how to display an x.position in my sprite? - ios

i have a method to create sprites with an initial position, final position, height, image of the sprite and a name property to the sprite (to access the sprite later)
The problem is when i need to debug, because i can't display, for example, a number (of a position in this case...)
In this case, i want to know what sprite is disapearing sooner than expected, so i want to set a new parameter in my method which would be an NSString number(1,2,3..)so i could localize what sprite is making troubles... but i cant display this number or i don't know how. The other debugging technique i thought to do were to put an if(x.position> 600)callAMethod with a label, but... the coordinates are CGPoint and not float. So i'm a bit lost... Do anybody know a technique to do this??
here is my method to create sprites:
-(void)crearMontanaconLaPosicionFinal:(CGFloat)xFinal inicial:(CGFloat)xInicial altura:(CGFloat)altura imagen:(NSString*)imagen nombre:(NSString*)nombre
{
CGPoint posicionFinal = CGPointMake(xFinal, altura);
SKSpriteNode *montaña = [SKSpriteNode spriteNodeWithImageNamed:imagen];
montaña.name = nombre;
SKAction* parallaxMoveAction3 = [SKAction sequence:#[[SKAction moveTo:posicionFinal duration:20],[SKAction customActionWithDuration:0 actionBlock:^(SKNode* montaña, CGFloat elapsedTime){
[montaña setPosition:CGPointMake(xInicial,altura)];
}]]];
montaña.position = CGPointMake(xInicial, altura);
SKAction *repetir=[SKAction repeatActionForever:parallaxMoveAction3];
[montaña runAction:repetir];
[self addChild:montaña];
}

Related

Sprite Kit - Objective c, move multiple SKNode at the same time

i have this method that makes the Lines
lineaGuida_Img = [SKTexture textureWithImageNamed:#"LineaGuida copia.jpeg"];
_Linea = [SKNode node];
_Linea.position = CGPointMake((self.frame.size.width / 7 ) * 2, self.frame.size.height / 2 );
_Linea.zPosition = -10;
SKSpriteNode * linea = [SKSpriteNode spriteNodeWithTexture:lineaGuida_Img];
linea.position = CGPointMake(0,0);
linea.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:linea.size];
linea.physicsBody.dynamic = FALSE;
linea.physicsBody.collisionBitMask = 0;
linea.physicsBody.categoryBitMask = CollisionEnemy;
[_Linea addChild:linea];
[self addChild:_Linea];
In the touchesBegan method when i touch the screen, the player is always on the center of screen, and those lines behind him have to move by -x.
[_Linea runAction:[SKAction moveByX: -(self.size.width/8) y:0 duration:0.1]];
[self spawn_Lines];
But this action is only executed by the last SKNode. I need to apply this to all Lines simultaneously. After that, when the line's position is less then the player's position, the line must be deleted.
SpriteKit uses a tree based model, so whatever the parent node does, the children fall suit. Create an SKNode to house all of your lines, add all of your lines to this SKNode, then apply the actions to the SKNode, not the lines.
Add them to NSMutableArray to keep the reference and use for each loop to make each one run the action. I would recommend you to use NSTimer to provide [SKAction moveByX: -1 y:0 duration:0]] with constant speed which will result in the same motion as you already used. Each time this NSTimer execute you will check all positions of object from your NSMutableArray and than delete it if it fits your conditions. Be careful when you want to lose the reference completely use [object removeFromParent]; and remove it also from your NSMutableArray to avoid lose of performance later on. For this I use rather forLoop with continue method

SKAction to Change AnchorPoint?

I am creating a relatively complicated animation sequence. In it, a certain SKSpriteNode (shark) does two rotations. At the beginning of the animation, it rotates around a certain anchor point ap1, then later rotates around a different anchor point ap2. How should I change anchor points midway through an animation sequence?
Some initial thoughts:
I could change the anchor point outside of SKActions, in the update: loop perhaps.
I could use multiple SKSpriteNodes for the same shark sprite (with their respective anchor points), switching (hiding/showing) the sprite nodes when I need to change the anchor point.
Since changing a sprite's anchor point affects where it's rendered, you will likely need to make some sort of adjustment to prevent the sprite from appearing to suddenly move to a new location. Here's one way to do that:
Create action that changes the anchor point
SKAction *changeAnchorPoint = [SKAction runBlock:^{
[self updatePosition:sprite withAnchorPoint:CGPointMake(0, 0)];
}];
SKAction *rotate = [SKAction rotateByAngle:2*M_PI duration: 2];
Run action to rotate, change the anchor point, and rotate
[sprite runAction:[SKAction sequence:#[rotate,changeAnchorPoint,rotate]] completion:^{
// Restore the anchor point
[self updatePosition:sprite withAnchorPoint:CGPointMake(0.5, 0.5)];
}];
This method adjusts a sprite's position to compensate for the anchor point change
- (void) updatePosition:(SKSpriteNode *)node withAnchorPoint:(CGPoint)anchorPoint
{
CGFloat dx = (anchorPoint.x - node.anchorPoint.x) * node.size.width;
CGFloat dy = (anchorPoint.y - node.anchorPoint.y) * node.size.height;
node.position = CGPointMake(node.position.x+dx, node.position.y+dy);
node.anchorPoint = anchorPoint;
}
As Julio Montoya said, the easiest way to do this is to just "translate" code into an SKAction with the method [SKAction runBlock:myBlock].

SKAction scaleXTo:-1

I am trying to mirror my SKSpriteNode using SKAction *mirrorDirection = [SKAction scaleXTo:-1 y:1 duration:0.0]; but every time I do, the sprite's physics body seems to get messed up and it drops off the screen. I have several objects (floors) beneath the sprite and it falls through all of them as if they are not there.
This only happens when I mirror the sprite. Anyone know how to fix this?
Update:
Reseting the physics body as one answer suggested unfortunately did not fix the problem. It appears that only the contact part of the physics body malfunctions. Gravity still has an effect as the little guy drops like a rock.
I also tried to reset by again self.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(self.size.width, self.size.height)];
right after the self.xScale = -1; but this also did not fix the issue.
Add your mirror-able node as a child of some regular SKNode and set the physics body on this parent node instead of the negatively scaled node.
I don't know how to fix this but I would like to suggest one way you could create a mirrored sprite.
To achieve this set the x or y scale of your sprite node to -1. Then use the SKView method textureFromNode: to create a texture from this mirrored node.
You can then use this texture to create a new sprite node that is mirrored but doesn't require any negative scaling.
Don't use an SKAction, just set it directly to the SKSpriteNode's xScale property.
self.yourSprite.xScale = -1;
Roecrew is right about setting the xScale property directly. I would suggest you try this:
node.xScale = -1;
node.physicsBody = node.physicsBody;
You will need to 'reset' the physicsBody each time you change the xScale property.
The xScale issue with physicsBody is a bug in SpriteKit, but I was able to 'retain' the physicsBody using the second line.
I'm meeting the problem exactly like yours. I spent about 2 hours to figure it out.
Just init your physicsBody after you scaleX, i dont know why but i had correct this issue by doing this way.
walkRight = [SKAction sequence:#[resetDirection,[SKAction runBlock:^{
[self changePhysicsDirectionRight];
}],[SKAction repeatActionForever: walk]]];
walkLeft = [SKAction sequence:#[mirrorDirection,[SKAction runBlock:^{
[self changePhysicsDirectionLeft];
}],[SKAction repeatActionForever: walk]]];
walkRight and walkLeft is my action when changing direction, and resetDirection and mirrorDirection is exactly the action i used to scaleXTo:1 and scaleXTo:1
So after i scaleXTo i use a method call changePhysicsDirectionRight to re-init my physicBody like
- (void)changePhysicsDirectionRight{
self.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(self.size.width,self.size.height)];
self.physicsBody.categoryBitMask = guyCategory;
self.physicsBody.contactTestBitMask = 0;
self.physicsBody.collisionBitMask = 0;
}
Remember to re-assign all your category and everything like you init before.
I hope someone pro at spritekit can tell me the reason why ....

SpriteKit conveyor belt

I am trying to create a conveyor belt effect using SpriteKit like so
MY first reflex would be to create a conveyor belt image bigger than the screen and then move it repeatedly forever with actions. But this does not seem ok because it is dependent on the screen size.
Is there any better way to do this ?
Also obviously I want to put things (which would move independently) on the conveyor belt so the node is an SKNode with a the child sprite node that is moving.
Update : I would like the conveyor belt to move "visually"; so the lines move in a direction giving the impression of movement.
Apply physicsBody to all those sprites which you need to move on the conveyor belt and set the affectedByGravity property as NO.
In this example, I am assuming that the spriteNode representing your conveyor belt is called conveyor. Also, all the sprite nodes which need to be moved are have the string "moveable" as their name property.
Then, in your -update: method,
-(void)update:(CFTimeInterval)currentTime
{
[self enumerateChildNodesWithName:#"moveable" usingBlock:^(SKNode *node, BOOL *stop{
if ([node intersectsNode:conveyor])
{
[node.physicsBody applyForce:CGVectorMake(-1, 0)];
//edit the vector to get the right force. This will be too fast.
}
}];
}
After this, just add the desired sprites on the correct positions and you will see them moving by themselves.
For the animation, it would be better to use an array of textures which you can loop on the sprite.
Alternatively, you can add and remove a series of small sprites with a sectional image and move them like you do the sprites which are travelling on the conveyor.
#akashg has pointed out a solution for moving objects across the conveyor belt, I am giving my answer as how to make the conveyor belt look as if it is moving
One suggestion and my initial intuition was to place a larger rectangle than the screen on the scene and move this repeatedly. Upon reflecting I think this is not a nice solution because if we would want to place a conveyor belt on the middle, in a way we see both it ends this would not be possible without an extra clipping mask.
The ideal solution would be to tile the SKTexture on the SKSpriteNode and just offset this texture; but this does not seem to be possible with Sprite Kit (no tile mechanisms).
So basically what I'm doing is creating subtextures from a texture that is like so [tile][tile](2 times a repeatable tile) and I just show these subtextures one after the other to create an animation.
Here is the code :
- (SKSpriteNode *) newConveyor
{
SKTexture *conveyorTexture = [SKTexture textureWithImageNamed:#"testTextureDouble"];
SKTexture *halfConveyorTexture = [SKTexture textureWithRect:CGRectMake(0.5, 0.0, 0.5, 1.0) inTexture:conveyorTexture];
SKSpriteNode *conveyor = [SKSpriteNode spriteNodeWithTexture:halfConveyorTexture size:CGSizeMake(conveyorTexture.size.width/2, conveyorTexture.size.height)];
NSArray *textureArray = [self horizontalTextureArrayForTxture:conveyorTexture];
SKAction *moveAction = [SKAction animateWithTextures:textureArray timePerFrame:0.01 resize:NO restore:YES];
[conveyor runAction:[SKAction repeatActionForever:moveAction]];
return conveyor;
}
- (NSArray *) horizontalTextureArrayForTxture : (SKTexture *) texture
{
CGFloat deltaOnePixel = 1.0 / texture.size.width;
int countSubtextures = texture.size.width / 2;
NSMutableArray *textureArray = [[NSMutableArray alloc] initWithCapacity:countSubtextures];
CGFloat offset = 0;
for (int i = 0; i < countSubtextures; i++)
{
offset = i * deltaOnePixel;
SKTexture *subTexture = [SKTexture textureWithRect:CGRectMake(offset, 0.0, 0.5, 1.0) inTexture:texture];
[textureArray addObject:subTexture];
}
return [NSArray arrayWithArray:textureArray];
}
Now this is still not ideal because it is necessary to make an image with 2 tiles manually. We can also edit a SKTexture with a CIFilter transform that could potentially be used to create this texture with 2 tiles.
Apart from this I think this solution is better because it does not depend on the size of the screen and is memory efficient; but in order for it to be used on the whole screen I would have to create more SKSpriteNode objects that share the same moveAction that I have used, since tiling is not possible with Sprite Kit according to this source :
How do you set a texture to tile in Sprite Kit.
I will try to update the code to make it possible to tile by using multiple SKSpriteNode objects.

(iOs SpriteKit)passing a sprite in a method

i want to make a parallax effect on my background title screen with mountains moving. The "trick" i want to make is when a mountain goes to the end of the screen, instead of destroying the node and create it again at the begining position, i just want to change it's position to the begining position and loop the rest of actions. For this i create my moutain sprite at the begining of the createSceneContents() function and i pass the sprite to a method animate() wich do allways the same combo of actions forever: animate to the right, then when it's at x position, change mountain.position.x to the begining...
-(void)createSceneContents{
//crear
SKSpriteNode *mountain = [SKSpriteNode spriteNodeWithImageNamed:#"mountain.png"];
mountain.name = #"mountain";
//initial position
mountain.position = CGPointMake(-161.5,15);
//animate
SKAction *animRight = [SKAction moveToX:801.5 duration:4];
SKAction *comboActions = [SKAction repeatActionForever:[SKAction performSelector:#selector(animate:mountain) onTarget:#"mountain"]];
And here i have my method declaration:
- (void) animate:(SKSpriteNode*)mountain
{
// code....
}
My problem is i'm allways having errors passing the SKSpriteNode *mountain in my method and
I'm going crazy trying everithing.
You can avoid performSelector action, using a custom action like this.
SKAction* parallaxMoveAction = [SKAction sequence:#[[SKAction moveToX:801.5 duration:4.0f],[SKAction customActionWithDuration:0 actionBlock:^(SKNode* node, CGFloat elapsedTime){
[node setPosition:CGPointMake(-161.5,15)];
}]]];
If you set custom action duration to 0 it will be performed only once.
On the other hand your perform selector action should look like this:
[SKAction performSelector:#selector(animate:) onTarget:self]
As far as i know you can't pass arguments to it.

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