BOOL changeDir = (fabs(data.acceleration.x) < fabs(_lastReading.acceleration.x));
//if changing direction is above our threshhold, or we didnt change direction
BOOL _aboveThreshold = ( threshhold && changeDir ) || (!changeDir);
CGFloat angle = 0;
CGFloat _destX = 0.0;
if (data.acceleration.x >= 0.09) {
angle = 0.4 * data.acceleration.x;
}
if (data.acceleration.x >= 0.20) {
angle = 0.6 * data.acceleration.x;
}
if (data.acceleration.x <= -0.09) {
angle = 0.4 * data.acceleration.x;
}
if (data.acceleration.x <= -0.20) {
angle = 0.6 * data.acceleration.x;
}
if (data.acceleration.x <= 0.09 & data.acceleration.x >= -0.09) {
angle = 0;
}
if(fabs(data.acceleration.x) > 0.25) { // tilting the device to the right
_destX = -(data.acceleration.x * kPlayerSpeed);
}
[_character removeAllActions];
SKAction *moveAction = [SKAction moveByX:_destX y:0 duration:0];
[_character runAction:moveAction];
_character.position = CGPointMake(_character.position.x + _destX, _character.position.y);
if(_aboveThreshold)
{
SKAction *rotateAction = [SKAction rotateByAngle:angle duration:0];
[_character runAction:rotateAction];
_lastReading = data;
}
NSLog(#"_lastReading.acceleration.x = %f & data.acceleration.x = %f", _lastReading.acceleration.x, data.acceleration.x);
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
}
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
[self acceleratorUpdates];
}

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"];

Projectile not starting at correct point?

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]]];
}

Prevent player from falling through the ground - Sprite Kit

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

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