SKEmitterNode: How to start/stop rain at random time? - sprite-kit

I added rain to my game as SKEmitterNode particle and I want it to be shown at random time. What kind of function should I use?
Just in case, my code for rain:
func startGame () {
if let rain = SKEmitterNode(fileNamed: "rain.sks") {
rain.position = CGPoint(x: frame.width, y: frame.height)
addChild(rain)
}
....

You can use an action to remove the rain at a random time, for example:
if let rain = SKEmitterNode(fileNamed: "rain.sks") {
rain.position = CGPoint(x: frame.width, y: frame.height)
addChild(rain)
let waitAction = SKAction.wait(forDuration: Double.random(in: 10.0 ... 50.0))
let removeAction = SKAction.removeFromParent()
rain.run(SKAction.sequence([waitAction, removeAction]))
}

Related

My SKSpriteNode speed values are not updating properly

What I'm trying to do is update my SKSpriteNodes so I can change their scrolling speeds dynamically, however they aren't really working consistently. I didn't include the code, but I have another method with a switch case that sets the value of platformSpeed whenever the state is changed (in this case, the switch case is changed with UIButtons). In my code I have an SKSpriteNode array and a platformSpeed property that includes didSet so my value is updated properly.
In my method to create the platforms, I grouped my SpriteNodes into platformGroup then looped through them with addChild(). Not sure why it's acting this way but here's a quick video of what it looks like in action:
demonstration clip
So with the buttons I'm changing the switch case, and as you can see, not all of the nodes speeds are updating properly and some get faster than others and eventually pass them. I need them to stay equal distance between each other.
Now here's my code:
class GameScene: SKScene, SKPhysicsContactDelegate {
var platformGroup = [SKSpriteNode]()
var platformSpeed: CGFloat = 1.0 {
didSet {
for platforms in platformGroup {
platforms.speed = platformSpeed
}
}
}
let platformTexture = SKTexture(imageNamed: "platform")
var platformPhysics: SKPhysicsBody!
func createPlatforms() {
let platformLeft = SKSpriteNode(texture: platformTexture)
platformLeft.physicsBody = platformPhysics.copy() as? SKPhysicsBody
platformLeft.physicsBody?.isDynamic = false
platformLeft.scale(to: CGSize(width: platformLeft.size.width * 4, height: platformLeft.size.height * 4))
platformLeft.zPosition = 20
let platformRight = SKSpriteNode(texture: platformTexture)
platformRight.physicsBody = platformPhysics.copy() as? SKPhysicsBody
platformRight.physicsBody?.isDynamic = false
platformRight.scale(to: CGSize(width: platformRight.size.width * 4, height: platformRight.size.height * 4))
platformRight.zPosition = 20
let scoreNode = SKSpriteNode(color: UIColor.clear, size: CGSize(width: frame.width, height: 32))
scoreNode.physicsBody = SKPhysicsBody(rectangleOf: scoreNode.size)
scoreNode.physicsBody?.isDynamic = false
scoreNode.name = "scoreDetect"
scoreNode.zPosition = 40
platformGroup = [platformLeft, platformRight, scoreNode]
let yPosition = frame.width - platformRight.frame.width
let max = CGFloat(frame.width / 4)
let xPosition = CGFloat.random(in: -80...max)
let gapSize: CGFloat = -50
platformLeft.position = CGPoint(x: xPosition + platformLeft.size.width - gapSize, y: -yPosition)
platformRight.position = CGPoint(x: xPosition + gapSize, y: -yPosition)
scoreNode.position = CGPoint(x: frame.midX, y: yPosition - (scoreNode.size.width / 1.5))
let endPosition = frame.maxY + (platformLeft.frame.height * 3)
let moveAction = SKAction.moveBy(x: 0, y: endPosition, duration: 7)
let moveSequence = SKAction.sequence([moveAction, SKAction.removeFromParent()])
for platforms in platformGroup {
addChild(platforms)
platforms.run(moveSequence)
}
platformCount += 1
}
func loopPlatforms() {
let create = SKAction.run { [unowned self] in
self.createPlatforms()
platformCount += 1
}
let wait = SKAction.wait(forDuration: 1.1)
let sequence = SKAction.sequence([create, wait])
let repeatForever = SKAction.repeatForever(sequence)
run(repeatForever)
}
I think I can see what's going wrong. When you change platformSpeed, it changes the speed of all the platforms in platformGroup. And createPlatforms() is being called multiple times. Now, each time it's called you create a pair of platforms and assign these to platformGroup. Since you call the function multiple times, it's overwriting any existing values in the array. That's why changing platformSpeed only updates the speed of the latest platforms you've created---the older platforms stay the same speed because they're not in platformGroup anymore.
To fix this, my advice would be to have platformGroup store all the platforms currently on the screen. You could do this by changing
platformGroup = [platformLeft, platformRight, scoreNode]
to something like
let newNodes = [platformLeft, platformRight, scoreNode]
platformGroup += newNodes
// Alternatively, platformGroup.append(contentsOf: newNodes)
Now you need to make sure you're 1) only adding the new nodes to the scene, and 2) removing the old nodes from platformGroup when they're removed from the parent. You could do this by changing
let moveAction = SKAction.moveBy(x: 0, y: endPosition, duration: 7)
let moveSequence = SKAction.sequence([moveAction, SKAction.removeFromParent()])
for platforms in platformGroup {
addChild(platforms)
platforms.run(moveSequence)
}
to something like
let moveAction = SKAction.moveBy(x: 0, y: endPosition, duration: 7)
for node in newNodes {
let moveSequence = SKAction.sequence([
moveAction,
SKAction.removeFromParent(),
SKAction.run {
self.platformGroup.remove(node)
}
])
addChild(node)
node.run(moveSequence)
}
Now that you're keeping a track of all platforms ever made, your speed changes should be applied consistently to every platform on the screen. Hope this works!

Swift - SpriteKit how do I do infinite background scrolling with two unique backgrounds?

My code works perfectly fine for one common background but I am unable to figure out the required logic have it working perfectly fine if the backgrounds were unique.
override func didMove(to view: SKView)
{
createBackground()
}
func createBackground ()
{
var texture1 = SKTexture(imageNamed: "card1")
let texture2 = SKTexture(imageNamed: "card2")
for i in 0...1
{
let background = SKSpriteNode(texture: texture1)
background.anchorPoint = CGPoint.zero
background.position = CGPoint(x: 0, y: texture1.size().height * CGFloat(i))
addChild(background)
let moveDown = SKAction.moveBy(x: 0, y: -background.size.height, duration: 5)
let reset = SKAction.moveBy(x: 0, y: background.size.height, duration: 0)
let sequence = SKAction.sequence([moveDown, reset])
let forever = SKAction.repeatForever(sequence)
background.run(forever)
texture1 = texture2
}
}
}

Trail of nodes along a path as in hello world

hi I have a node traveling back and forth along a path. I am trying to integrate the moving shapeNode as in the hello world example to trail my moving node. I'm using a trigger from frame update to trigger the copying of the shape node. And using the position of the travelling node.
The problem is that the trail has some sort of offset and i don't know where its coming from. I have tried to compensate but to no avail. I'm wondering if it might have anything to do with the actions. Thanks for reading.
I have tried looking at this link but i cannot translate
Here is my code so far
spriteKit xcode 9 swift 4 iPad Air
// GameScene.swift
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var borderBody = SKPhysicsBody()
var myMovingNode = SKSpriteNode()
var trailNode : SKShapeNode?
override func didMove(to view: SKView) {
//Define Border
borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
physicsWorld.contactDelegate = self
//Define myMovingNode
myMovingNode = SKSpriteNode(imageNamed: "greenball")
myMovingNode.size.width = 50
myMovingNode.size.height = 50
let myMovingNodeBody:CGSize = CGSize(width: 50, height: 50)
myMovingNode.physicsBody = SKPhysicsBody.init(rectangleOf: myMovingNodeBody)
myMovingNode.zPosition = 2
addChild(myMovingNode)
//Make Path for myMovingNode to travel
let myPath = CGMutablePath()
myPath.move(to: CGPoint(x: 30, y: 30))
myPath.addLine(to: CGPoint(x: 500, y: 500))
/*This is another path to try*/
// myPath.addCurve(to: CGPoint(x: 800, y: 700), control1: CGPoint(x: 500, y: 30), control2: CGPoint(x: 50, y: 500))
/*This draws a line along myPath*/
let myLine = SKShapeNode(path: myPath)
myLine.lineWidth = 10
myLine.strokeColor = .green
myLine.glowWidth = 0.5
myLine.zPosition = 2
addChild(myLine)
/*This sets myMovingNode running along myPath*/
let actionForward = SKAction.follow(myPath, asOffset: false, orientToPath: true, duration: 10)
let actionReverse = actionForward.reversed()
let wait = SKAction.wait(forDuration: 1)
let actionSequence = SKAction.sequence([actionForward, wait, actionReverse, wait])
myMovingNode.run(SKAction.repeatForever(actionSequence))
/*This defines TrailNode and its actions*/
trailNode = SKShapeNode.init(rectOf: CGSize.init(width: 20, height: 20), cornerRadius: 10)
if let trailNode = trailNode {
trailNode.lineWidth = 1
trailNode.fillColor = .cyan
trailNode.run(SKAction.sequence([SKAction.wait(forDuration: 5),
SKAction.fadeOut(withDuration: 3),
SKAction.removeFromParent()]))
}//Eo if Let
}//eo overdrive
func timeFunction (){/*This is controlled by func update*/
let n = trailNode?.copy() as! SKShapeNode?
/*this is where i'm trying to compensate*/
let movingNodeX = myMovingNode.position.x
let movingNodeY = myMovingNode.position.y
let movingNodeOffSet = CGPoint(x: movingNodeX - 0, y: movingNodeY - 0)
n?.position = movingNodeOffSet
myMovingNode.addChild(n!)
}
var frameCounter = 0
override func update(_ currentTime: TimeInterval) {
// print( "Called before each frame is rendered")
if frameCounter == 10{frameCounter = 0; timeFunction()}
frameCounter = frameCounter + 1
}
}//class GameScene
hi in answer to my own question. It was the simplest. On the last line change from
myMovingNode.addChild(n!) to addChild(n!)

How to create realistic spinning wheel in SpriteKit

I am trying to create a spinning fortune wheel action via SKAction. I have a SKNode which used as wheel, this SKNode is a circle that divided to four quarters (each quarter in different color). also I set an SKAction (which is repeating for 10 counts) that spin the SKNode around fixed point (the node's center). The problem is that the action is running well but it stops suddenly and not slowing down - like a real wheel. I don't really have an idea how to set this animation, I mean to slow the spinning down before the action is stop.
Here is my code so far:
class GameScene: SKScene {
let colors = [SKColor.yellow, SKColor.red, SKColor.blue, SKColor.purple]
override func didMove(to view: SKView) {
createWheel()
let sq = CGRect(x: size.width/2, y: size.height/2, width: 300, height: 300)
let sqx = SKShapeNode(rect: sq)
sqx.lineWidth = 2
sqx.fillColor = .clear
sqx.setScale(1.0)
addChild(sqx)
}
func createWheel() {
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: 0, y: -200))
path.addArc(withCenter: CGPoint.zero,radius: 200,startAngle: CGFloat(0.0), endAngle: CGFloat(3.0 * Double.pi / 2),clockwise: false)
path.addLine(to: CGPoint(x: 200, y: 0))
let obstacle = obstacleByDuplicatingPath(path, clockwise: true)
obstacle.position = CGPoint(x: size.width/2, y: size.height/2)
addChild(obstacle)
let rotateAction = SKAction.rotate(byAngle: CGFloat((3.0 * CGFloat(Double.pi / 2)) - 90), duration: 0.5)
//obstacle.run(SKAction.repeatForever(rotateAction))
obstacle.run(SKAction.repeat(rotateAction, count: 10))
}
func obstacleByDuplicatingPath(_ path: UIBezierPath, clockwise: Bool) -> SKNode {
let container = SKNode()
var rotationFactor = CGFloat(Double.pi / 2)
if !clockwise {
rotationFactor *= -1
}
for i in 0...3 {
let section = SKShapeNode(path: path.cgPath)
section.fillColor = colors[i]
section.strokeColor = colors[i]
section.zRotation = rotationFactor * CGFloat(i);
let origin = CGPoint(x: 0.0, y: 0.0)
switch i {
case 0:
section.position = CGPoint(x: (origin.x + 10), y: (origin.y - 10))
case 1:
section.position = CGPoint(x: (origin.x + 10), y: (origin.y + 10))
case 2:
section.position = CGPoint(x: (origin.x - 10), y: (origin.y + 10))
case 3:
section.position = CGPoint(x: (origin.x - 10), y: (origin.y - 10))
default:
print("bolbol")
}
container.addChild(section)
}
return container
}
}
edit:
I was thinking about it and I tried to do it via SKAction, I set another action but this time I set their duration to a long one. first it run a action of duration 0.5, then of 2 and at end of 4. I looks pretty good but still not smooth as I want it to be.
here is my code:
let rotateAction = SKAction.rotate(byAngle: CGFloat(2.0 * CGFloat(M_PI)), duration: 0.5)
let rotateAction2 = SKAction.rotate(byAngle: CGFloat(2.0 * CGFloat(M_PI)), duration: 2)
let rotateAction3 = SKAction.rotate(byAngle: CGFloat(2.0 * CGFloat(M_PI)), duration: 4)
let wait = SKAction.wait(forDuration: 5)
let g1 = SKAction.repeat(rotateAction, count: 10)
let group = SKAction.group([wait, g1, rotateAction2, rotateAction3])
what do you think? there is any way to do it better??
edit 2:
Continued to #Ali Beadle answer, I tried to do it via physics body, the problem now is the when I drag finger on the screen the SKShapeNode (shape) in continue to rotate and never stops. can you detect what is wrong?
class GameScene: SKScene {
var start: CGPoint?
var end:CGPoint?
var startTime: TimeInterval?
let shape = SKShapeNode.init(rectOf: CGSize(width: 150, height: 150))
override func didMove(to view: SKView) {
self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
let sceneBody = SKPhysicsBody.init(edgeLoopFrom: self.frame)
sceneBody.friction = 0
self.physicsBody = sceneBody
shape.fillColor = SKColor.red
shape.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
shape.physicsBody = SKPhysicsBody.init(rectangleOf: CGSize(width: 50, height: 50))
shape.physicsBody?.affectedByGravity = false
shape.physicsBody?.isDynamic = true
addChild(shape)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {return}
self.start = touch.location(in: self)
self.startTime = touch.timestamp
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {return}
self.end = touch.location(in: self)
var dx = ((self.end?.x)! - (self.start?.x)!)
var dy = ((self.end?.y)! - (self.start?.y)!)
let magnitude:CGFloat = sqrt(dx*dx+dy*dy)
if(magnitude >= 25){
let dt:CGFloat = CGFloat(touch.timestamp - self.startTime!)
if dt > 0.1 {
let speed = magnitude / dt
dx = dx / magnitude
dy = dy / magnitude
print("dx: \(dx), dy: \(dy), speed: \(speed) ")
}
}
let touchPosition = touch.location(in: self)
if touchPosition.x < (self.frame.width / 2) {
self.shape.physicsBody?.angularVelocity = 10
self.shape.physicsBody?.applyAngularImpulse(-180)
} else {
self.shape.physicsBody?.angularVelocity = 10
self.shape.physicsBody?.applyAngularImpulse(180)
}
}}
I have created an open source prize spinning wheel in Spritekit that uses physics for realistic movement and flapper control. It also allows the user to drag the wheel to spin or generates a random spin by pushing the center of the wheel.
https://github.com/hsilived/SpinWheel
You can add realistic movement like this by using the built-in Physics simulation of SpriteKit. This will allow you to give your wheel a mass and friction and then use forces to rotate it. It will then slow down realistically.
In outline see Simulating Physics in the Apple Documentation:
To use physics in your game, you need to:
Attach physics bodies to nodes in the node tree and configure their physical properties. See SKPhysicsBody.
Define global characteristics of the scene’s physics simulation, such as gravity. See SKPhysicsWorld.
Where necessary to support your gameplay, set the velocity of physics bodies in the scene or apply forces or impulses to them. ...
The most appropriate method for your wheel is probably to make the wheel pinned to the scene and then rotate it with applyAngularImpulse.

Move a sprite randomly using Swift 3

I was trying to make a game where the dragon moves around randomly and the hero has to avoid it. I can make the dragon appear at a random location and move once or twice but to make it continuously move from point to point and then move some more has given me trouble. I think it might be because I'm not waiting for the action to complete before generating all of the random numbers. I tried the following code including labels to prove to myself that the random numbers are generating, at least up to 20...
import SpriteKit
import GameplayKit
class GameScene: SKScene {
private let greenDragonNode = GreenDragonSprite.newInstance()
private var lastUpdateTime : TimeInterval = 0
private var i = 0
override func sceneDidLoad() {
self.lastUpdateTime = 0
let xOrigin = CGFloat(arc4random()).truncatingRemainder(dividingBy: size.width)
let yOrigin = CGFloat(arc4random()).truncatingRemainder(dividingBy: size.height)
let dragonOrigin = CGPoint(x: xOrigin, y: yOrigin)
greenDragonNode.position = dragonOrigin
greenDragonNode.setScale(0.1)
addChild(greenDragonNode)
}
override func didMove(to view: SKView) {
for i in 1...20 {
let xDestination = CGFloat(arc4random()).truncatingRemainder(dividingBy: size.width)
let yDestination = CGFloat(arc4random()).truncatingRemainder(dividingBy: size.height)
let dragonDestination = CGPoint(x: xDestination, y: yDestination)
let xDestination2 = CGFloat(arc4random()).truncatingRemainder(dividingBy: size.width)
let yDestination2 = CGFloat(arc4random()).truncatingRemainder(dividingBy: size.height)
let dragonDestination2 = CGPoint(x: xDestination2, y: yDestination2)
let dragonNodeTravel = SKAction.move(to:dragonDestination, duration: 3.0)
let dragonNodeReturn = SKAction.move(to: dragonDestination2, duration: 3.0)
greenDragonNode.run(SKAction.sequence([dragonNodeTravel, dragonNodeReturn]))
// i += 1
let label = SKLabelNode(text: "\(i)")
label.position = dragonDestination2
addChild(label)
}
}
}
That is happening because only the last action from the for loop is executed. You have to make a queue of actions. So you should append them to an array, and run them in a sequence, like this:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
private let greenDragonNode = SKSpriteNode(color: .green, size: CGSize(width: 20, height: 20))
func getRandomPoint(withinRect rect:CGRect)->CGPoint{
let x = CGFloat(arc4random()).truncatingRemainder(dividingBy: rect.size.width)
let y = CGFloat(arc4random()).truncatingRemainder(dividingBy: rect.size.height)
return CGPoint(x: x, y: y)
}
override func didMove(to view: SKView) {
greenDragonNode.position = self.getRandomPoint(withinRect: frame)
addChild(greenDragonNode)
var actions:[SKAction] = []
for i in 1...20 {
let destination = getRandomPoint(withinRect: frame)
let move = SKAction.move(to:destination, duration: 1.0)
actions.append(move)
let label = SKLabelNode(text: "\(i)")
label.position = destination
addChild(label)
}
let sequence = SKAction.sequence(actions)
greenDragonNode.run(sequence)
}
}