Moving SpriteNode Texture but not PhysicBody - swift

Working on a game right now, I've faced a problem regarding management of SkSpriteNodes. I have a SpriteNode whose texture size is lower than physicsBody size assigned to it. It is possible to move, thanks to something similar to an SKAction, only the texture of a node and not its physicsBody?
To explain the problem in other terms, I will give you a graphic example:
As you can see, what I want to achieve is not to modify physicsBody proprieties(in order to not affect collision or having problems with continuos reassigning of PhysicsBody entities), but changing its texture length and adjusting its position. How can I achieve this programmatically?
A bit of code for context, which is just illustrative of the problem:
let node = SKSpriteNode(color: .red, size: CGSize(width: 8, height: 60)
node.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 8, height: 60)
self.addChild(node)
//what I've tried is something like that
//It causes glitches in visualisation... and I need to move the object since resizing is towards the center.
let resize = SKAction.scaleY(to: 0.5, duration: 5)
let move = SKAction.move(to: node.position - CGPoint(x:0, y:node.size.height*0.5), duration: 5)
let group = SKAction.group([resize, move])
node.run(group)
//And this is even worse if I add, in this specific example, another point fixed to the previous node
let node2 = SKSpriteNode(color: .blue, size: CGSize(width: 8, length: 8)
node2.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 8, height: 8))
node2.position = CGPoint(x: 0, y: -node.height)
self.addChild(node2)
self.physicsWorld.add(SKPhysicsJointFixed.joint(withBodyA: node.physicsBody! , bodyB: node2.physicsBody!, anchor: CGPoint(x: 0, y: -node.size.height)))

I get your problem.
let resize = SKAction.scaleY(to: 0.5, duration: 5)
This line will cause the physicsBody to scale the x and y axis uniformly. While your texture will just scale the y axis.
Its not so straight forward changing physicsBody shapes to match actions
One way to do it though would be to call a method from
override func didEvaluateActions()
Something like this:
var group1: SKAction? = nil
var group2: SKAction? = nil
var touchCnt = 0
var test = SKSpriteNode(texture: SKTexture(imageNamed: "circle"), color: .blue, size: CGSize(width: 100, height: 100))
func setActions() {
let newPosition = CGPoint(x: -200, y: 300)
let resize1 = SKAction.scaleY(to: 0.5, duration: 5)
let move1 = SKAction.move(to: newPosition, duration: 5)
group1 = SKAction.group([resize1, move1])
let resize2 = SKAction.scaleY(to: 1, duration: 5)
let move2 = SKAction.move(to: position, duration: 5)
group2 = SKAction.group([resize2, move2])
}
func newPhysics(node: SKSpriteNode) {
node.physicsBody = SKPhysicsBody(texture: node.texture!, size: node.size)
node.physicsBody?.affectedByGravity = false
node.physicsBody?.allowsRotation = false
node.physicsBody?.usesPreciseCollisionDetection = false
}
override func sceneDidLoad() {
physicsWorld.contactDelegate = self
test.position = CGPoint(x: 0, y: 300)
setActions()
newPhysics(node: test)
addChild(test)
}
override func didEvaluateActions() {
newPhysics(node: test)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if touchCnt == 0 {
if !test.hasActions() {
test.run(group1!)
touchCnt += 1
}
} else {
if !test.hasActions() {
test.run(group2!)
touchCnt -= 1
}
}
}
if you put the above code in your gameScene, taking care to replace any duplicated methods and replacing the test node texture. then when you tap the screen the sprite should animate as you want while keeping the physics body is resized at the same time. There are a few performance issues with this though. As it changes the physics body on each game loop iteration.

Related

How to place nodes on the ground?

I am creating a game with SpriteKit. The background is a png image, endlessly moving (parallax scroll):
func parallaxScroll(image: String, y: CGFloat, z: CGFloat, duration: Double, needsPhysics: Bool) {
for i in 0 ... 1 {
// position the first node on the left, and position second on the right
let node = SKSpriteNode(imageNamed: image)
node.position = CGPoint(x: 1023 * CGFloat(i), y: y)
node.zPosition = z
addChild(node)
if needsPhysics {
node.physicsBody = SKPhysicsBody(texture: node.texture!, size: node.texture!.size())
node.physicsBody?.isDynamic = false
node.physicsBody?.contactTestBitMask = 1
node.name = "ground"
}
// make this node move the width of the screen by whatever duration was passed in
let move = SKAction.moveBy(x: -1024, y: 0, duration: duration)
// make it jump back to the right edge
let wrap = SKAction.moveBy(x: 1024, y: 0, duration: 0)
// make these two as a sequence that loops forever
let sequence = SKAction.sequence([move, wrap])
let forever = SKAction.repeatForever(sequence)
// run the animations
node.run(forever)
}
}
The example function below places a box at random y position:
#objc func createObstacle() {
let obstacle = SKSpriteNode(imageNamed: "rectangle")
obstacle.zPosition = -2
obstacle.position.x = 768
addChild(obstacle)
obstacle.physicsBody = SKPhysicsBody(texture: obstacle.texture!, size: obstacle.texture!.size())
obstacle.physicsBody?.isDynamic = false
obstacle.physicsBody?.contactTestBitMask = 1
obstacle.name = "obstacle"
let rand = GKRandomDistribution(lowestValue: -200, highestValue: 350)
obstacle.position.y = CGFloat(rand.nextInt())
// make it move across the screen
let action = SKAction.moveTo(x: -768, duration: 9)
obstacle.run(action)
}
func playerHit(_ node: SKNode) {
if node.name == "obstacle" {
player.removeFromParent()
}
}
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node else { return }
guard let nodeB = contact.bodyB.node else { return }
if nodeA == player {
playerHit(nodeB)
} else if nodeB == player {
playerHit(nodeA)
}
}
Instead of placing it at random, I would like to place it on the "ground". The following image illustrates the current placement and the desired placement:
Does anyone know how to place an obstacle node (object) on the ground which is not flat instead of random y position?
You could cast a ray, at the box's intended x position, from the top of the screen to the bottom, and when the ray hits the ground, place the box directly above the hitpoint. See enumerateBodies(alongRayStart:end:using:). In your case you might want to insert into createObstacle something like:
let topOfScreen = size.height / 2
let bottomOfScreen = -size.height / 2
obstacle.position.x = -768
physicsWorld.enumerateBodies(alongRayStart: CGPoint(x: obstacle.position.x, y: topOfScreen), end: CGPoint(x: obstacle.position.x, y: bottomOfScreen)) { body, point, normal, stop in
if body.node?.name == "ground" {
// body is the ground's physics body. point is the point that an object
// falling from the sky would hit the ground.
// Assuming the obstacle's anchor point is at its center, its actual position
// would be slightly above this point
let positionAboveBody = point + (obstacle.size.height / 2)
obstacle.position.y = positionAboveBody
}
}

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.

Playable Game Area in Swift 3.0

I'm creating a mario clone for mac to help me learn swift programming. An issue I have come across is setting a playable game area. As of now, the 2 backgrounds I have ("background" and "level") will move when the left or right keys are pressed but grey areas at the sides will become visible. I want to be able to make the backgrounds move, but set an area at which they will stop moving.
import SpriteKit
class GameScene: SKScene {
let player = SKSpriteNode(imageNamed: "mario")
let background = SKSpriteNode(imageNamed: "background")
let level = SKSpriteNode(imageNamed: "level")
override func didMove(to view: SKView) {
/* Setup your scene here */
//self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
level.size = self.size
level.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
level.zPosition = 1
self.addChild(level)
background.size = self.size
background.position = CGPoint(x: level.size.width + 511, y: self.size.height/2)
background.zPosition = 0
self.addChild(background)
player.setScale(0.23)
player.position = CGPoint(x: self.size.width/8, y: 120)
player.zPosition = 2
self.addChild(player)
}
override func keyDown(with theEvent: NSEvent) {
let keyCode = theEvent.keyCode
//Moving Right
if keyCode == 124 {
level.run(SKAction.sequence([SKAction.moveBy(x: -20, y: 0, duration: 0.2)]))
background.run(SKAction.sequence([SKAction.moveBy(x: -20, y: 0, duration: 0.2)]))
player.xScale = 0.23
}
//Moving Left
if keyCode == 123 {
background.run(SKAction.sequence([SKAction.moveBy(x: 20, y: 0, duration: 0.2)]))
level.run(SKAction.sequence([SKAction.moveBy(x: 20, y: 0, duration: 0.2)]))
player.xScale = -0.23
}
//Jump
if keyCode == 126{
player.run(SKAction.sequence([SKAction.moveTo(y: 250, duration: 0.15),SKAction.moveTo(y: 120, duration: 0.2)]))
}
}
}
I'm sure there is a much better, more clever solution, but off the top of my head you could add:
let LEFTBOUND: Int = //Insert the left limit here.
let RIGHTBOUND: Int = //Insert the right limit here.
Inside func keyDown(), in the moving right/left if-statements, nest these:
if level.position.x < RIGHTBOUND:
//Move level so long as it is less than the RIGHTBOUND value.
//TODO: set the level.position to RIGHTBOUND so it doesn't keep updating with new values while keyDown is true.
if level.position.x > LEFTBOUND:
//Move level so long as it is greater than the LEFTBOUND value.
//TODO: set the level.position to LEFTBOUND so it doesn't keep updating with new values while the keyDown is true.
//Repeat theses steps for background.position.x
You should also restrict the player movement so the player doesn't run out of the level unrecoverably.

Up and down movement in sprite kit and swift?

Right now, I am creating a new game that will involve a ball that moves up and down the screen by itself without touching a button or the screen. I have been looking everywhere for a solution, but I haven't found one. I know how to make the ball move up and down in objective-c, but not in swift or spritekit. I don't know if the following code will help or not. Any solution is accepted.
class GamePlayScene: SKScene, SKPhysicsContactDelegate {
var ball = SKSpriteNode(imageNamed: "green ball.png")
override func didMoveToView(view: SKView) {
//setup scene
physicsWorld.gravity = CGVector.zeroVector
self.scene?.backgroundColor = UIColor.blackColor()
self.scene?.size = CGSize(width: 640, height: 1136)
ball.position = CGPoint (x: self.size.width * 0.5, y: self.size.width * 0.9)
ball.size = CGSize (width: 80, height: 82)
let moveBallUp = SKAction.moveToY(600, duration: 0.4)
let moveBallDown = SKAction.moveToY(293, duration: 0.4)
self.addChild(ball)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let moveBallUp = SKAction.moveToY(600, duration: 0.4)
let moveBallDown = SKAction.moveToY(293, duration: 0.4)
if ball.position.y == 600 {
self.ball.runAction(moveBallUp)
} else {
self.ball.runAction(moveBallDown)
}
}
}
I suggest you use repeatActionForever. If you start your ball position from the bottom of the screen this sequence should work. If you want to start the ball from the top then switch the positions of the actions in moveUpAndDown with each other.
func moveSprite() {
let moveBallUp = SKAction.moveToY(600, duration: 0.4)
let moveBallDown = SKAction.moveToY(293, duration: 0.4)
let moveUpAndDown = SKAction.sequence([moveBallUp, moveBallDown])
let moveUpAndDownForever = SKAction.repeatActionForever(moveUpAndDown)
ball.runAction(moveUpAndDownForever)
}