Using hitTestObject with 'if' statements in ActionScript - actionscript

I am trying to use hitTestObject and enter_frame to create a "Test" page where the user drags an "answer box to another box, and if the answer is correct it displays the word "correct, if not "wrong", but I have four questions (q1) and 4 answers (a1), and after the first answer is entered, it doesn't do anything else, unless I move the square out of the correct answer.
How do I get it to work and ignore previous responses? I'm using the drag/drop commands as well.
-
finalTest.addEventListener(Event.ENTER_FRAME, detectCollision);
function detectCollision (evt: Event) : void {
if(a1.hitTestObject(q1)) {
finalTest.checkText.text = "Correct answer";
}
else if(a1.hitTestObject(q2)) {
finalTest.checkText.text = "wrong";
}
else if(a1.hitTestObject(q3)) {
finalTest.checkText.text = "wrong";
}
else if(a1.hitTestObject(q4)) {
finalTest.checkText.text = "wrong";
}
else if(a2.hitTestObject(q2)) {
finalTest.checkText.text = "Correct answer";
}
else if(a2.hitTestObject(q1)) {
finalTest.checkText.text = "wrong";
}
else if(a2.hitTestObject(q3)) {
finalTest.checkText.text = "wrong";
}
else if(a2.hitTestObject(q4)) {
finalTest.checkText.text = "wrong";
}
else if(a3.hitTestObject(q3)) {
finalTest.checkText.text = "Correct answer";
}
else if(a3.hitTestObject(q1)) {
finalTest.checkText.text = "wrong";
}
else if(a3.hitTestObject(q2)) {
finalTest.checkText.text = "wrong";
}
else if(a3.hitTestObject(q4)) {
finalTest.checkText.text = "wrong";
}
else if(a4.hitTestObject(q4)) {
finalTest.checkText.text = "Correct answer";
}
else if(a4.hitTestObject(q1)) {
finalTest.checkText.text = "wrong";
}
else if(a4.hitTestObject(q2)) {
finalTest.checkText.text = "wrong";
}
else if(a4.hitTestObject(q3)) {
finalTest.checkText.text = "wrong";
}
else {
finalTest.checkText.text = " ";
}
}

Maybe this should help:
var questionArray:Array = new Array(q1,q2,q3,q4);
var answerArray:Array = new Array(a1,a2,a3,a4);
var checkId:int = 0;
for(var i:int = 0; i<answerArray.length; i++) {
answerArray[i].ids = i;
answerArray[i].addEventListener(MouseEvent.MOUSE_DOWN, onDragHandler);
answerArray[i].addEventListener(MouseEvent.MOUSE_UP, onReleaseHandler);
}
function onDragHandler(e:MouseEvent) {
e.currentTarget.startDrag();
checkId = e.currentTarget.ids;
}
function onReleaseHandler(e:MouseEvent) {
e.currentTarget.stopDrag();
if(e.currentTarget.hitTestObject(questionArray[checkId])) {
finalTest.checkText.text = "Correct Answer";
} else {
finalTest.checkText.text = "Wrong";
}
}
I make the question and answer into array. And i didn't use ENTER_FRAME..

Related

What is the replacement for AKSampler.loadMelodicSoundFont in AudioKit 4.2?

I had to upgrade from AudioKit 4.0 to AudioKit 4.2 due to an incompatibility of AudioKit 4.0 with latest swift language and Xcode.
However, now my project cannot be compiled because loadMelodicSoundFont is not a member of AKSampler anymore while I'm using this method to load sf2 sound file.
I could find a documentation for 4.1 only on http://audiokit.io/docs/ and 4.1 has loadMelodicSoundFont apparently. And no documentation for 4.2 I could find.
So what is the replacement for this method in AudioKit 4.2?
The new AKSampler class in the latest versions of AudioKit is an entirely new custom sampler. However, as of right now it no longer handles SoundFont files natively (that's what your sf2 file is).
The easiest way for you would simply be to switch to AKAppleSampler, which is the fully featured sampler from previous versions of AudioKit. It relies on the Apple AU code and is still able to load SoundFont files.
So in practice you would simply rename your references to AKSampler to AKAppleSampler in your code.
You can rewrite the loadBetterSFZ sampler-extension function in the AKsampler example. This only reads for the included converted files and presumes the sample file is the last part of a region.
I did so and now I can use to sfz converted sf2 files from polyphony(windows) and sforzando and read the file for as far as I understand AKSampler can hold. I made a class to read the sfz file into a data structure that holds the data for reuse. For the sampler I wrote an extension that loads from the created data. Its all quick and dirty (I am not a programmer!). There are many different ways sfz files seem to be structured and I only tried a dozen or so.
example: add class SFZData to conductor in the example
get data with func SFZData.parseSFZ(folderPath: String, sfzFileName: String)->SFZ?
use SFZ for the extension in sampler: func loadSFZData(sfz:SFZ)
//here is what I did(all last versions and works on iPhone 6s)
import Foundation
class regionData {
var lovel: Int32 = -1 //not set, use group
var hivel: Int32 = -1
var lokey: Int32 = -1
var hikey: Int32 = -1
var pitch: Int32 = -1
var tune: Int32 = 0
var transpose: Int32 = 0
var loopmode: String = ""
var loopstart: Float32 = 0
var loopend: Float32 = 0
var startPoint: Float32 = 0
var endPoint: Float32 = 0
var sample: String = ""
init(){
}
}
class groupData {
var lovel: Int32 = 0
var hivel: Int32 = 127
var lokey: Int32 = 0
var hikey: Int32 = 127
var pitch: Int32 = 60
var loopmode: String = ""
var sample: String = ""
var regions = [regionData]()
init(){
}
}
class globalData {
var samplePath = ""
var lovel: Int32 = 0
var hivel: Int32 = 127
var sample: String = ""
var groups = [groupData]()
//ampdata?
//filterdata?
init(){
}
}
class ampData {
// in global and or group?
}
class SFZ {
var sfzName = ""
var baseURL : URL!
var global = globalData()
var group = [groupData?]()
init(){
//
}
}
class SFZdata {
var sfzChuncks = [String:SFZ]()
init(){
}
func getData(folderPath: String, sfzFileName: String)->SFZ?{
let sfzdata = sfzChuncks[sfzFileName]
if sfzdata != nil {
return sfzdata
}
return parseSFZ(folderPath:folderPath,sfzFileName:sfzFileName)
}
func parseSFZ(folderPath: String, sfzFileName: String)->SFZ? {
//let globalName = "<global>"
//let groupName = "<group>"
let regionName = "<region>"
var filePosition : String.Index
var chunck = ""
var data: String
let sfz = SFZ()
//stopAllVoices()
//unloadAllSamples()
let baseURL = URL(fileURLWithPath: folderPath)
let sfzURL = baseURL.appendingPathComponent(sfzFileName)
do {
data = try String(contentsOf: sfzURL, encoding: .ascii)
}catch {
debugPrint("file not found")
return nil
}
sfz.sfzName = sfzFileName
filePosition = data.startIndex
while filePosition != data.endIndex {
chunck = findHeader(data: data,dataPointer: &filePosition)
switch chunck {
case "<global>":
//get end of gobal and read data
let globaldata = readChunck(data: data, dataPointer: &filePosition)
let trimmed = String(globaldata.trimmingCharacters(in: .whitespacesAndNewlines))
sfz.global = readGlobal(globalChunck: trimmed)!
break
case "<group>":
//get end of group and read data
//first read this one the
let groupdata = readChunck(data: data, dataPointer: &filePosition)
let trimmed = String(groupdata.trimmingCharacters(in: .whitespacesAndNewlines))
let mygroup = readGroup(groupChunck: trimmed)
chunck = findHeader(data: data, dataPointer: &filePosition)
while chunck == regionName {
//read region and append
let regiondata = readChunck(data: data, dataPointer: &filePosition)
let trimmed = String(regiondata.trimmingCharacters(in: .whitespacesAndNewlines))
let myRegion = readRegion(regionChunck: trimmed)
mygroup?.regions.append(myRegion)
chunck = findHeader(data: data, dataPointer: &filePosition)
}
if chunck != regionName && filePosition != data.endIndex {
//back to before header if ! endoffile
filePosition = data.index(filePosition, offsetBy: -(chunck.count))
}
sfz.group.append(mygroup)
break
// case region without group ? ignore
default:
//ignore
break
}
}
sfz.baseURL = URL(fileURLWithPath: folderPath)
sfzChuncks.updateValue(sfz, forKey: sfzFileName)
return sfz
}
func findHeader(data:String, dataPointer:inout String.Index)->(String) {
if dataPointer == data.endIndex {
return ("")
}
while dataPointer != data.endIndex {
if data[dataPointer] == "<" { break }
dataPointer = data.index(after: dataPointer)
}
if dataPointer == data.endIndex {
return ("")
}
let start = dataPointer
while dataPointer != data.endIndex {
if data[dataPointer] == ">" { break }
dataPointer = data.index(after: dataPointer)
}
dataPointer = data.index(after: dataPointer)
if dataPointer == data.endIndex {
return ("")
}
return (String(data[start..<dataPointer]))
}
func readChunck(data:String,dataPointer:inout String.Index)->String{
var readData = ""
if dataPointer == data.endIndex { return readData }
while dataPointer != data.endIndex {
if data[dataPointer] == "<" {
break
} else {
readData.append(data[dataPointer])
dataPointer = data.index(after: dataPointer)
}
}
if dataPointer == data.endIndex {return readData }
if data[dataPointer] == "<" {
dataPointer = data.index(before: dataPointer)
}
return readData
}
func readGlobal(globalChunck:String)->globalData?{
let globaldata = globalData()
var samplestring = ""
var global = globalChunck
for part in globalChunck.components(separatedBy: .newlines){
if part.hasPrefix("sample") {
samplestring = part
}
}
if samplestring == "" {
//check for structure
if global.contains("sample") {
//get it out
var pointer = global.startIndex
var offset = global.index(pointer, offsetBy: 6, limitedBy: global.endIndex)
var s = ""
while offset != global.endIndex {
s = String(global[pointer..<offset!])
if s.contains("sample") {break}
pointer = global.index(after: pointer)
offset = global.index(pointer, offsetBy: 6, limitedBy: global.endIndex)
}
if s.contains("sample") {
//read to end
samplestring = String(global[pointer..<global.endIndex])
}
}
}
if samplestring != "" {
globaldata.sample = samplestring.components(separatedBy: "sample=")[1].replacingOccurrences(of: "\\", with: "/")
global = global.replacingOccurrences(of: samplestring, with: "", options: NSString.CompareOptions.literal, range: nil)
}
for part in global.components(separatedBy: .newlines) {
if part.hasPrefix("lovel") {
globaldata.lovel = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("hivel") {
globaldata.hivel = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("sample") {
globaldata.sample = part.components(separatedBy: "sample=")[1].replacingOccurrences(of: "\\", with: "/")
}
}
return globaldata
}
func readGroup(groupChunck:String)->groupData?{
let groupdata = groupData()
var samplestring = ""
var group = groupChunck
for part in groupChunck.components(separatedBy: .newlines){
if part.hasPrefix("sample") {
samplestring = part
}
}
if samplestring == "" {
//check for structure
if group.contains("sample") {
//get it out
var pointer = group.startIndex
var offset = group.index(pointer, offsetBy: 6, limitedBy: group.endIndex)
var s = ""
while offset != group.endIndex {
s = String(group[pointer..<offset!])
if s.contains("sample") {break}
pointer = group.index(after: pointer)
offset = group.index(pointer, offsetBy: 6, limitedBy: group.endIndex)
}
if s.contains("sample") {
//read to end
samplestring = String(group[pointer..<group.endIndex])
}
}
}
if samplestring != "" {
groupdata.sample = samplestring.components(separatedBy: "sample=")[1].replacingOccurrences(of: "\\", with: "/")
group = group.replacingOccurrences(of: samplestring, with: "", options: NSString.CompareOptions.literal, range: nil)
}
for part in group.components(separatedBy: .whitespacesAndNewlines) {
if part.hasPrefix("lovel") {
groupdata.lovel = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("hivel") {
groupdata.hivel = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("lokey") {
groupdata.lokey = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("hikey") {
groupdata.hikey = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("pitch_keycenter") {
groupdata.pitch = Int32(part.components(separatedBy: "=")[1])!
}else if part.hasPrefix("loop_mode") {
groupdata.loopmode = part.components(separatedBy: "=")[1]
}
}
return groupdata
}
func readRegion(regionChunck:String)->regionData{
let regiondata = regionData()
var samplestring = ""
var region = regionChunck
for part in regionChunck.components(separatedBy: .newlines){
if part.hasPrefix("sample") {
samplestring = part
}
}
// this for formats in wich ther are no newlines between region elements
if samplestring == "" {
//check for structure
if region.contains("sample") {
//get it out
var pointer = region.startIndex
var offset = region.index(pointer, offsetBy: 6, limitedBy: region.endIndex)
var s = ""
while offset != region.endIndex {
s = String(region[pointer..<offset!])
if s.contains("sample") {break}
pointer = region.index(after: pointer)
offset = region.index(pointer, offsetBy: 6, limitedBy: region.endIndex)
}
if s.contains("sample") {
//read to end
samplestring = String(region[pointer..<region.endIndex])
}
}
}
if samplestring != "" {
regiondata.sample = samplestring.components(separatedBy: "sample=")[1].replacingOccurrences(of: "\\", with: "/")
region = region.replacingOccurrences(of: samplestring, with: "", options: NSString.CompareOptions.literal, range: nil)
}
for part in region.components(separatedBy: .whitespacesAndNewlines) {
if part.hasPrefix("lovel") {
regiondata.lovel = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("hivel") {
regiondata.hivel = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("key=") {
regiondata.pitch = Int32(part.components(separatedBy: "=")[1])!
regiondata.lokey = regiondata.pitch
regiondata.hikey = regiondata.pitch
}else if part.hasPrefix("transpose") {
regiondata.transpose = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("tune") {
regiondata.tune = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("lokey") { // sometimes on one line
regiondata.lokey = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("hikey") {
regiondata.hikey = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("pitch_keycenter") {
regiondata.pitch = Int32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("loop_mode") {
regiondata.loopmode = part.components(separatedBy: "=")[1]
} else if part.hasPrefix("loop_start") {
regiondata.loopstart = Float32(part.components(separatedBy: "=")[1])!
} else if part.hasPrefix("loop_end") {
regiondata.loopend = Float32(part.components(separatedBy: "=")[1])!
}else if part.hasPrefix("offset") {
regiondata.startPoint = Float32(part.components(separatedBy: "=")[1])!
}
else if part.hasPrefix("end") {
regiondata.endPoint = Float32(part.components(separatedBy: "=")[1])!
}
}
return regiondata
}
}
extension for sampler:
func loadSFZData(sfz:SFZ){
stopAllVoices()
unloadAllSamples()
for group in sfz.group {
for region in (group?.regions)! {
var sd = AKSampleDescriptor()
if region.pitch >= 0 {
sd.noteNumber = region.pitch
} else {
sd.noteNumber = (group?.pitch)!
}
var diff = Float(1)
if region.tune != 0 {
let fact = Float(pow(1.000578,Double(region.tune.magnitude)))
if region.tune < 0 {
diff *= fact
} else {
diff /= fact
}
}
sd.noteFrequency = Float(AKPolyphonicNode.tuningTable.frequency(forNoteNumber: MIDINoteNumber(sd.noteNumber-region.transpose)))*diff
if region.lovel >= 0 {
sd.minimumVelocity = region.lovel
} else {
sd.minimumVelocity = (group?.lovel)!
}
if region.hivel >= 0 {
sd.maximumVelocity = region.hivel
} else {
sd.maximumVelocity = (group?.hivel)!
}
if region.lokey >= 0 {
sd.minimumNoteNumber = region.lokey
} else {
sd.minimumNoteNumber = (group?.lokey)!
}
if region.hikey >= 0{
sd.maximumNoteNumber = region.hikey
} else {
sd.maximumNoteNumber = (group?.hikey)!
}
sd.loopStartPoint = region.loopstart
sd.loopEndPoint = region.loopend
var loopMode = ""
if region.loopmode != "" {
loopMode = region.loopmode
} else if group?.loopmode != "" {
loopMode = (group?.loopmode)!
}
sd.isLooping = loopMode != "" && loopMode != "no_loop"
sd.startPoint = region.startPoint
sd.endPoint = region.endPoint
// build sampldescriptor from region
// now sample
var sample = region.sample
if sample == "" { sample = (group?.sample)! }
if sample == "" { sample = sfz.global.sample}
if sample != "" {
let sampleFileURL = sfz.baseURL.appendingPathComponent(sample)
if sample.hasSuffix(".wv") {
loadCompressedSampleFile(from: AKSampleFileDescriptor(sampleDescriptor: sd, path: sampleFileURL.path))
} else {
if sample.hasSuffix(".aif") || sample.hasSuffix(".wav") {
let compressedFileURL = sfz.baseURL.appendingPathComponent(String(sample.dropLast(4) + ".wv"))
let fileMgr = FileManager.default
if fileMgr.fileExists(atPath: compressedFileURL.path) {
loadCompressedSampleFile(from: AKSampleFileDescriptor(sampleDescriptor: sd, path: compressedFileURL.path))
} else {
do {
let sampleFile = try AKAudioFile(forReading: sampleFileURL)
loadAKAudioFile(from: sd, file: sampleFile)
} catch {
debugPrint("error loading audiofile")
}
}
}
}
} //if sample
} //region
} //group
buildKeyMap()
restartVoices()
}

Swift AVFoundation Reading and Analyzing a file in real time

I am having trouble reading a file from the operating system using AVFoundation and performing rendering and analysis in real time.
I have a pipe line of code that I know runs in real time does analysis on a video file. This pipe line of code works in realtime via the camera session. However this is not the case when I read the file like so.Can anyone let me know where I might be going wrong ?
protocol VideoStreamTestBenchDelegate {
func frameBuffer(buffer:CMSampleBuffer)
}
class VideoStreamTestBench {
let asset:AVAsset
let assetReader:AVAssetReader
let playAtActualSpeed:Bool
let loop:Bool
var videoEncodingIsFinished = false
var previousFrameTime = kCMTimeZero
var previousActualFrameTime = CFAbsoluteTimeGetCurrent()
var numberOfFramesCaptured = 0
var totalFrameTimeDuringCapture:Double = 0.0
var delegate:VideoStreamTestBenchDelegate?
public convenience init(url:URL, playAtActualSpeed:Bool = false, loop:Bool = false) throws {
let inputOptions = [AVURLAssetPreferPreciseDurationAndTimingKey:NSNumber(value:true)]
let inputAsset = AVURLAsset(url:url, options:inputOptions)
try self.init(asset:inputAsset, playAtActualSpeed:playAtActualSpeed, loop:loop)
}
public init(asset:AVAsset, playAtActualSpeed:Bool = false, loop:Bool = false) throws {
self.asset = asset
self.playAtActualSpeed = playAtActualSpeed
self.loop = loop
assetReader = try AVAssetReader(asset:self.asset)
let outputSettings:[String:AnyObject] = [(kCVPixelBufferPixelFormatTypeKey as String):NSNumber(value:Int32(kCVPixelFormatType_32BGRA))]
let readerVideoTrackOutput = AVAssetReaderTrackOutput(track:self.asset.tracks(withMediaType: AVMediaTypeVideo)[0], outputSettings:outputSettings)
readerVideoTrackOutput.alwaysCopiesSampleData = false
assetReader.add(readerVideoTrackOutput)
// TODO: Audio here
}
public func start() {
asset.loadValuesAsynchronously(forKeys:["tracks"], completionHandler:{
DispatchQueue.global(priority:DispatchQueue.GlobalQueuePriority.default).async(execute: {
guard (self.asset.statusOfValue(forKey: "tracks", error:nil) == .loaded) else { return }
guard self.assetReader.startReading() else {
print("Couldn't start reading")
return
}
var readerVideoTrackOutput:AVAssetReaderOutput? = nil;
for output in self.assetReader.outputs {
if(output.mediaType == AVMediaTypeVideo) {
readerVideoTrackOutput = output;
}
}
while (self.assetReader.status == .reading) {
self.readNextVideoFrame(from:readerVideoTrackOutput!)
}
if (self.assetReader.status == .completed) {
self.assetReader.cancelReading()
if (self.loop) {
// TODO: Restart movie processing
} else {
self.endProcessing()
}
}
})
})
}
public func cancel() {
assetReader.cancelReading()
self.endProcessing()
}
func endProcessing() {
}
func readNextVideoFrame(from videoTrackOutput:AVAssetReaderOutput) {
if ((assetReader.status == .reading) && !videoEncodingIsFinished) {
if let sampleBuffer = videoTrackOutput.copyNextSampleBuffer() {
if (playAtActualSpeed) {
// Do this outside of the video processing queue to not slow that down while waiting
let currentSampleTime = CMSampleBufferGetOutputPresentationTimeStamp(sampleBuffer)
let differenceFromLastFrame = CMTimeSubtract(currentSampleTime, previousFrameTime)
let currentActualTime = CFAbsoluteTimeGetCurrent()
let frameTimeDifference = CMTimeGetSeconds(differenceFromLastFrame)
let actualTimeDifference = currentActualTime - previousActualFrameTime
if (frameTimeDifference > actualTimeDifference) {
usleep(UInt32(round(1000000.0 * (frameTimeDifference - actualTimeDifference))))
}
previousFrameTime = currentSampleTime
previousActualFrameTime = CFAbsoluteTimeGetCurrent()
}
DispatchQueue.global().sync {
self.delegate?.frameBuffer(buffer: sampleBuffer)
CMSampleBufferInvalidate(sampleBuffer)
}
} else {
if (!loop) {
videoEncodingIsFinished = true
if (videoEncodingIsFinished) {
self.endProcessing()
}
}
}
}
}
}
// This is the delegate
public func bufferReader(_ reader: BufferReader!, didGetNextVideoSample bufferRef: CMSampleBuffer!) {
// let posePoints:[Any] = self.visageBackend.posePoints(with: bufferRef)
// var regions:[Any]? = nil
//
// if (posePoints.count > 0) {
// regions = (self.luaBackend?.regions(forPosePoints: posePoints))!
// }
//
// // extract
// if(regions != nil) {
// let rois:[Any] = (self.luaBackend?.extractedRegionInfos(for: bufferRef, andRegions: regions))!
// print(rois)
// }
//
// self.dLibRenderEngine.render(with: bufferRef, andPoints: posePoints, andRegions: regions)
self.backgroundRenderQueue.async { [weak self] in
if self?.previewLayer?.isReadyForMoreMediaData == true {
self?.previewLayer?.enqueue(bufferRef!)
}
}
}

How to wait for user to click UILabel?

I want to make a while loop wait until a user clicks on a UILabel in a Swift Playground on Xcode. How can I do this?
Here's my loop
func gameLoop() {
while(score >= 0) {
let n = arc4random_uniform(3)
if(n == 0) {
opt1.text = rightStatements.randomElement()
opt2.text = wrongStatements.randomElement()
opt3.text = wrongStatements.randomElement()
} else if(n == 1) {
opt1.text = wrongStatements.randomElement()
opt2.text = rightStatements.randomElement()
opt3.text = wrongStatements.randomElement()
} else if(n == 2) {
opt1.text = wrongStatements.randomElement()
opt2.text = wrongStatements.randomElement()
opt3.text = rightStatements.randomElement()
}
}
}
For example, I want to wait until the user either clicks opt1, opt2, or opt3 Then do something based on what the user clicks.
Use Buttons instead of Labels and assign tag = 1, 2, and 3 for buttons. Create an IBAction function for the buttons and connect all the buttons to the same function.
Make variable 'n' as global.
var n = Int()
func nextAttempt() {
if(score >= 0) {
n = arc4random_uniform(3)
if(n == 0) {
opt1.text = rightStatements.randomElement()
opt2.text = wrongStatements.randomElement()
opt3.text = wrongStatements.randomElement()
} else if(n == 1) {
opt1.text = wrongStatements.randomElement()
opt2.text = rightStatements.randomElement()
opt3.text = wrongStatements.randomElement()
} else if(n == 2) {
opt1.text = wrongStatements.randomElement()
opt2.text = wrongStatements.randomElement()
opt3.text = rightStatements.randomElement()
}
}
else
{
//Score < 0
//Game Over
}
}
#IBAction func onButtonClick(_ sender: Any)
{
switch(sender.tag)
{
case 1:
if (n==0)
{
//Right button tapped
//Update score if you want
}
else
{
self.nextAttempt()
}
case 2:
if (n==1)
{
//Right button tapped
//Update score if you want
}
else
{
self.nextAttempt()
}
case 3:
if (n==2)
{
//Right button tapped
//Update score if you want
}
else
{
self.nextAttempt()
}
}
}
Hope this helps you!!

String is equal to an If statement value and yet doesn't work

I have problem with the following code:
if finalName == "London, GB" {
let londonImage = UIImage(named: "united-kingdom-1043062.jpg")
imageViewPage1.image = londonImage
}
if finalName == "Novaya Gollandiya, RU" {
let StPetersbourgImage = UIImage(named: "architecture-995613_1920.jpg")
imageViewPage1.image = StPetersbourgImage
}
if finalName == "Berlin, DE" {
let BerlinImage = UIImage(named: "siegessaule-200714_1920.jpg")
imageViewPage1.image = BerlinImage
}
if finalName == "Tel Aviv, IL" {
let TelAvivImage = UIImage(named: "buildings-89111.jpg")
imageViewPage1.image = TelAvivImage
}
else {
let elseImage = UIImage(named: "sun-203792.jpg")
imageViewPage1.image = elseImage
}
}
I already debugged and the value is "Berlin, DE" and it still does the else instead of the finalName == "Berlin, DE".
You need to use if else if.
if finalName == "London, GB" {
let londonImage = UIImage(named: "united-kingdom-1043062.jpg")
imageViewPage1.image = londonImage
}
else if finalName == "Novaya Gollandiya, RU" {
let StPetersbourgImage = UIImage(named: "architecture-995613_1920.jpg")
imageViewPage1.image = StPetersbourgImage
}
else if finalName == "Berlin, DE" {
let BerlinImage = UIImage(named: "siegessaule-200714_1920.jpg")
imageViewPage1.image = BerlinImage
}
else if finalName == "Tel Aviv, IL" {
let TelAvivImage = UIImage(named: "buildings-89111.jpg")
imageViewPage1.image = TelAvivImage
}
else {
let elseImage = UIImage(named: "sun-203792.jpg")
imageViewPage1.image = elseImage
}
https://developer.apple.com/library/ios/documentation/Swift/Conceptual/Swift_Programming_Language/Statements.html
Have a look again at the options.
In your code, each if() {...} has no else conditions except the last one for Tel Aviv. Even if the Berlin match was made and the values set, the else would then fire when comparing against Tel Aviv (because the string can't be both Berlin and Tel Aviv at the same time) and overwrote the values with something else.
What you probably wanted to do in this case to make it work, is use else if for all the if's except the first.
The problem is the else statement.
Because you are checking for
if finalName == "Tel Aviv, IL"
and the value is not Tel Aviv, IL, it executes the else statement.
You should rewrite your if conditions into else if style or better convert it to switch.

'SKNode?' does not have a member named 'position'

What am I doing wrong? I can't seem to figure this out. I have tried putting an exclamation mark behind: var thisBlock = self.childNodeWithName(block),
this gives me a new error saying. type () does not confirm to protocol 'BooleanType'.
func blockRunner() {
for(block, blockStatus) in self.blockStatuses {
var thisBlock = self.childNodeWithName(block)
if blockStatus.shouldRunBlock() {
blockStatus.timeGapForNextRun = random()
blockStatus.currentInterval = 0
blockStatus.isRunning = true
}
if blockStatus.isRunning {
if thisBlock.position.x = blockMaxX{
thisBlock.position.x -= CGFloat(self.groundSpeed)
} else {
thisBlock.position.x = self.origBlockPositionX
blockStatus.isRunning = false
self.score++
if ((self.score % 5) == 0) {
self.groundSpeed++
}
self.scoreText.text = String(self.score)
}
} else {
blockStatus.currentInterval++
}
}
}
childNodeWithName() does return an optional SKNode? which you have to unwrap to use. I don't know why var thisBlock = self.childNodeWithName(block)! didn't solve your issue. I would recommend using optional binding (if let) syntax:
if let thisBlock = self.childNodeWithName(block) {
if blockStatus.shouldRunBlock() {
blockStatus.timeGapForNextRun = random()
blockStatus.currentInterval = 0
blockStatus.isRunning = true
}
if blockStatus.isRunning {
... rest of your code
}
This has the added advantage of not crashing if there are no children nodes. It just won't enter the block.

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