SKSpriteNode will not appear when its physics body is dynamic - swift

The SKSprite will only appear on the scene if .isDynamic = false otherwise it will not show up. Although it does not show up, it seems to be contacting with the other nodes in the scene.
I have tried playing around with the x and y values of the "lemming" node but this still results in it not appearing.
The Question:
What do I need to add or remove in order to make the "lemming" node be affected
by gravity, appear in the scene, and contact correctly with the "cliff" node?
In the GameScene.swift file:
//MARK: - Nodes
var background = SKSpriteNode()
var cliff = SKTexture()
var lemming = SKSpriteNode()
//MARK: -Catergories
let lemmingCatergory : UInt32 = 0x1 << 1
let cliffCatergory : UInt32 = 0x1 << 2
//MARK: - Start of game functions
override func didMove(to view: SKView) {
backgroundColor = UIColor.green
scaleMode = .aspectFit
size = UIScreen.main.bounds.size
physicsWorld.gravity = CGVector(dx: 0, dy: -9.81)
physicsWorld.contactDelegate = self
addBackground()
addCliff()
addLemming()
view.showsPhysics = true
}
//MARK: -Node customization
private func addBackground() {
background = SKSpriteNode(imageNamed: "background")
background.name = "Background"
background.position = CGPoint(x: frame.midX, y: frame.midY)
background.size = UIScreen.main.bounds.size
background.physicsBody = SKPhysicsBody(rectangleOf: background.frame.size)
background.physicsBody?.isDynamic = false
background.physicsBody?.affectedByGravity = false
addChild(background)
}
private func addCliff() {
var cliffNode : SKSpriteNode!
cliff = SKTexture(imageNamed: "cliff")
cliffNode = SKSpriteNode(texture: cliff)
cliffNode.name = "Cliff"
cliffNode.position = CGPoint(x: frame.midX, y: frame.midY)
cliffNode.size = UIScreen.main.bounds.size
cliffNode.physicsBody = SKPhysicsBody(texture: cliff, size: cliff.size())
cliffNode.physicsBody!.categoryBitMask = cliffCatergory
cliffNode.physicsBody!.collisionBitMask = lemmingCatergory
cliffNode.physicsBody!.contactTestBitMask = lemmingCatergory
cliffNode.physicsBody?.isDynamic = true
cliffNode.physicsBody?.affectedByGravity = false
cliffNode.physicsBody?.pinned = true
cliffNode.physicsBody?.allowsRotation = false
addChild(cliffNode)
}
private func addLemming() {
lemming = SKSpriteNode(imageNamed: "lemming")
lemming.size = CGSize(width: lemming.size.width / 15, height: lemming.size.height / 15)
lemming.position = CGPoint(x: 0.5, y: 0)
lemming.physicsBody = SKPhysicsBody(rectangleOf: lemming.frame.size)
lemming.physicsBody!.categoryBitMask = lemmingCatergory
lemming.physicsBody!.collisionBitMask = cliffCatergory
lemming.physicsBody!.contactTestBitMask = cliffCatergory
lemming.physicsBody?.isDynamic = true
lemming.physicsBody?.affectedByGravity = true
addChild(lemming)
}
func didBegin(_ contact: SKPhysicsContact) {
print("Body A: \(String(describing: contact.bodyA.node!.name))")
print("Body B: \(String(describing: contact.bodyB.node!.name))")
}

Related

Swift spritekit didbegincontact being called with delay

This is my GameScene code.
class GameScene: SKScene, SKPhysicsContactDelegate {
let orcWidth = UIScreen.main.bounds.width / 5
var orcCategory:UInt32 = 0x1 << 0
var knightCategory:UInt32 = 0x1 << 1
private var orc = SKSpriteNode()
private var knight = SKSpriteNode()
private var orcWalkingFrames: [SKTexture] = []
private var knightIdleFrames: [SKTexture] = []
private var knightAttackFrame: [SKTexture] = []
var background = SKSpriteNode(imageNamed: "game_background1")
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
setupbackground()
startGame()
}
func setupbackground() {
background.zPosition = 0
background.size = self.frame.size
background.position = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
addChild(background)
}
func startGame() {
buildRandomOrcs()
buildKnight()
}
func stopGame() {
}
func buildOrc(yposition: CGFloat) {
var orcWalkFrames: [SKTexture] = []
let orcAnimatedAtlas = SKTextureAtlas(named: "OrcWalking")
let numImages = orcAnimatedAtlas.textureNames.count
for i in 0...numImages - 1 {
let orcTextureName = "0_Orc_Walking_\(i)"
orcWalkFrames.append(orcAnimatedAtlas.textureNamed(orcTextureName))
}
self.orcWalkingFrames = orcWalkFrames
let firstFrameTexture = orcWalkingFrames[0]
orc = SKSpriteNode(texture: firstFrameTexture)
orc.name = "orc"
orc.position = CGPoint(x: frame.minX-orcWidth/2, y: yposition)
self.orc.zPosition = CGFloat(self.children.count)
orc.scale(to: CGSize(width: orcWidth, height: orcWidth))
orc.physicsBody = SKPhysicsBody(rectangleOf: orc.size, center: orc.position)
orc.physicsBody?.affectedByGravity = false
orc.physicsBody?.isDynamic = true
orc.physicsBody?.categoryBitMask = orcCategory
orc.physicsBody?.contactTestBitMask = knightCategory
orc.physicsBody?.collisionBitMask = knightCategory
addChild(orc)
walkOrc()
moveOrcForward()
}
func buildKnight() {
var knightIdleFrames: [SKTexture] = []
let knightIdleAtlas = SKTextureAtlas(named: "KnightIdle")
let numImages = knightIdleAtlas.textureNames.count
for i in 0...numImages - 1 {
let orcTextureName = "_IDLE_00\(i)"
knightIdleFrames.append(knightIdleAtlas.textureNamed(orcTextureName))
}
self.knightIdleFrames = knightIdleFrames
let firstFrameTexture = knightIdleFrames[0]
knight = SKSpriteNode(texture: firstFrameTexture)
knight.name = "knight"
knight.position = CGPoint(x: frame.maxX-orcWidth/2, y: frame.midY)
self.knight.zPosition = 1
knight.scale(to: CGSize(width: -orcWidth, height: orcWidth))
knight.physicsBody = SKPhysicsBody(rectangleOf: knight.size, center: knight.position)
knight.physicsBody?.affectedByGravity = false
knight.physicsBody?.isDynamic = false
knight.physicsBody?.categoryBitMask = knightCategory
knight.physicsBody?.contactTestBitMask = orcCategory
knight.physicsBody?.collisionBitMask = orcCategory
addChild(knight)
idleKnight()
}
func idleKnight() {
knight.run(SKAction.repeatForever(SKAction.animate(with: knightIdleFrames, timePerFrame: 0.1)))
}
func walkOrc() {
orc.run(SKAction.repeatForever(SKAction.animate(with: orcWalkingFrames,timePerFrame: 0.025)))
}
func moveOrcForward() {
orc.run(SKAction.repeatForever(SKAction.moveBy(x: 55, y: 0, duration: 0.25)))
}
func buildRandomOrcs () {
let wait = SKAction.wait(forDuration: TimeInterval(makeRandomNumberBetween(min: 0, max: 0)))
let spawn = SKAction.run {
self.buildOrc(yposition: self.makeRandomCGFloatNumber())
}
let spawning = SKAction.sequence([spawn,wait])
self.run(SKAction.repeat(spawning, count: 10))
}
func makeRandomCGFloatNumber() -> CGFloat {
let randomNumber = arc4random_uniform(UInt32((frame.maxY-orcWidth/2) - (frame.minY+orcWidth/2))) + UInt32(frame.minY+orcWidth/2)
return CGFloat(randomNumber)
}
func makeRandomNumberBetween (min: Int, max: Int) -> Int{
let randomNumber = arc4random_uniform(UInt32(max - min)) + UInt32(min)
return Int(randomNumber)
}
func didBegin(_ contact: SKPhysicsContact) {
let collision:UInt32 = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == orcCategory | knightCategory {
self.scene?.view?.isPaused = true
print("COLLIDED")
}
}
}
The problem is that the scene pauses almost 2-3 seconds after the collision.
I changed the position of knight and delay time changed.
For example, if I set position to frame.minX+orcWidth/2 there is no delay.
What is wrong with my code?
Your problem isn't things are being delayed, your problem is your bounding box is not where you think it is
use view.showPhysics = true to determine where your boxes are
once you realize they are in the wrong spots, go to this line
knight.physicsBody = SKPhysicsBody(rectangleOf: knight.size, center: knight.position)
and fix it
knight.physicsBody = SKPhysicsBody(rectangleOf: knight.size)
Do so for the rest of your bodies
My guess is that manipulations of SKView properties must happen on main thread, i.e.
DispatchQueue.main.async { [unowned self] in
self.scene?.view?.isPaused = true
print("COLLIDED")
}

SKPhysics Contact not functioning properly

I am trying to use the SKPhysicsContactDelegate function in SpriteKit and it will not seem to work. I want one sprite to perform an action when it hits the other. I have set up breakpoints at the didBeginContact function and for some reason my application never calls this function. All help appreciated. Code posted below.
struct PhysicsCatagory {
static let Enemy :UInt32 = 0x1 << 0
static let Slider :UInt32 = 0x1 << 1
static let Circle :UInt32 = 0x1 << 2
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var EnemyTimer = NSTimer()
var Circle = SKSpriteNode()
var Slider = SKSpriteNode()
var FastButton = SKNode()
var Title = SKSpriteNode()
var Text = SKSpriteNode()
var Path = UIBezierPath()
var gameStarted = Bool()
override func didMoveToView(view: SKView) {
self.physicsWorld.contactDelegate = self
self.backgroundColor = UIColor.whiteColor()
Circle = SKSpriteNode(imageNamed:"blueCircle")
Circle.size = CGSize(width: 140, height: 140)
Circle.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
Circle.zPosition = 1.0
self.addChild(Circle)
Slider = SKSpriteNode(imageNamed: "blocker1")
Slider.size = CGSize(width: 15, height: 50)
Slider.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + 80)
addChild(Slider)
Slider.zPosition = 1.0
moveClockWise()
}
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.node != nil && contact.bodyB.node != nil{
let firstBody = contact.bodyA.node as! SKSpriteNode
let secondBody = contact.bodyB.node as! SKSpriteNode
if ((firstBody.name == "Enemy") && (secondBody.name == "Slider")){
collisionBall(firstBody, Slider: secondBody)
}
else if ((firstBody.name == "Slider") && (secondBody.name == "Enemy")) {
collisionBall(secondBody, Slider: firstBody)
}
}
}
func collisionBall(Enemy : SKSpriteNode, Slider : SKSpriteNode){
Enemy.physicsBody?.dynamic = true
Enemy.physicsBody?.affectedByGravity = true
Enemy.physicsBody?.mass = 4.0
Slider.physicsBody?.mass = 4.0
Enemy.removeAllActions()
Enemy.physicsBody?.contactTestBitMask = 0
Enemy.physicsBody?.collisionBitMask = 0
Enemy.name = nil
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
//Slider.hidden = false
FastButton.hidden = false
Title.hidden = true
Text.hidden = true
EnemyTimer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: #selector(GameScene.Enemies), userInfo: nil, repeats: true)
//Physics
Slider.physicsBody?.categoryBitMask = PhysicsCatagory.Slider
Slider.physicsBody?.collisionBitMask = PhysicsCatagory.Enemy
Slider.physicsBody?.contactTestBitMask = PhysicsCatagory.Enemy
Slider.name = "Slider"
Slider.physicsBody?.dynamic = true
Slider.physicsBody?.affectedByGravity = true
if gameStarted == false{
gameStarted = true
}
else if gameStarted == true{
}
}
func moveClockWise(){
let dx = Slider.position.x / 2
let dy = Slider.position.y / 2
let rad = atan2(dy, dx)
let Path = UIBezierPath(arcCenter: CGPoint(x: self.frame.width / 2, y: self.frame.height / 2), radius: 90, startAngle: rad, endAngle: rad + CGFloat(M_PI * 4), clockwise: true)
let follow = SKAction.followPath(Path.CGPath, asOffset: false, orientToPath: true, speed: 150)
//let rotate = SKAction.rotateByAngle(75, duration: 100)
Slider.runAction(SKAction.repeatActionForever(follow).reversedAction())
//Slider.runAction(SKAction.repeatActionForever(rotate).reversedAction())
}
func Enemies(){
let Enemy = SKSpriteNode(imageNamed: "darkRedDot")
Enemy.size = CGSize(width: 20, height: 20)
//Physics
Enemy.physicsBody = SKPhysicsBody(circleOfRadius: Enemy.size.width / 2)
Enemy.physicsBody?.categoryBitMask = PhysicsCatagory.Enemy
Enemy.physicsBody?.contactTestBitMask = PhysicsCatagory.Slider //| PhysicsCatagory.Circle
Enemy.physicsBody?.collisionBitMask = PhysicsCatagory.Slider //| PhysicsCatagory.Circle
Enemy.physicsBody?.dynamic = true
Enemy.physicsBody?.affectedByGravity = false
Enemy.name = "Enemy"
The contact is not beginning because your slider has no physics body, making it impossible to recognize contact. Unless, it's not in this code, your slider has no physics body, but your enemy does. Try declaring Slider.phisicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "blocker1"), size: Slider.size)
Also, you should read about standard naming conventions in Swift. It is recommended that your variables always start with lowercase letters (eg. enemyTimer, circle, slider, fastButton, etc...).

didBeginContact not working in Swift 2 + SpriteKit

I'm working on a game, and I'm using spritekit and Swift.
This is my code:
import SpriteKit
struct collision {
static let arrow:UInt32 = 0x1 << 1
static let runner:UInt32 = 0x1 << 2
static let target:UInt32 = 0x1 << 3
static let targetCenter:UInt32 = 0x1 << 4
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var person = SKSpriteNode()
var box = SKSpriteNode()
var screenSize:CGSize!
var gameScreenSize:CGSize!
var gameStarted:Bool = false
var moveAndRemove = SKAction()
var boxVelocity:NSTimeInterval = 5.5
override func didMoveToView(view: SKView) {
self.physicsWorld.gravity = CGVectorMake(0, -1.0)
self.physicsWorld.contactDelegate = self
screenSize = self.frame.size
gameScreenSize = view.frame.size
createPerson()
}
func createPerson() -> Void {
person.texture = SKTexture(imageNamed:"person")
person.setScale(1.0)
person.size = CGSize(width: 80, height: 80)
person.position = CGPoint(x: screenSize.width / 2, y: 150)
person.physicsBody = SKPhysicsBody(rectangleOfSize: person.size)
person.physicsBody?.affectedByGravity = false
person.physicsBody?.dynamic = false
self.addChild(person)
}
func createTarget() -> Void {
box = SKSpriteNode()
box.size = CGSize(width: 70, height: 100)
box.setScale(1.0)
box.position = CGPoint(x: (screenSize.width / 3) * 2, y: screenSize.height + box.size.height)
box.texture = SKTexture(imageNamed: "box")
box.physicsBody? = SKPhysicsBody(rectangleOfSize: box.size)
box.physicsBody?.categoryBitMask = collision.target
box.physicsBody?.collisionBitMask = collision.arrow
box.physicsBody?.contactTestBitMask = collision.targetCenter
box.physicsBody?.affectedByGravity = false
box.physicsBody?.dynamic = true
box.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(box)
let distance = CGFloat(self.frame.height - box.frame.height)
let moveTargets = SKAction.moveToY(-distance, duration: boxVelocity)
let removeTargets = SKAction.removeFromParent()
moveAndRemove = SKAction.sequence([moveTargets,removeTargets])
box.runAction(moveAndRemove)
}
func createBall() ->Void {
let ball = SKSpriteNode()
ball.size = CGSize(width: 20, height: 22)
ball.zPosition = 5
let moveToXY = CGPoint(x: self.size.width, y: self.size.height)
ball.texture = SKTexture(imageNamed: "ball")
ball.position = CGPointMake(person.position.x + ball.size.width, person.position.y + ball.size.height)
ball.physicsBody? = SKPhysicsBody(rectangleOfSize: ball.size)
ball.physicsBody?.categoryBitMask = collision.arrow
ball.physicsBody?.collisionBitMask = collision.target
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.dynamic = true
ball.physicsBody?.usesPreciseCollisionDetection = true
let action = SKAction.moveTo(moveToXY, duration: 1.5)
let delay = SKAction.waitForDuration(1.5)
ball.runAction(SKAction.sequence([action,delay]))
self.addChild(ball)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if gameStarted == false {
gameStarted = true
let spawn = SKAction.runBlock { () in
self.createTarget()
}
let delay = SKAction.waitForDuration(1.5)
let spawnDelay = SKAction.sequence([spawn, delay])
let spanDelayForever = SKAction.repeatActionForever(spawnDelay)
self.runAction(spanDelayForever)
} else {
createBall()
boxVelocity -= 0.1
}
}
func didBeginContact(contact: SKPhysicsContact) {
print("Detect")
}
func didEndContact(contact: SKPhysicsContact) {
print("end detect")
}
override func update(currentTime: CFTimeInterval) {
}
}
But when I run the game, the collision between objects does not. I'm trying to solve a while, but found nothing. Can someone help me?
Project files.
Try with these to modifications:
box.physicsBody = SKPhysicsBody(rectangleOfSize: box.size)
box.physicsBody?.categoryBitMask = collision.target
box.physicsBody?.collisionBitMask = collision.arrow
box.physicsBody?.contactTestBitMask = collision.targetCenter
and
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size)
ball.physicsBody?.categoryBitMask = collision.arrow
ball.physicsBody?.collisionBitMask = collision.target
ball.physicsBody?.contactTestBitMask = collision.target
Note the absence of "?" while you init the physicsBody and the new contactTestBitMask

Why does my SKShapeNode pass through an object, pausing briefly beforehand?

The code below when run on a device that’s flat on the table shows a red circle (the 'ball') and a line.
When I gently tip the device the circle moves towards the line. When it reaches the line, it stops which is the expected and desired behaviour.
BUT if I keep tipping, the circle moves through the line. I’ve been trying for 2 days to work out why grrr I just want the circle to hit the line and not go through it.
Any ideas? Anything to do with the line being an 'edge'?
Cheers,
Andy
import SpriteKit
import CoreMotion
class GameScene: SKScene, SKPhysicsContactDelegate {
var ball : SKShapeNode!
var line : SKShapeNode!
var motionManager = CMMotionManager()
var destX : CGFloat!
var destY : CGFloat!
let ballRadius = CGFloat(20.0)
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
physicsWorld.contactDelegate = self
ball = SKShapeNode(circleOfRadius: ballRadius)
ball.fillColor = UIColor.redColor()
ball.position = CGPoint(x: frame.size.width/4, y: frame.size.height / 2)
destX = frame.size.width/4
destY = frame.size.height / 2
ball.physicsBody = SKPhysicsBody(circleOfRadius: ballRadius)
addChild(ball)
line = SKShapeNode()
var lineStart = CGPoint(x: frame.size.width/2, y: 0)
var lineEnd = CGPoint(x: frame.size.width/2, y: frame.size.height)
var linePoints = [lineStart, lineEnd]
var linePos : CGMutablePathRef = CGPathCreateMutable()
CGPathAddLines(linePos, nil, linePoints, 2)
line.path = linePos
line.strokeColor = UIColor.blackColor()
line.physicsBody = SKPhysicsBody(edgeFromPoint: lineStart, toPoint: lineEnd)
addChild(line)
}
override func update(currentTime: NSTimeInterval) {
moveBall()
}
func moveBall() {
motionManager.startAccelerometerUpdatesToQueue(
NSOperationQueue.currentQueue(), withHandler: {
data, error in
var currentX = self.ball.position.x
var currentY = self.ball.position.y
self.destY = currentY - CGFloat(data.acceleration.x * 100)
self.destX = currentX + CGFloat(data.acceleration.y * 100)
}
)
ball.position = CGPoint(x: destX, y: destY)
}
}
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let skView = self.view as! SKView
let scene = GameScene(size: CGSizeMake(
skView.bounds.size.width, skView.bounds.size.height))
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}

SKLabel won't show up

Im making a flappy bird type game in swift using sprite kit. The game works fine but I'm trying to make a way to score the game so I set up a variable and SKLabel that adds on to itself whenever a pipe is about half way across the screen. However I cannot get the label to show up any help doing this here is my code:
// flappy rainbow sheep
//
// Created by Heather Arnold on 3/3/15.
// Copyright (c) 2015 ian arnold. All rights reserved.
//
import SpriteKit
class GameScene: SKScene {
var bird = SKSpriteNode()
var pipeUpTexture = SKTexture()
var pipeDownTexture = SKTexture()
var PipeMoveAndRemove = SKAction()
let pipeGap = 225.0
var score: Int = 0
var scoreLabel: SKLabelNode = SKLabelNode(fontNamed:"System-Bold")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
score = 0
//Physics
self.physicsWorld.gravity = CGVectorMake(0.0, -10.0);
//Bird
var BirdTexture = SKTexture(imageNamed:"flappysheep")
BirdTexture.filteringMode = SKTextureFilteringMode.Nearest
bird = SKSpriteNode(texture: BirdTexture)
bird.setScale(0.5)
bird.position = CGPoint(x: self.frame.size.width * 0.35, y: self.frame.size.height * 0.6)
scoreLabel.position.x = 50
scoreLabel.position.y = view.bounds.height - 50
scoreLabel.text = "0"
scoreLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Left
scoreLabel.hidden = false
self.addChild(scoreLabel)
bird.physicsBody = SKPhysicsBody(circleOfRadius:bird.size.height/4.0);
bird.physicsBody?.dynamic = true
bird.physicsBody?.allowsRotation = false
self.addChild(bird)
//off screen
//Ground
var groundTexture = SKTexture(imageNamed:"rainbowobstacle")
var sprite = SKSpriteNode(texture: groundTexture)
sprite.setScale(2.0)
sprite.position = CGPointMake(self.size.width/2.0, sprite.size.height/2.0)
self.addChild(sprite)
var ground = SKNode()
ground.position = CGPointMake(0, groundTexture.size().height)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height * 2.0))
ground.physicsBody?.dynamic = false
self.addChild(ground)
//Pipes
//create the pipes
pipeUpTexture = SKTexture(imageNamed:"rainbowpipe")
pipeDownTexture = SKTexture(imageNamed:"rainbowpipe")
//move pipes
let distanceToMove = CGFloat(self.frame.size.width + 2.0 * pipeUpTexture.size().width)
let movePipes = SKAction.moveByX(-2500, y: 0.0, duration: NSTimeInterval(0.01 * distanceToMove))
let removePipes = SKAction.removeFromParent()
PipeMoveAndRemove = SKAction.sequence([movePipes, removePipes])
//spwan pipes
let spawn = SKAction.runBlock({() in self.spawnPipes()})
let delay = SKAction.waitForDuration(NSTimeInterval(0.2))
let spawnThenDelay = SKAction.sequence([spawn, delay])
let spawnThenDelayForever = SKAction.repeatActionForever(spawnThenDelay)
self.runAction(spawnThenDelayForever)
let pipeUp = SKSpriteNode(texture:pipeUpTexture)
if (pipeUp.position.x + (pipeUp.size.width / 2) < self.view!.bounds.size.width / 2)
{
score++
}
scoreLabel.hidden = false
}
func spawnPipes(){
let pipePair = SKNode()
pipePair.position = CGPointMake(self.frame.size.width + pipeUpTexture.size().width * 2, 0)
pipePair.zPosition = -10
let height = UInt32(self.frame.size.height / 4)
let y = arc4random() % height + height
let pipeDown = SKSpriteNode(texture:pipeDownTexture)
pipeDown.setScale(2.0)
pipeDown.position = CGPointMake(0.0, CGFloat(y) + pipeDown.size.height + CGFloat(pipeGap))
pipeDown.physicsBody = SKPhysicsBody(rectangleOfSize:pipeDown.size)
pipeDown.physicsBody?.dynamic = false
pipePair.addChild(pipeDown)
let pipeUp = SKSpriteNode(texture:pipeUpTexture)
pipeUp.setScale(2.0)
pipeUp.position = CGPointMake(0.0, CGFloat(y))
pipeUp.physicsBody = SKPhysicsBody(rectangleOfSize: pipeUp.size)
pipeUp.physicsBody?.dynamic = false
pipePair.addChild(pipeUp)
pipePair.runAction(PipeMoveAndRemove)
self.addChild(pipePair)
}
class GameScene: SKScene {
let bird = SKSpriteNode()
var gameOver = false
override init(size: CGSize) {
super.init(size: size)
self.bird.position = CGPoint(x: 0, y: 0)
self.addChild(self.bird)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func endGame(){
// restart the game
let gameScene = GameScene(size: self.size)
self.view!.presentScene(gameScene)
}
override func update(currentTime: NSTimeInterval) {
// our bird doesnt intersect the frame,
// we use gameOver bool so we dont call endGame more than once
if !self.frame.intersects(self.bird.frame) && !self.gameOver{
self.gameOver = true
self.endGame()
}
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
bird.physicsBody?.velocity = CGVectorMake(0, 0)
bird.physicsBody?.applyImpulse(CGVectorMake(0, 8))
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
Your label might be covered over by another image. Try setting the SKLabelNode zPosition property to a higher value. Perhaps something like 900.
Try setting the zPosition of the label to one.
scoreLabel.zPosition = 1
This should make the node appear even if another node passes over it.
Here are two other functions that may assist you also:
scoreLabel.color = UIColor.blackColor()//set color to black - you can use any almost color here
scoreLabel.fontSize = 32//changes font size to make label bigger/smaller