SKAction not running when button is held - swift

I am working/practicing with SpriteKit and making a directional pad for controls. It works to move the character, except for the SKAction. I have the actions in the Actions.sks file that based off what button is pressed determines the action that is called. When I press the button the character moves fine, but when I hold it the character glides and the walking animation is stuck on the first frame until I release. What I am trying to do is have the character move if the button is pressed, and continue moving(with walking animation) when the button is held. I am trying to make it look like the gameboy era games.
class GameScene: SKScene {
var player = SKSpriteNode()
var playerSpeed: CGFloat = 0
var previousTimeInterval:TimeInterval = 0
let buttonNorth = SKSpriteNode(imageNamed: "Directional_Button")
let buttonSouth = SKSpriteNode(imageNamed: "Directional_Button")
let buttonEast = SKSpriteNode(imageNamed: "Directional_Button2")
let buttonWest = SKSpriteNode(imageNamed: "Directional_Button2")
var moveAtEndOfRelease:Bool = true
var isPressing = false
var currentState = MoveStates.n
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// Make sure you can get teh player from the scene file
if let somePlayer = self.childNode(withName: "player") as? SKSpriteNode {
player = somePlayer
// Set physics
player.physicsBody?.isDynamic = false
} else {
print("No player")
}
let widthHalf:CGFloat = self.view!.bounds.width / 2
let heightHalf:CGFloat = self.view!.bounds.height / 2
self.addChild(buttonNorth)
buttonNorth.position = CGPoint(x: -widthHalf + 80, y: -heightHalf + 100)
self.addChild(buttonSouth)
buttonSouth.position = CGPoint(x: -widthHalf + 80, y: -heightHalf + 40)
buttonSouth.yScale = -1
self.addChild(buttonWest)
buttonWest.position = CGPoint( x: -widthHalf + 30, y: -heightHalf + 70)
self.addChild(buttonEast)
buttonEast.position = CGPoint( x: -widthHalf + 130, y: -heightHalf + 70)
buttonNorth.xScale = 0.4
buttonNorth.yScale = 0.4
buttonSouth.xScale = 0.4
buttonSouth.yScale = 0.4
buttonSouth.zRotation = CGFloat(Double.pi)
buttonEast.xScale = 0.4
buttonEast.yScale = 0.4
buttonEast.zRotation = CGFloat(Double.pi)
buttonWest.xScale = 0.4
buttonWest.yScale = 0.4
}
override func update(_ currentTime: TimeInterval) {
//player.position = CGPoint(x: player.position.x + playerSpeedx, y: player.position.y + playerSpeedy)
if (isPressing) {
moveOnRelease()
}
}
func move(facing: Facing, x: CGFloat, y: CGFloat) {
let walkAnimation = SKAction(named: "walk\(facing)")!
let moveAction = SKAction.moveBy(x: x, y: y, duration: 1)
let group = SKAction.group([walkAnimation, moveAction])
// Run the actions
player.run(group)
}
func moveSide(facing: Facing, x: CGFloat) {
let walkAnimation = SKAction(named: "walk\(facing)")!
let moveAction = SKAction.moveBy(x: x, y: 0, duration: 1)
let group = SKAction.group([walkAnimation, moveAction])
// Run the actions
player.run(group)
}
func moveUpDown(facing: Facing, y: CGFloat) {
let walkAnimation = SKAction(named: "walk\(facing)")!
let moveAction = SKAction.moveBy(x: 0, y: y, duration: 1)
let group = SKAction.group([walkAnimation, moveAction])
// Run the actions
player.run(group)
}
func moveOnRelease() {
switch (currentState) {
case .n:
moveUpDown(facing: .Back, y: 1)
case .s:
moveUpDown(facing: .Front, y: -1)
case .e:
moveSide(facing: .Right, x: 1)
case .w:
moveSide(facing: .Left, x: -1)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
if (buttonNorth.frame.contains(location)) {
currentState = MoveStates.n
buttonNorth.texture = SKTexture(imageNamed: "Directional_Button_Lit")
isPressing = true
} else if (buttonSouth.frame.contains(location)) {
currentState = MoveStates.s
buttonSouth.texture = SKTexture(imageNamed: "Directional_Button_Lit")
isPressing = true
} else if (buttonEast.frame.contains(location)) {
currentState = MoveStates.e
buttonEast.texture = SKTexture(imageNamed: "Directional_Button2_Lit")
isPressing = true
} else if (buttonWest.frame.contains(location)) {
currentState = MoveStates.w
buttonWest.texture = SKTexture(imageNamed: "Directional_Button2_Lit")
isPressing = true
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if (moveAtEndOfRelease == true) {
buttonNorth.texture = SKTexture(imageNamed: "Directional_Button")
buttonSouth.texture = SKTexture(imageNamed: "Directional_Button")
buttonEast.texture = SKTexture(imageNamed: "Directional_Button2")
buttonWest.texture = SKTexture(imageNamed: "Directional_Button2")
//moveOnRelease()
isPressing = false
}
}
}

The reason it is stuck on the first frame is because the action is being called on every update i believe. You could check to see if the animation is already running, if so do not run it again.
To do this, for each run action give it a name.
So player.run(group) could be
player.run(group, withKey: "moveside"). Then, you can check to see if the action is already running or not like this if (player.action(forKey: "moveside") == nil). Finally, add in code to remove all other actions (like current movement or animations).
Putting it altogether:
if (player.action(forKey: "moveside") == nil) {
player.removeAllActions()
player.run(group, withKey: "moveside")
}

Related

In swift for spritekit, how would I change the textures of nodes when they are placed?

I’m currently working on a matching game and when the user touches the nodes (Fruit match cards) I want them to display different images when a user clicks the nodes (Fruit match cards).
This is my current code:
import Foundation
import SpriteKit
class EasyScreen: SKScene {
override func didMove(to view: SKView) {
var background = SKSpriteNode(imageNamed: "Easy Screen Background")
let timerText = SKLabelNode(fontNamed: "Arial")
timerText.fontSize = 40
timerText.fontColor = SKColor.white
timerText.position = CGPoint(x: 20, y: 400)
timerText.zPosition = 1
var counter:Int = 120
timerText.run(
SKAction.repeatForever(
SKAction.sequence(
[
SKAction.run {
counter -= 1
timerText.text = " Time: \(counter)"
print("\(counter)")
if counter <= 0 {
let newScene = TryAgainScreen(fileNamed: "Try Again Screen")
newScene?.scaleMode = .aspectFill
self.view?.presentScene(newScene)
}
},
SKAction.wait(forDuration: 1)
]
)
)
)
background.position = CGPoint(x: 0, y: 0)
background.size.width = self.size.width
background.size.height = self.size.height
background.anchorPoint = CGPoint(x: 0.5,y: 0.5)
let matchCardOne = SKSpriteNode(imageNamed: "Fruit Match Card")
let matchCardTwo = SKSpriteNode(imageNamed: "Fruit Match Card")
let matchCardThree = SKSpriteNode(imageNamed: "Fruit Match Card")
let matchCardFour = SKSpriteNode(imageNamed: "Fruit Match Card")
matchCardOne.name = "FruitMatchCard1"
matchCardTwo.name = "FruitMatchCard2"
matchCardThree.name = "FruitMatchCard3"
matchCardFour.name = "FruitMatchCard4"
matchCardOne.size = CGSize(width: 150, height: 300)
matchCardTwo.size = CGSize(width: 150, height: 300)
matchCardThree.size = CGSize(width: 150, height: 300)
matchCardFour.size = CGSize(width: 150, height: 300)
matchCardOne.zPosition = 1
matchCardTwo.zPosition = 1
matchCardThree.zPosition = 1
matchCardFour.zPosition = 1
matchCardOne.anchorPoint = CGPoint(x: 0.5, y: 0.5)
matchCardTwo.anchorPoint = CGPoint(x: 0.5, y: 0.5)
matchCardThree.anchorPoint = CGPoint(x: 0.5, y: 0.5)
matchCardFour.anchorPoint = CGPoint(x: 0.5, y: 0.5)
matchCardOne.position = CGPoint(x: -125, y: 60)
matchCardTwo.position = CGPoint(x: -125, y: -260)
matchCardThree.position = CGPoint(x: 70, y: 60)
matchCardFour.position = CGPoint(x: 70 , y: -260)
addChild(background)
addChild(matchCardOne)
addChild(matchCardTwo)
addChild(matchCardThree)
addChild(matchCardFour)
addChild(timerText)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.view?.isMultipleTouchEnabled = false
let touch = touches.first
let positionInScene = touch!.location(in: self)
let touchedCardOneNode = self.atPoint(positionInScene)
if let name = touchedCardOneNode.name {
if name == "FruitMatchCard1" {
let newTexture = SKTexture(imageNamed: "Apple")
FruitMatchCard1.init(texture: newTexture)
}
}
let touchTwo = touches.first
let positionInSceneTwo = touch!.location(in: self)
let touchedCardTwoNode = self.atPoint(positionInScene)
if let name = touchedCardTwoNode.name {
if name == "FruitMatchCard2" {
FruitMatchCard2.init(imageNamed: "Banana")
}
}
let touchThree = touches.first
let positionInSceneThree = touch!.location(in: self)
let touchedCardThreeNode = self.atPoint(positionInScene)
if let name = touchedCardThreeNode.name {
if name == "FruitMatchCard3" {
FruitMatchCard3.init(imageNamed: "Apple")
}
}
let touchFour = touches.first
let positionInSceneFour = touch!.location(in: self)
let touchedCardFourNode = self.atPoint(positionInScene)
if let name = touchedCardFourNode.name {
if name == "FruitMatchCard4" {
FruitMatchCard4.init(imageNamed: "Banana")
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
I’m trying to change the textures of the nodes in this part of the code. Inside the “if name == “FruitMatchCard” { } “ part of the code. However, when I launch the Xcode simulator the node’s textures aren't changing.
Any advice on how I can do this? Thanks!
Your fundamental problem is that when someone taps a card, you are creating a new card with the new texture and not doing anything with it. Take the following code you have:
FruitMatchCard2.init(imageNamed: "Banana")
This code creates a match card, but you don't do anything with the card.
To change the texture of the card, you must get the sprite node of the tapped card and change its texture. I see in your code you have the following variable:
let touchedCardTwoNode = self.atPoint(positionInScene)
This variable has the card that was touched. Set its texture to the texture you want to use.
touchedCardTwoNode.texture = SKTexture(imageNamed: "Banana")
My SpriteKit is a bit rusty so I can't guarantee that example will compile, but it gives you an idea of what you need to do to change the texture when tapping a card.

Nodes cannot be pressed after camera moves with nodes

I was able to make my control buttons move with the camera, however after the player moves they no longer work. I thought their location moves with the node, so that in touches began the location would still work when being touched. Should I also update the location after the player has stopped moving? The camera node moves with the player.
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// Make sure you can get teh player from the scene file
if let somePlayer = self.childNode(withName: "player") as? SKSpriteNode {
player = somePlayer
// Set physics
player.physicsBody?.isDynamic = false
} else {
print("No player")
}
let widthHalf:CGFloat = self.view!.bounds.width / 2
let heightHalf:CGFloat = self.view!.bounds.height / 2
cameraNode.addChild(buttonNorth)
buttonNorth.position = CGPoint(x: -widthHalf + 80, y: -heightHalf + 100)
cameraNode.addChild(buttonSouth)
buttonSouth.position = CGPoint(x: -widthHalf + 80, y: -heightHalf + 40)
buttonSouth.yScale = -1
cameraNode.addChild(buttonWest)
buttonWest.position = CGPoint( x: -widthHalf + 30, y: -heightHalf + 70)
cameraNode.addChild(buttonEast)
buttonEast.position = CGPoint( x: -widthHalf + 130, y: -heightHalf + 70)
buttonNorth.xScale = 0.4
buttonNorth.yScale = 0.4
buttonSouth.xScale = 0.4
buttonSouth.yScale = 0.4
buttonSouth.zRotation = CGFloat(Double.pi)
buttonEast.xScale = 0.4
buttonEast.yScale = 0.4
buttonEast.zRotation = CGFloat(Double.pi)
buttonWest.xScale = 0.4
buttonWest.yScale = 0.4
addChild(cameraNode)
camera = cameraNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
if (buttonNorth.frame.contains(location)) {
currentState = MoveStates.n
buttonNorth.texture = SKTexture(imageNamed: "Directional_Button_Lit")
isPressing = true
} else if (buttonSouth.frame.contains(location)) {
currentState = MoveStates.s
buttonSouth.texture = SKTexture(imageNamed: "Directional_Button_Lit")
isPressing = true
} else if (buttonEast.frame.contains(location)) {
currentState = MoveStates.e
buttonEast.texture = SKTexture(imageNamed: "Directional_Button2_Lit")
isPressing = true
} else if (buttonWest.frame.contains(location)) {
currentState = MoveStates.w
buttonWest.texture = SKTexture(imageNamed: "Directional_Button2_Lit")
isPressing = true
}
}
}
The problem was in my touchesBegan
I had this:
let location = touch.location(in: self)
but since I I had the nodes move with the camera I needed:
let location = touch.location(in: self.camera!)

Child nodes inside SKNode disappears with fast shaking device with CMMotionManager applied to move balls

I've create a SKNode with physicsBody edgeFromLoop circular inside which i've added 8 small circular nodes. and 8 circular nodes are moving with CMMotionManager inside Parent circular node. with fast motion shake some balls disappears from screen. SKScene Class given below
Balls only disappears when anyone shake mobile hard randomly.
There are 8 balls initially but after some hard shake reduced.
class GameScene: SKScene {
let motionManager = CMMotionManager()
var Circle = SKShapeNode(circleOfRadius: 108)
var sound = SKAction.playSoundFileNamed(getRandomSound(), waitForCompletion: false)
var collisionBitmasks: [UInt32] = [UInt32]()
override func didMove(to view: SKView) {
Circle.fillTexture = SKTexture.init(image: UIImage.init(named: "img_Ball") ?? UIImage())
Circle.position = CGPoint.init(x: 0, y: 0)
Circle.name = "defaultCircle"
Circle.lineWidth = 0.0
Circle.fillColor = SKColor.lightGray.withAlphaComponent(0.8)
Circle.physicsBody = SKPhysicsBody.init(edgeLoopFrom: UIBezierPath.init(ovalIn: CGRect.init(x: Circle.frame.minX + 12,
y: Circle.frame.minY + 12,
width: Circle.frame.width - 24,
height: Circle.frame.height - 24)).cgPath)
Circle.physicsBody?.isDynamic = true
Circle.physicsBody?.affectedByGravity = false
Circle.physicsBody?.allowsRotation = false
addChild(Circle)
self.physicsWorld.contactDelegate = self
startAcceleroMeter()
for index in 1...8 {
addBalls(index)
}
}
func stop() {
motionManager.stopAccelerometerUpdates()
Circle.children.forEach { (ball) in
ball.physicsBody?.isDynamic = false
ball.physicsBody?.affectedByGravity = false
}
}
func startAcceleroMeter() {
Circle.children.forEach { (ball) in
ball.physicsBody?.isDynamic = true
ball.physicsBody?.affectedByGravity = true
}
motionManager.startAccelerometerUpdates()
motionManager.accelerometerUpdateInterval = 0.1
motionManager.startAccelerometerUpdates(to: .main) { (motionData, error) in
let gravity = CGVector.init(dx: (motionData?.acceleration.x ?? 0.0) * 20, dy: (motionData?.acceleration.y ?? 0.0) * 20)
print(gravity)
self.physicsWorld.gravity = gravity
}
}
func stopPlaying() -> [String] {
var dictionary = [String]()
for (_, ball) in (Circle.children).enumerated() {
dictionary.append("\(ball.position.x), \(ball.position.y), 0.0")
}
return dictionary
}
func addBalls(_ ballNo: Int) {
let ball = SKShapeNode.init(circleOfRadius: 12)
ball.name = "ball\(ballNo)"
ball.fillTexture = SKTexture.init(linearGradientWithAngle: CGFloat.pi, colors: [BallColors(rawValue: ballNo)?.toUIColor(false) ?? UIColor(), BallColors(rawValue: ballNo)?.toUIColor(true) ?? UIColor()], locations: [0, 1], size: ball.frame.size)
ball.fillColor = UIColor.white
ball.physicsBody = SKPhysicsBody.init(circleOfRadius: 12)
ball.physicsBody?.isDynamic = true
ball.physicsBody?.affectedByGravity = true
ball.physicsBody?.allowsRotation = true
ball.physicsBody?.friction = 0.2
ball.physicsBody?.restitution = 0.9
ball.physicsBody?.linearDamping = 0.1
ball.physicsBody?.angularDamping = 0.1
ball.physicsBody?.mass = 0.349065870046616
ball.physicsBody?.usesPreciseCollisionDetection = true
ball.position = CGPoint(x: Circle.frame.midX - CGFloat(ballNo), y: Circle.frame.midY - CGFloat(ballNo))
ball.physicsBody?.fieldBitMask = 1
ball.physicsBody?.categoryBitMask = UInt32.init(ballNo + 100)
let collisionBitMask = UInt32.init(ballNo + 20) | UInt32.init(ballNo + 100)
collisionBitmasks.append(collisionBitMask)
ball.physicsBody?.collisionBitMask = collisionBitMask //To be different for each
ball.physicsBody?.contactTestBitMask = UInt32.init(ballNo + 20)
Circle.addChild(ball)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
if collisionBitmasks.contains(contact.bodyA.collisionBitMask) && collisionBitmasks.contains(contact.bodyB.collisionBitMask) {
run(sound)
}
}
}
You need a hidden magic here. Each small ball adds a constraint that can prevent any accident from high speeds:
ball.constraints = [SKConstraint.distance(SKRange(upperLimit: 108 - 12), to: Circle)]

Shooting automatically in a Shooter Game (Swift 4 - SpriteKit)

I'm working on a game project with Xcode.
I've written the code that makes the ship shoot the projectiles, but I don't know what function to use to make the ship shoot automatically.
Could you help me? Thank you in advance!
Here's my code, from the GameScene :
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let projectile = SKSpriteNode(imageNamed: "projectile")
projectile.zPosition = 1
projectile.position = CGPoint(x: player.position.x, y: player.position.y)
projectile.physicsBody = SKPhysicsBody(circleOfRadius: projectile.size.width/2)
projectile.physicsBody?.isDynamic = true
projectile.physicsBody?.categoryBitMask = PhysicsCategory.Projectile
projectile.physicsBody?.contactTestBitMask = PhysicsCategory.Monster
projectile.physicsBody?.collisionBitMask = PhysicsCategory.None
projectile.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(projectile)
let action = SKAction.moveTo(x: self.frame.width + projectile.size.width, duration: 0.5)
projectile.run(action, completion: {
projectile.removeAllActions()
projectile.removeFromParent()
})
}
Based on a comment by Jake I am assuming that you want the ship to fire "automatically" not repeating while holding the finger down.
You can use the update func to control the automatic shooting. in my example the update command fires every 1 second
private var updateTime: Double = 0
override func update(_ currentTime: TimeInterval) {
if updateTime == 0 {
updateTime = currentTime
}
if currentTime - updateTime > 1 {
self.shoot()
updateTime = currentTime
}
}
func shoot() {
let projectile = SKSpriteNode(imageNamed: "projectile")
projectile.zPosition = 1
projectile.position = CGPoint(x: player.position.x, y: player.position.y)
projectile.physicsBody = SKPhysicsBody(circleOfRadius: projectile.size.width/2)
projectile.physicsBody?.isDynamic = true
projectile.physicsBody?.categoryBitMask = PhysicsCategory.Projectile
projectile.physicsBody?.contactTestBitMask = PhysicsCategory.Monster
projectile.physicsBody?.collisionBitMask = PhysicsCategory.None
projectile.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(projectile)
let action = SKAction.moveTo(x: self.frame.width + projectile.size.width, duration: 0.5)
projectile.run(action, completion: {
projectile.removeAllActions()
projectile.removeFromParent()
})
}

My initial pipes are different from the following pipes

I'm making a game where the ball is suppose to go through some pipes, and when the player touches the pipes, the game stops. Kind of like flappy bird. The only problem I have is that the initial pipes blocks the entire screen, while the rest of the pipes are placed and randomized exactly as I want. How is this possible?
This is the ball class:
import SpriteKit
struct ColliderType {
static let Ball: UInt32 = 1
static let Pipes: UInt32 = 2
static let Score: UInt32 = 3
}
class Ball: SKSpriteNode {
func initialize() {
self.name = "Ball"
self.zPosition = 1
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.height /
2)
self.setScale(0.7)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.categoryBitMask = ColliderType.Ball
self.physicsBody?.collisionBitMask = ColliderType.Pipes
self.physicsBody?.contactTestBitMask = ColliderType.Pipes |
ColliderType.Score
}
}
This is the Random Class:
import Foundation
import CoreGraphics
public extension CGFloat {
public static func randomBetweenNumbers(firstNum: CGFloat, secondNum:
CGFloat) -> CGFloat {
return CGFloat(arc4random()) / CGFloat(UINT32_MAX) * abs(firstNum -
secondNum) + firstNum
}
}
This is the GameplayScene:
import SpriteKit
class GameplayScene: SKScene {
var ball = Ball()
var pipesHolder = SKNode()
var touched: Bool = false
var location = CGPoint.zero
override func didMove(to view: SKView) {
initialize()
}
override func update(_ currentTime: TimeInterval) {
moveBackgrounds()
if (touched) {
moveNodeToLocation()
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event:
UIEvent?) {
touched = true
for touch in touches {
location = touch.location(in:self)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event:
UIEvent?) {
touched = false
}
override func touchesMoved(_ touches: Set<UITouch>, with event:
UIEvent?) {
for touch in touches {
location = touch.location(in: self)
}
}
func initialize() {
createBall()
createBackgrounds()
createPipes()
spawnObstacles()
}
func createBall() {
ball = Ball(imageNamed: "Ball")
ball.initialize()
ball.position = CGPoint(x: 0, y: 0)
self.addChild(ball)
}
func createBackgrounds() {
for i in 0...2 {
let bg = SKSpriteNode(imageNamed: "BG")
bg.anchorPoint = CGPoint(x: 0.5, y: 0.5)
bg.zPosition = 0
bg.name = "BG"
bg.position = CGPoint(x: 0, y: CGFloat(i) * bg.size.height)
self.addChild(bg)
}
}
func moveBackgrounds() {
enumerateChildNodes(withName: "BG", using: ({
(node, error) in
node.position.y -= 15
if node.position.y < -(self.frame.height) {
node.position.y += self.frame.height * 3
}
}))
}
func createPipes() {
pipesHolder = SKNode()
pipesHolder.name = "Holder"
let pipeLeft = SKSpriteNode(imageNamed: "Pipe")
let pipeRight = SKSpriteNode(imageNamed: "Pipe")
pipeLeft.name = "Pipe"
pipeLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
pipeLeft.position = CGPoint(x: 350, y: 0)
pipeLeft.xScale = 1.5
pipeLeft.physicsBody = SKPhysicsBody(rectangleOf: pipeLeft.size)
pipeLeft.physicsBody?.categoryBitMask = ColliderType.Pipes
pipeLeft.physicsBody?.affectedByGravity = false
pipeLeft.physicsBody?.isDynamic = false
pipeRight.name = "Pipe"
pipeRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
pipeRight.position = CGPoint(x: -350, y: 0)
pipeRight.xScale = 1.5
pipeRight.physicsBody = SKPhysicsBody(rectangleOf: pipeRight.size)
pipeRight.physicsBody?.categoryBitMask = ColliderType.Pipes
pipeRight.physicsBody?.affectedByGravity = false
pipeRight.physicsBody?.isDynamic = false
pipesHolder.zPosition = 5
pipesHolder.position.y = self.frame.height + 100
pipesHolder.position.x = CGFloat.randomBetweenNumbers(firstNum:
-250, secondNum: 250)
pipesHolder.addChild(pipeLeft)
pipesHolder.addChild(pipeRight)
self.addChild(pipesHolder)
let destination = self.frame.height * 3
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
pipesHolder.run(SKAction.sequence([move, remove]), withKey: "Move")
}
func spawnObstacles() {
let spawn = SKAction.run({ () -> Void in
self.createPipes()
})
let delay = SKAction.wait(forDuration: TimeInterval(1.5))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "Spawn")
}
func moveNodeToLocation() {
// Compute vector components in direction of the touch
var dx = location.x - ball.position.x
// How fast to move the node. Adjust this as needed
let speed:CGFloat = 0.1
// Scale vector
dx = dx * speed
ball.position = CGPoint(x:ball.position.x+dx, y: 0)
}
}