Force the SKAction.move to be completed - swift - swift

I'm creating a Snake Game using swift and the library SpriteKit.
To control the direction of the snake, the user has to swipe on the screen. To check which was the direction of the swipe, I use UISwipeGestureRecognizer .
Now, I have to pass the information (direction of the swipe) from the GameViewController.swift file to the GameScene.swift file. To to that, I declare a 4 items array called movesConoller:
movesController[false, false, false, false]
If the user swipes up, the first element of the array turns true, if he scrolls down, the second element turns true and the first one false... etc. etc.
Now, in the GameScene.swift file I have to say what the Snake has to do if the player moves up.
For this reason, I use 2 more variables:
var playerX:CGFloat = 0
var playerY:CGFloat = 0
and then I created this code
if movesController[0] == true {
playerY += 56
}
if movesController[1] == true {
playerY -= 56
}
if movesController[2] == true {
playerX += 56
}
if movesController[3] == true {
playerX -= 56
}
Now I create the movement
let startPoint = CGPoint(x: player.position.x, y: player.position.y )
let endPoint = CGPoint(x: playerX + player.position.x, y: playerY + player.position.y)
let moveIt = SKAction.move(to: endPoint, duration:0.1)
player.run(moveIt)
So, every time the program is executed, the playerX and playerYvariables become equal to 0. Then, based on the direction of the swipe, they are added or subtracted 56.
To move the snake I just say to the head to move from his startPointto his endPoint in 0.1 seconds.
Another thing I added is the tail. To create it I use two arrays, snakeX and snakeY.
To these two empty arrays (of type CGFloat) I add the previous position of the snake and then, if the score remains the same, the last element of each array is deleted. Else, the last element isn't deleted and remains in his array.
Whit this method, I make the tail growing when the snake eats an apple.
BUT the head moves 56 in 0.1seconds. This means that he makes a movement of 8 pixels at each execution. Because of that, I have to add to snakeX and snakeY the X and Y values every 7 execution of the program.
This is the problem. If the player swipes on the screen just after 7 execution of the program, the movement of the tail will be perfect. But if the player swipes before the 7 execution, there will be a problem. Let's suppose the snake is moving right and the player swipes up when the program is at its 4th execution.
//snakeX and snakeY values before the swipe
snakeX[168, 112, 56, 0] //all this numbers are multiple of 56
snakeY[224, 224, 224, 224] //the snake is moving right, the Y value doesn't change.
//snakeX and snakeY values after the swipe
snakeX[168 ,112 ,56 , 0]
snakeY[248, 224, 224, 224] //look at the first element
248 is not a multiple of 56. The snake moved Up at the 4th execution, after 3 execution his position will be added to the arrays. But in 3 execution he had moved of 24pixel.
Because of that, I'll get this bug
as you can see, the tail doesn't make a perfect corner.
The snake head doesn't complete his movement of 56 pixels. When I swipe, it leaves his movement and starts another one. Is there a way I can tell the head to always complete his movement before doing another one?

You're sort of trying to use a pixel-based approach to what's basically a grid-based game, but maybe something like this will work...
Make a variable controlling whether movement is allowed:
var moveAllowed = true
Guard your movement code with that variable:
if moveAllowed {
if movesController[0] == true {
playerY += 56
}
...
}
When you schedule the movement action, toggle moveAllowed, and add a completion handler to toggle it back after the action finishes:
...
moveAllowed = false
let moveIt = SKAction.move(to: endPoint, duration:0.1)
player.run(moveIt) { self.moveAllowed = true }
(The self.moveAllowed might be just moveAllowed depending on how you have things structured, but I can't tell from your fragments.)
Edit: I just realized that maybe you're setting snakeX and snakeY based on player.position. It's not really clear. In any case, then you'd use the same idea but copying from player.position only when moveAllowed is true. Basically that variable is telling you if the action is still running or not.

Related

Adding SKShapeNodes - using while loop blanks UI

I have a game which is running well but as soon as I introduce a while loop my entire UI goes blank.
I have some code which generates a sprite from an array and moves it down the screen
func addALetter() {
let randomX = CGFloat.random(in: 50...size.width - 50)
let shrink = SKAction.scale(to: 0.1, duration: 0.01)
let grow = SKAction.scale(to: 1, duration: 0.5)
let wait = SKAction.wait(forDuration: 0.7)
let spawn = SKAction.move(to: CGPoint(x: randomX, y: size.height - tileSize), duration: 0.001)
let move = SKAction.moveTo(y: -500, duration: 7)
let sequence = SKAction.sequence([shrink, spawn, grow, move, wait])
// scroll through the lettersArray
if activeLetter < lettersArray.count - 1 {
bubbles[activeLetter].removeAllActions()
bubbles[activeLetter].run(sequence)
activeLetter += 1
} else {
// go back to first in letter array
activeLetter = 0
bubbles[activeLetter].removeAllActions()
bubbles[activeLetter].run(sequence)
}
}
It is working fine triggered using an SKAction in my didMove to view run(SKAction.repeatForever(SKAction.sequence([SKAction.run(addALetter), SKAction.wait(forDuration: spawnTime)])))
but I have problems with that as I get to the end of the array because the action repeats too frequently making sprites disappear before I want them too.
So I tried using a while loop instead...
while gameOn == true {
addALetter()
}
to repeat the action. But then I get a completely blank UI - I assume because it's then stuck in the loop there's no time to update the UI?
Looking for a solid way to repeat the function that I can vary the frequency as the array gets to low numbers
It seems likely that the problem is that spawnTime is small enough that you're wrapping around through the letters too quickly and start doing bubbles[activeLetter].removeAllActions() before the bubble's previous action sequence has finished.
I think the most best way to deal with this sort of situation is to coordinate through completion blocks. I.e., use the run method with a closure to be called after the action finishes, https://developer.apple.com/documentation/spritekit/sknode/1483103-run. That way you don't wind up trying to adjust delays explicitly in an effort to keep actions from being prematurely cancelled. The completion blocks will update state that you can use to coordinate, or they can run other actions directly.
It's not clear from your question what behavior you want. But, e.g., you might have addALetter set a flag for the bubble when it starts the action sequence and include a completion block for the sequence to clear the flag. Then before addALetter restarts the sequence for a bubble it can make sure that the flag is clear; if it's not (the bubble is still running the previous sequence), just return without doing anything.

Infinite Background problem with division SpriteKit

I've been trying to implement an infinite background animation, which should change between 4 images of equal height and then repeat the sequence. However, it does not seem to work properly.
Note anchorPoint = CGPoint(x: 0.5, y: 0)
func updateBackground(currentTime: TimeInterval){
var delta: CGFloat = 0.0
if lastUpdate != nil {
delta = CGFloat(currentTime - lastUpdate)
}
//First increment position
activeBackground1.position.y += delta*backgroundVelocity
activeBackground2.position.y += delta*backgroundVelocity
//Detect bounds surpass
if activeBackground1.position.y > activeBackground1.size.height + screen.height/2 {
lastSky = (lastSky + 1)%4
sky1 = SKTexture(imageNamed: "sky" + String(lastSky))
activeBackground1.texture = sky1
//Reposition: background1 new position is equal to minus the entire height of
//background2 + its y size.
activeBackground1.position.y = -abs(activeBackground2.size.height-activeBackground2.position.y)
}
if activeBackground2.position.y > activeBackground2.size.height + screen.height/2 {
lastSky = (lastSky + 1)%4
sky1 = SKTexture(imageNamed: "sky" + String(lastSky))
activeBackground2.texture = sky1
activeBackground2.position.y = -abs(activeBackground1.size.height-activeBackground1.position.y)
}
}
The update algorithm works fine, but when it is needed to reposition one of the two background, it seems there is an offset of about 10.0 CGFloat from one background to another. What am I doing wrong?
EDIT: It turned out that the error was located in my image, which presented some blank rows and therefore generated visualisation glitches. So my code works perfectly.
I do the test and most likely you should use something like:
activeBackground2.position.y = activeBackground1.size.height + activeBackground1.position.y
instead of
activeBackground2.position.y = -abs(activeBackground1.size.height-activeBackground1.position.y)
I did this example and it works correctly: https://github.com/Maetschl/SpriteKitExamples/tree/master/InfiniteBackground/InfiniteBackground
Feel free to see and use.
Your problem is floating point math causing rounding errors. I am on a phone right now so I can’t wrote code, but what you want to do is have 1 parent SKNode to handle your entire background.
Add your background slivers to the parent node.
You then place the moving action on the parent only.
As each sliver leaves the screen, you take the sliver, and move it to the end of the other slivers.
This jumping should always be done with integer math, leaving no holes.
Basically:
The floating point moving math is done on the parent node.
The integer based tile jumping is done on each of the slivers.

SKSpriteNodes spawning in the wrong place - is the game scene itself moving?

[Long post ahead.]
I'm really confused as to why this is happening.
I have a game in which sprites (SKSpriteNodes) spawn at regular-ish intervals off the right side of the screen and move to the left.
The spawning sprites are children of a 'world' SKSpriteNode, which is a child of the game scene. The world is declared here (in didMove(to: view)):
world = self.childNode(withName: "world") as! SKSpriteNode
The spawns are added to the 'world' like this:
nowSpawn.position = CGPoint(x: 350, y: 0)
world.addChild(nowSpawn)
nowSpawn.run(SKAction.moveBy(x: -1000, y: 0, duration: 10))
This spawn-adding is inside the function addSpawn() which is called in another function called spawnDelays() that calculates the slight variations in intervals at which to add the spawns. spawnDelays() is called in didMove(to : view):
func spawnDelays () {
let randDuration = Double(arc4random_uniform(UInt32(2))) + (universalDuration/8)
let rerunSpawnDelays = SKAction.run{spawnDelays()}
run(SKAction.sequence([
SKAction.run(addSpawn),
SKAction.wait(forDuration: Double(randDuration)),
rerunSpawnDelays,
]), withKey: "spawning"
)
}
spawnDelays()
However, something weird is happening. For about the first 10-15 spawns it works as expected, with the spawns emerging from the right of the screen and moving to the left. However, soon after, the spawns start appearing further to the left (i.e. on screen), and keep appearing further to the left until they are completely off the left side of the screen.
To try and see what's going on, I've been printing the .position of each spawn and also of the world sprite every time a new spawn appears. However, even if the spawn is spawning in the wrong place (e.g. in the middle of the screen, whose position would be near (0,0)), the console still prints its position as being (350, 0) - i.e. the position where I add the spawns.
To check that the world sprite isn't moving, I've also been printing its position every time a spawn is spawned - and it is consistently (0.0000.., 0.0....).
My only possible explanation is that the world's parent - which is the game scene - is inching leftwards, and therefore the relative position of all the children sprites is shifted to the left. But that makes no sense.

Prevent SKPhysicsBody From Pushing SKSpriteNode Upwards

I currently have two SKSpriteNodes on top of each other like so (The white part is one and the brown round circle part is the other one):
The white part is positioned 1/3 the way down on top of the round brown sprite node. In the picture, the brown round part has a SKPhysicsBody applied to it already as seen by the light blue outline around it. When I add a SKPhysicsBody around the top ovalish white part it pushes it up and not in the position I wanted it.
How can I have a SKPhysics body coving both bodies of sprites but not have the physics bodies push on one another which makes the white part move upwards? I would like the white part to stay in the position it was in the first image.
Thanks for anyone help!
Here's the code I used for the SKPhysicsBody's:
// create, position, scale & add the round body
roundBody = SKSpriteNode( imageNamed: "roundBody" )
roundBody.position = CGPoint( x: 207, y: 70 )
roundBody.zPosition = 1
roundBody.xScale = 0.3
roundBody.yScale = 0.3
// add sprite node to view
self.addChild( roundBody )
// create, position, scale & add the head
theHead!.position = CGPoint( x: 207, y: roundBody.frame.maxY / 1.15 )
theHead!.zPosition = 2
theHead!.xScale = 0.3
theHead!.yScale = 0.3
// setting up a SKPhysicsBody for the round body
roundBody.physicsBody = SKPhysicsBody( circleOfRadius: roundBody.size.width / 4 )
roundBody.physicsBody!.dynamic = true
roundBody.physicsBody!.affectedByGravity = true
roundBody.physicsBody!.allowsRotation = false
roundBody.physicsBody!.pinned = false
// setting up a SKPhysicsBody for the head
theHead!.physicsBody = SKPhysicsBody(circleOfRadius: theHead!.size.width / 2 )
theHead!.physicsBody!.dynamic = true
theHead!.physicsBody!.affectedByGravity = false
theHead!.physicsBody!.allowsRotation = false
theHead!.physicsBody!.pinned = false
I was able to figure out that if you use SKPhysicsJointPin it does the exact thing I needed! (Which was to basically pin a sprite head on it's body and share a physics body)
let joinTogether = SKPhysicsJointPin.jointWithBodyA(
roundBody.physicsBody!,
bodyB:theHead!.physicsBody!,
anchor: GPointMake(CGRectGetMidX(roundBody.frame),
CGRectGetMinY(theHead!.frame)))
scene!.physicsWorld.addJoint(joint)
Hope this helps someone in the future!
If you never want it to move, set it's .dynamic property to false. Then other objects may or may not bounce/collide with it (depending upon their collisionBitMask) but it won't move in response to those collisions.
Your own answer is correct and a better solution but just to explain further.
The reason of the bodies colliding is that by default a physics body's collision bit mask is set to all categories which means it will collide with everything. In your code you are not calling
roundBody.physicsBody?.collisionBitMask = ...
which is why its using the default values.
To change that you could give your body and head a different collisionBitMask.
Im sure you will deal with this sooner or later when you handle collisions
Also as a tip it's a better idea to not force unwrap the physics bodies unless you have too, even though you know they exist. So you should replace your ! with ? whenever possible.

Pygame check for collisions with the top most foreground rect

I have 10 sprites which I objects of the main sprite I wrote with different images and starting positions etc. But they all behave the same way. They are sub sprites of the main sprite.
I want to be able to hold mouse click on one's rect and move it round the screen which works perfectly fine. But the problem is they all have the same controls click and drag to move them. So if I am clicking on one of the sprite rects and I drag it over another one it picks it up as well. And I don't want that to happen.
Is there a way to only check for collisions with the top most foreground rect or if someone could explain a way of doing this that would achieve similar results. I have had a look at the rect documentation but I can't find a solution.
def update(self,):
self.move(self.rect)
def move(self,rect):
if pygame.mouse.get_pressed() == (1, 0, 0) and the_rect.collidepoint(pygame.mouse.get_pos()):
self.state = 1
elif pygame.mouse.get_pressed() == (0, 0, 0) and the_rect.collidepoint(pygame.mouse.get_pos()):
self.state = 0
if self.state == 0:
the_rect.centerx = the_rect.centerx
the_rect.centery = the_rect.centery
elif self.state == 1:
(the_rect.centerx, the_rect.centery) = pygame.mouse.get_pos()
Rather than using the pygame.mouse.get_pressed() function, use the event queue and check for a pygame.MOUSEBUTTONDOWN event. It will only get fired once when the button is first pressed.