Velocity meters per second or pixels per second? - sprite-kit

apple documentation gives a physics bodies velocity as in meters per second.
If this is true is there a relationship between pixels and meters? and if there is, what is it?
or is this an error in the documentation and its really pixels per second?

I wrote a small program to try to work this out and got an answer of 135 points to the metre.
https://stackoverflow.com/a/37523818/1430420
Edit: Here is the program for anyone to check to see if my maths is off
//
// GameScene.swift
// gravityTest
//
// Created by Steve Ives on 30/05/2016.
// Copyright (c) 2016 Steve Ives. All rights reserved.
//
import SpriteKit
class GameScene: SKScene {
// var elapsedTime: CFTimeInterval = 0.0
var timeOfLastUpdate: CFTimeInterval = 0.0
var updateCount = 0
let sprite = SKSpriteNode(imageNamed:"Spaceship")
override func didMove(to view: SKView) {
/* Setup your scene here */
// physicsWorld.gravity = CGVectorMake(-9.8, 0)
let location = CGPoint(x: (scene?.frame.midX)!, y: (scene?.frame.midY)!)
sprite.xScale = 0.5
sprite.yScale = 0.5
sprite.physicsBody = SKPhysicsBody(rectangleOf: sprite.size)
sprite.physicsBody?.isDynamic = true
sprite.position = location
self.addChild(sprite)
}
override func update(_ currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
updateCount += 1
if (currentTime - timeOfLastUpdate) < 1 {return}
// if (timeOfLastUpdate - currentTime > 1.0) {
print("\(updateCount) - Time : \(currentTime) \(currentTime-timeOfLastUpdate) Location is : \(sprite.position) Velocity is : \(sprite.physicsBody!.velocity)")
// }
timeOfLastUpdate = currentTime
}
}

I used playground to calculate my distance. I am getting around 150
We know distance is d = (gt^2)/2 where g is gravity and t is time.
d = (9.8m/t^2)(t^2)/2
d = (9.8m)/2
d = 4.9m
In 1 second, we would travel 4.9m
In our case, we travelled 765.9298706054688 points.
765.9298706054688/4.9 gets us around 156.312218491.
Ideally, we would have travelled 735 points, not sure what in my code could cause a 30 point difference, I suspect it has to do with SKAction
//: A SpriteKit based Playground
import PlaygroundSupport
import SpriteKit
class GameScene: SKScene {
private var testNode = SKSpriteNode(color: .red, size: CGSize(width: 20, height: 20))
private var flag = false
private var time : CGFloat = 0
private var beginTest = false
override func didMove(to view: SKView) {
}
#objc static override var supportsSecureCoding: Bool {
// SKNode conforms to NSSecureCoding, so any subclass going
// through the decoding process must support secure coding
get {
return true
}
}
func touchDown(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
testNode = SKSpriteNode(color: .red, size: CGSize(width: 20, height: 20))
let physicsBody = SKPhysicsBody(rectangleOf: testNode.size)
physicsBody.angularDamping = 0
physicsBody.linearDamping = 0
physicsBody.friction = 0
testNode.physicsBody = physicsBody
let action = SKAction.customAction(withDuration: 2)
{
node,elapsedTime in
if elapsedTime >= 1 && !self.flag && self.time == 0{
self.flag = true
self.time = elapsedTime
}
}
testNode.run(action)
beginTest = true
}
override func update(_ currentTime: TimeInterval) {
if beginTest{
beginTest = false
addChild(testNode)
}
}
override func didFinishUpdate() {
}
override func didApplyConstraints() {
if flag{
let position = CGPoint(x:testNode.position.x,y:-testNode.position.y)
print("Node traveled \(position.y) points over \(time) seconds with a velocity of \(testNode.physicsBody!.velocity)")
let pointsPerMeter = -testNode.physicsBody!.velocity.dy/9.8
print("Node traveled \(pointsPerMeter) points per meter over \(time) seconds with a velocity of \(testNode.physicsBody!.velocity)")
flag = false
testNode.removeFromParent()
time = 0
}
}
}
// Load the SKScene from 'GameScene.sks'
let sceneView = SKView(frame: CGRect(x:0 , y:0, width: 640, height: 480))
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
sceneView.presentScene(scene)
}
PlaygroundSupport.PlaygroundPage.current.liveView = sceneView
Node traveled 765.9298706054688 points over 1.0 seconds with a velocity of (0.0, -1494.4998779296875)
Node traveled 152.49998754384566 points per meter over 1.0 seconds with a velocity of (0.0, -1494.4998779296875)

An answer to anyone and myself
There is nothing to really define a pixel within apples SKSpriteKit, this is a misnomer in my question. A point on the other hand is well defined.
Everybody probably already knows this but if you attach a SKPhysicsBody to a Node and assign the following properties:
seg.physicsBody?.isDynamic = true
seg.physicsBody?.affectedByGravity = false
seg.physicsBody?.allowsRotation = false
seg.physicsBody?.usesPreciseCollisionDetection = true
seg.physicsBody?.mass = 0
seg.physicsBody?.restitution = 1
seg.physicsBody?.linearDamping = 0
Then applying a velocity dy component of 200 results in the object moving at 200 points per second. This says to me that with all external forces remove Sprite kits physics world translates to 1m/s = 1point/s.

Related

Swift / SpriteKit Collision producing varying results

I have a small test project (my first using Swift / XCode) which is designed to move me away from HTML5 and Canvas for game production.
The code compiles and runs fine. I use my iPhone as the test device rather than the built in simulator.
The symptoms of the problem are
that the lasers being repeatedly fired from the player's ship appear to occasionally bend around the aliens
the names being pulled out from the nodes are being shown as their default names not the names I assigned to them at creation
In some cases the collision works fine and the alien explosion is generated and the alien sprite node is removed from the scene.
I have named the alien nodes "alien" and the laser nodes "laser".
Both have their contactTestBitMask set to the same value.
Here is my GameScene.swift code:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var lastUpdateTime: TimeInterval = 0
var delta: TimeInterval = 0
var sp_player: SKSpriteNode!
var stars: SKSpriteNode!
var deeperstars: SKSpriteNode!
var laser: SKSpriteNode!
var alien: SKSpriteNode!
var explosionSplat1: SKSpriteNode!
var playerScore: UInt32!
struct PhysicsCategory {
static let base:UInt32 = 0x1 << 0
static let alien:UInt32 = 0x1 << 1
static let laser:UInt32 = 0x1 << 2
static let player:UInt32 = 0x1 << 3
}
override func didMove(to view: SKView) { // called when the scene is presented into view (happens only once)
playerScore = 0
physicsWorld.contactDelegate = self
physicsWorld.gravity = .zero
// BACKGROUND
backgroundColor = UIColor(red: 0/255, green: 0/255, blue: 48/255, alpha: 1.0)
print("Background color is set")
// WRAP THE STARFIELDS
// Front most layer of stars
let starsTexture = SKTexture(imageNamed: "stars.png")
let bgAnimation = SKAction.move(by: CGVector(dx: 0, dy: -starsTexture.size().height), duration: 5)
let bgReset = SKAction.move(by: CGVector(dx: 0, dy: starsTexture.size().height), duration: 0)
let bgConstantMotion = SKAction.repeatForever(SKAction.sequence([bgAnimation,bgReset]))
// Back layer of slower stars
let deeperStarsTexture = SKTexture(imageNamed: "stars-deeper.png")
let deeperStarsbgAnimation = SKAction.move(by: CGVector(dx: 0, dy: -deeperStarsTexture.size().height), duration: 8)
let deeperStarsbgReset = SKAction.move(by: CGVector(dx: 0, dy: deeperStarsTexture.size().height), duration: 0)
let deeperStarsbgConstantMotion = SKAction.repeatForever(SKAction.sequence([deeperStarsbgAnimation,deeperStarsbgReset]))
var i: CGFloat = 0
while i < 3
{
stars = SKSpriteNode(texture: starsTexture)
stars.position = CGPoint(x: frame.midX, y: starsTexture.size().height * i)
stars.size.height = frame.height
stars.run(bgConstantMotion)
stars.zPosition = -1
addChild(stars)
deeperstars = SKSpriteNode(texture: deeperStarsTexture)
deeperstars.position = CGPoint(x: frame.midX, y: deeperStarsTexture.size().height * i)
deeperstars.size.height = frame.height
deeperstars.run(deeperStarsbgConstantMotion)
deeperstars.zPosition = -1
addChild(deeperstars)
i += 1
}
// PLAYER
let playerTexture1 = SKTexture(imageNamed: "player-1.png")
let playerTexture2 = SKTexture(imageNamed: "player-2.png")
let playerAnimation = SKAction.animate(with: [playerTexture1, playerTexture2], timePerFrame: 0.2)
let constantAnimation = SKAction.repeatForever(playerAnimation)
sp_player = SKSpriteNode(texture: playerTexture1)
sp_player.position = CGPoint(x: frame.midX, y: (sp_player.size.height * 2))
sp_player.physicsBody = SKPhysicsBody(rectangleOf: sp_player.size)
sp_player.physicsBody!.isDynamic = false
sp_player.name = "player"
sp_player.run(constantAnimation)
addChild(sp_player)
// PLACE ALIENS
let alienTexture1 = SKTexture(imageNamed: "alien-1a.png")
let alienTexture2 = SKTexture(imageNamed: "alien-1b.png")
let alienAnimation = SKAction.animate(with: [alienTexture1, alienTexture2], timePerFrame: 0.4)
let constantAlienAnimation = SKAction.repeatForever(alienAnimation)
var x: CGFloat = 0, y: CGFloat = 0
while y < 6
{
while x < 6
{
alien = SKSpriteNode(texture: alienTexture1)
alien.position = CGPoint(x: 32 + (x * alien.size.width), y: (frame.size.height - (alien.size.height * 1.5) - (alien.size.height * y)))
print("Setting y to \(frame.size.height - (alien.size.height * y))")
alien.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: alien.size.width, height: alien.size.height))
alien.physicsBody!.isDynamic = false
alien.name = "alien"
alien.physicsBody!.contactTestBitMask = PhysicsCategory.laser
alien.run(constantAlienAnimation)
addChild(alien)
x += 1
}
y += 1
x = 0
}
print("Sprites added to scene")
spawnLasers()
}
func spawnLasers()
{
let delay1 = SKAction.wait(forDuration: 0.5)
let spawn = SKAction.run {
let laserTexture = SKTexture(imageNamed: "laser-1.png")
self.laser = SKSpriteNode(texture: laserTexture)
self.laser.position = CGPoint(x: self.sp_player.position.x, y: self.sp_player.position.y + self.sp_player.size.height)
self.laser.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: self.laser.size.width, height: self.laser.size.height))
self.laser.physicsBody!.isDynamic = true
self.laser.physicsBody!.linearDamping = 0
self.laser.physicsBody!.allowsRotation = false
self.laser.physicsBody!.contactTestBitMask = PhysicsCategory.laser
self.laser.name = "laser"
self.addChild(self.laser)
let shoot = SKAction.moveTo(y: self.frame.size.height, duration: 1)
let killLaser = SKAction.removeFromParent()
let handleLaser = SKAction.sequence([shoot,killLaser])
self.laser.run(handleLaser)
}
let action = SKAction.sequence([delay1,spawn])
let constantLasers = SKAction.repeatForever(action)
self.run(constantLasers)
}
func didBegin(_ contact: SKPhysicsContact) {
var check: UInt32 = 0
if contact.bodyA.node != nil
{
check += 1
}
if contact.bodyB.node != nil
{
check += 1
}
if check == 2
{
if contact.bodyA.node!.name == "alien" && contact.bodyB.node!.name == "laser"
{
// EXPLOSION
let explosionSplatTexture1 = SKTexture(imageNamed: "explosion-1a.png")
let explosionSplatTexture2 = SKTexture(imageNamed: "explosion-1b.png")
let explosionSplatTexture3 = SKTexture(imageNamed: "explosion-1c.png")
let explosionSplatTexture4 = SKTexture(imageNamed: "explosion-1d.png")
let explosionSplatAnimation = SKAction.animate(with: [explosionSplatTexture1, explosionSplatTexture2, explosionSplatTexture3, explosionSplatTexture4], timePerFrame: 0.1)
let killExplosion = SKAction.removeFromParent()
let explosionSequence = SKAction.sequence([explosionSplatAnimation,killExplosion])
explosionSplat1 = SKSpriteNode(texture: explosionSplatTexture1)
explosionSplat1.name = "explosion"
explosionSplat1.position = CGPoint(x: contact.bodyA.node!.position.x, y: contact.bodyA.node!.position.y)
addChild(explosionSplat1)
explosionSplat1.run(explosionSequence)
self.playerScore += 1
print("Score: \(self.playerScore!)")
contact.bodyA.node?.removeFromParent()
print("Alien named \(contact.bodyA.node?.name ?? "defaultAlienName") from scene")
contact.bodyB.node?.removeFromParent()
print("Laser named \(contact.bodyB.node?.name ?? "defaultLaserName") from scene")
}
}
}
func didEnd(_ contact: SKPhysicsContact) {
//print("Contact ended between \(contact.bodyA) and \(contact.bodyB)")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
// if let touch = touches.first {
// let position = touch.location(in: view)
// storedTouch = position
// }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?)
{
if let touch = touches.first {
let position = touch.location(in: view)
var playerpos: CGPoint!
playerpos = sp_player.position
let pl_move = SKAction.move(to: CGPoint(x: position.x, y: playerpos.y), duration: 0.1)
sp_player.run(pl_move)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?)
{
/*
Need to figure out how to use storedTouch properly
to move player relative to the screen touch co-ordinates
*/
// if let touch = touches.first {
// let position = touch.location(in: view)
// }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if (lastUpdateTime > 0)
{
delta = currentTime - lastUpdateTime
} else {
delta = 0
}
lastUpdateTime = currentTime
}
}
When the game runs it produces this screen:
You can see the unexpected laser behavior here:
In my diags I get the following output from the collision function:
Score: 1
Alien named defaultAlienName removed from scene
Laser named laser removed from scene
Score: 2
Alien named defaultAlienName removed from scene
Laser named laser removed from scene
Score: 3
Alien named defaultAlienName removed from scene
Laser named laser removed from scene
Score: 4
Alien named defaultAlienName removed from scene
Laser named defaultLaserName removed from scene
Score: 5
Alien named defaultAlienName removed from scene
Laser named defaultLaserName removed from scene
Score: 6
Alien named defaultAlienName removed from scene
Laser named defaultLaserName removed from scene
This is most likely my complete lack of understanding for optionals and how collision actually works. I'd be super grateful for any insights.
In your alien loop, as well as spawnLasers(), you are not giving the sprite nodes an actual PhysicsBody category. For sprites to be able to detect contact between one another, they need a category name and a contact name.
So in your while loop (building the aliens), you need to have this:
alien.physicsBody!.categoryBitMask = PhysicsCategory.alien
alien.physicsBody!.contactTestBitMask = PhysicsCategory.laser
And in spawnLasers(), you want this added:
self.laser.physicsBody!.categoryBitMask = PhysicsCategory.laser
and change the contactTestBitMask to alien, not laser:
self.laser.physicsBody!.contactTestBitMask = PhysicsCategory.alien
Hopefully you can see that the alien category wants to know when lasers touch, and the laser category wants to know when the aliens touch.
To visually help you, turn on the show physics option, this way you can see the actual physics bodies you are dealing with.
To do this, in your GameViewController (or similar), find:
showsFPS = true
showsNodeCount = true
You want to add the following:
showsPhysics = true
This will help with seeing the actual physics bodies on screen.
In:
func didBegin(_ contact: SKPhysicsContact)
you are only testing for BodyA being alien and BodyB being laser.
This is the contact test:
if contact.bodyA.node!.name == "alien" && contact.bodyB.node!.name == "laser"
I believe BodyA could be laser and BodyB be alien. Basically the physics engine contact events could be "A hitting B", or "B hitting A".
Therefore, a quick and dirty solution is to create another if statement below the current one, but changing the body names, so:
if contact.bodyA.node!.name == "laser" && contact.bodyB.node!.name == "alien" {
and duplicate the code from your existing if statement, and changing the two print statements.
This isn't the ideal way to do it, but hopefully when you tidy it up you'll get an understanding of what the physics contact is doing.
I am hoping once you have implmented the above, you will be in a much better shape.

Rotate a sprite along an axis

In SpriteKit I need to rotate a sprite along an axis (e.g. the one that passes through the center of the sprite) just like a wheel to be spinned by the user.
I tried to use applyTorque function (to apply a force that is only angular and not linear), but I cannot handle the different forces caused by different movements on the screen (longer the touch on the screen, stronger the force to apply).
Can someone help me to understand how to deal with this problem?
Here is an answer that spins a ball according to how fast you swipe left / right:
class GameScene: SKScene {
let speedLabel = SKLabelNode(text: "Speed: 0")
let wheel = SKShapeNode(circleOfRadius: 25)
var recognizer: UIPanGestureRecognizer!
func pan(recognizer: UIPanGestureRecognizer) {
let velocity = recognizer.velocity(in: view!).x
// Play with this value until if feels right to you.
let adjustor = CGFloat(60)
let speed = velocity / adjustor
wheel.physicsBody!.angularVelocity = -speed
}
// Scene setup:
override func didMove(to view: SKView) {
removeAllChildren()
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
wheel.fillColor = .blue
wheel.physicsBody = SKPhysicsBody(circleOfRadius: 25)
wheel.physicsBody!.affectedByGravity = false
let wheelDot = SKSpriteNode(color: .gray, size: CGSize(width: 5, height:5))
wheel.addChild(wheelDot)
wheelDot.position.y += 20
wheel.setScale(3)
speedLabel.setScale(3)
speedLabel.position.y = (frame.maxY - speedLabel.frame.size.height / 2) - 45
recognizer = UIPanGestureRecognizer(target: self, action: #selector(pan))
view.addGestureRecognizer(recognizer)
addChild(wheel)
addChild(speedLabel)
}
override func didSimulatePhysics() {
speedLabel.text = "Speed: \(abs(Int(wheel.physicsBody!.angularVelocity)))"
}
}
Here is a basic example of spinning a wheel clockwise or counterclockwise depending on if you press on left / right side of screen. Hold to increase speed:
class GameScene : SKScene {
enum Direction { case left, right }
var directionToMove: Direction?
let wheel = SKShapeNode(circleOfRadius: 25)
let speedLabel = SKLabelNode(text: "Speed: 0")
override func didMove(to view: SKView) {
// Scene setup:
anchorPoint = CGPoint(x: 0.5, y: 0.5)
removeAllChildren()
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
wheel.fillColor = .blue
wheel.physicsBody = SKPhysicsBody(circleOfRadius: 25)
wheel.physicsBody!.affectedByGravity = false
let wheelDot = SKSpriteNode(color: .gray, size: CGSize(width: 5, height:5))
wheel.addChild(wheelDot)
wheelDot.position.y += 20
wheel.setScale(3)
speedLabel.setScale(3)
speedLabel.position.y = (frame.maxY - speedLabel.frame.size.height / 2) - 45
addChild(wheel)
addChild(speedLabel)
}
// Change this to touchesBegan for iOS:
override func mouseDown(with event: NSEvent) {
// Change this to touches.first!.location(in: self) for iOS.
let location = event.location(in: self)
// Determine if touch left or right side:
if location.x > 0 {
directionToMove = .right
}
else if location.x < 0 {
directionToMove = .left
}
}
override func mouseUp(with event: NSEvent) {
// Stop applying gas:
directionToMove = nil
print("lol")
}
override func update(_ currentTime: TimeInterval) {
// This is how much speed we gain each frame:
let torque = CGFloat(0.01)
guard let direction = directionToMove else { return }
// Apply torque in the proper direction
switch direction {
case .left:
wheel.physicsBody!.applyTorque(torque)
case .right:
wheel.physicsBody!.applyTorque(-torque)
}
}
override func didSimulatePhysics() {
// Speedometer:
speedLabel.text = "Speed: \(abs(Int(wheel.physicsBody!.angularVelocity)))"
}
}

how come sprites start flashing?

SO I created a game where you tap balls to make them jump up. You get a point for every tap. Why do my sprites start flashing when I reach 10 points. I'm thinking it has something to do with the update(timeInterval) method. It may be a bug or bad coding.
import SpriteKit
class GameScene: SKScene {
let backgroundNode = SKSpriteNode(imageNamed: "redbackground")
override func didMoveToView(view: SKView) {
backgroundNode.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
self.addChild(backgroundNode)
//=======Ball 1=======//
let ball = Ball()
ball.position = CGPoint(x:self.frame.midX, y:440)
addChild(ball)
ball.physicsBody = SKPhysicsBody(circleOfRadius: 90)
ball.physicsBody?.dynamic = true
ball.physicsBody?.allowsRotation = false
ball.physicsBody?.friction = 0
ball.physicsBody?.angularDamping = 0
ball.physicsBody?.linearDamping = 0
ball.physicsBody?.usesPreciseCollisionDetection = true
ball.physicsBody!.categoryBitMask = 0
}
class Ball: SKSpriteNode {
init() {
let texture = SKTexture(imageNamed: "Ball")
super.init(texture: texture, color: .clearColor(), size: texture.size())
userInteractionEnabled = true
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let scene = self.scene as! GameScene
scene.score += 1
physicsBody?.velocity = CGVectorMake(0, 100)
physicsBody?.applyImpulse(CGVectorMake(0, 900))
}
override func update(currentTime: CFTimeInterval) {
if (score >= 10){
self.backgroundNode.texture = SKTexture(imageNamed: "orangebackground")
}
if (score >= 20){
self.backgroundNode.texture = SKTexture(imageNamed: "yellowbackground")
}
if (score >= 30) {
self.backgroundNode.texture = SKTexture(imageNamed: "greenbackground")
}
}
See this to see what I mean.(Click or tap link)
This shows the sprites flashing at 10 points
thanks in advance, Jordan
Instead of changing the background image in update, you can add a property observer to score that changes the background only when the score reaches specific values. For example:
let backgroundNames = ["orangebackground","yellowbackground","greenbackground"]
// The didSet observer is called when the score is updated
var score:Int = 0 {
didSet {
// Check if score is divisible by 10
if score % 10 == 0 {
// Determine the array index
let index = score / 10
// Wrap to avoid index out of range
let name = backgroundNames[index % backgroundNames.count]
print (name)
}
}
}
That said, the flashing could be caused by the order in which the nodes are rendered. From Apple's documentation,
...with [ignoresSiblingOrder = true], you cannot predict the
rendering order for nodes that share the same height. The rendering
order may change each time a new frame is rendered.
You can resolve this by setting the zPosition of the background to a negative value, for example
self.backgroundNode.zPosition = -100
so the background is always drawn before the game nodes.
It is flashing because of this
override func update(currentTime: CFTimeInterval) {
if (score >= 10){
self.backgroundNode.texture = SKTexture(imageNamed: "orangebackground")
}
if (score >= 20){
self.backgroundNode.texture = SKTexture(imageNamed: "yellowbackground")
}
if (score >= 30) {
self.backgroundNode.texture = SKTexture(imageNamed: "greenbackground")
}
}
Infact inside the update method, when the score become >= 10, you are updating the texture EVERY FRAME.
This is absolutely wrong.
If you want to update the texture just do it when you need to change it (e.g. when the score goes from 9 to 10, or from 19 to 20 or from 29 to 30.).
But there's no point in updating the texture when it stays at 10 of when it goes from 10 to 11 since you will update it with another texture which is the same.
How can you do it?
Just create a shouldUpdateTexture: Bool = false property, then each time you update the score, if the score goes from 9 to 10 or 19 to 20 or 29 to 30 then turn shouldUpdateTexture to true.
Finally inside the update method check if shouldUpdateTexture is true, in this case set it back to false and update the texture.
Full code
class GameScene: SKScene {
private var score = 0 {
didSet {
shouldUpdateTexture = oldValue < 10 && score >= 10 || oldValue < 20 && score >= 20 || oldValue < 30 && score >= 30
}
}
private var shouldUpdateTexture = false
private var backgroundNode = SKSpriteNode(imageNamed: "defaultbackground")
override func update(currentTime: CFTimeInterval) {
if shouldUpdateTexture {
shouldUpdateTexture = false
switch score {
case 10...19: backgroundNode.texture = SKTexture(imageNamed: "orangebackground")
case 20...29: backgroundNode.texture = SKTexture(imageNamed: "yellowbackground")
case 30...Int.max: backgroundNode.texture = SKTexture(imageNamed: "yellowbackground")
default: break
}
}
}
}
That's it.
Update
As #Knight0fDragon pointed out, it would probably be faster moving the code I put into the update method into the didSet.
Pros: this way you don't need to perform a boolean equality check every frame
Cons: if you change the score value multiple times within the same frame you will perform multiple loads of the texture.
Just an alternative that allows for multiple changes in score to happen, without flooding the update function with unnecessary code
class GameScene: SKScene {
private var score = 0 {
didSet {
///if a change in the 10s happen, then update texture
if(score/10 > oldValue/10)
{
switch score{
case 10...19: backgroundNode.texture = SKTexture(imageNamed: "orangebackground")
case 20...29: backgroundNode.texture = SKTexture(imageNamed: "yellowbackground")
case 30...Int.max: backgroundNode.texture = SKTexture(imageNamed: "greenbackground")
default: break
}
}
}
}
private var shouldUpdateTexture = false
private var backgroundNode = SKSpriteNode(imageNamed: "defaultbackground")
}
Then for optimization: (Not really needed, but may help with how you think about code)
class GameScene: SKScene {
let bgTextures = [SKTexture(imageNamed: "orangebackground"),SKTexture(imageNamed: "yellowbackground"),SKTexture(imageNamed: "greenbackground")]
private var score = 0 {
didSet {
///if a change in the 10s happen, then update texture
let bgIndex = score / 10
if((bgIndex > oldValue/10) && score < bgTextures.count * 10)
{
backgroundNode.texture = bgTextures[bgIndex - 1]
}
else
{
backgroundNode.texture = bgTextures[bgTextures.count - 1]
}
}
}
private var shouldUpdateTexture = false
private var backgroundNode = SKSpriteNode(imageNamed: "defaultbackground")
}

How to detect collision without physics

I want to detect when two bodies contact without using didBeginContact() function
I try with CGRectIntersectsRect() without any effect.
class GameScene: SKScene, SKPhysicsContactDelegate {
// Player
var _player = SKNode()
var platform = SKNode()
let heroCategory: UInt32 = 1 << 0
let platformCategory: UInt32 = 1 << 1
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// Setup
self.anchorPoint = CGPointMake(0.5, 0.5)
self.physicsWorld.gravity = CGVectorMake(0.0, -2.0);
self.physicsWorld.contactDelegate = self
// Start populating
_player = creatPlayer()
self.addChild(_player)
platform = creatPlatform(1, atPosition: CGPoint(x: 0, y: -200))
self.addChild(platform)
let platformTwo = creatPlatform(2, atPosition: CGPoint(x: 0, y: 200))
self.addChild(platformTwo)
}
func creatPlatform(type: Int, atPosition: CGPoint) -> PlatformNode {
let node = PlatformNode()
node.platformType = type
node.position = atPosition
let sprite = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 200, height: 50))
node.addChild(sprite)
node.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
node.physicsBody?.dynamic = false;
node.physicsBody?.categoryBitMask = platformCategory
node.physicsBody?.contactTestBitMask = heroCategory
node.physicsBody?.collisionBitMask = 0;
return node
}
func creatPlayer() -> SKNode {
let playerNode = SKNode()
let sprite = SKSpriteNode(color: UIColor.whiteColor(), size: CGSize(width: 50, height: 50))
playerNode.addChild(sprite)
playerNode.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
playerNode.physicsBody?.dynamic = false
playerNode.physicsBody?.allowsRotation = false
playerNode.physicsBody?.restitution = 1.0
playerNode.physicsBody?.friction = 0.0
playerNode.physicsBody?.angularDamping = 0.0
playerNode.physicsBody?.linearDamping = 0.0
playerNode.physicsBody?.categoryBitMask = heroCategory
playerNode.physicsBody?.contactTestBitMask = platformCategory
playerNode.physicsBody?.collisionBitMask = 0;
return playerNode
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
_player.physicsBody?.dynamic = true
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if(CGRectIntersectsRect(platform.frame, _player.frame)){
println("Collision")
}
}
}
Maybe using CGRectIntersectsRect is a wrong approach, but I can be used instead?
The frame property
The frame property is a rectangle in the parent’s coordinate system
that contains the node’s content, ignoring the node’s children.
Also from docs:
The frame is non-empty if the node’s class draws content.
And because SKNode class does not perform any drawing of its own, and your platform is probably subclass of SKNode and player is SKNode the frame property is always (0,0,0,0).
You can access the real size of a frame in few ways:
You can make player and platform as subclasses of SKSpriteNode.
You can leave them as they are and access the child SKSpriteNode inside them.
You can leave as they are and use calcualteAccumulatedFrame() method.
About calcualteAccumulatedFrame() from docs:
A node’s accumulated frame, retrieved by calling the
calculateAccumulatedFrame method, is the largest rectangle that
includes the frame of the node and the frames of all its descendants.

Swift SpriteKit get visible frame size

I have been trying to create a simple SpriteKit app using Swift. The purpose is to have a red ball re-locate itself on the screen when clicked on. But the variables self.frame.width and self.frame.height do not return the boundaries of the visible screen. Instead they return boundaries of the whole screen. Because I am choosing the location of the ball at random I need the visible boundaries. Couldn't find an answer after hours of research. How can I achieve this?
var dot = SKSpriteNode()
let dotScreenHeightPercantage = 10.0
let frameMarginSize = 30.0
override func didMoveToView(view: SKView) {
var dotTexture = SKTexture(imageNamed: "img/RedDot.png")
dot = SKSpriteNode(texture: dotTexture)
dot.size.height = CGFloat( Double(self.frame.height) / dotScreenHeightPercantage )
dot.size.width = dot.size.height
dot.name = "dot"
reCreateDot()
}
func reCreateDot() {
dot.removeFromParent()
let dotRadius = Double(dot.size.height / 2)
let minX = Int(frameMarginSize + dotRadius)
let maxX = Int(Double(self.frame.width) - frameMarginSize - dotRadius)
let minY = Int(frameMarginSize + dotRadius)
let maxY = Int(Double(self.frame.height) - frameMarginSize - dotRadius)
let corX = randomInt(minX, max: maxX)
let corY = randomInt(minY, max: maxY)
println("result: \(corX) \(corY)")
dot.position = CGPoint(x: corX, y: corY)
self.addChild(dot)
}
func randomInt(min: Int, max:Int) -> Int {
return min + Int(arc4random_uniform(UInt32(max - min + 1)))
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if node.name == "dot" {
println("Dot tapped.")
reCreateDot()
}
}
}
Adding this bit of code to the GameViewController seems to have fixed the issue.
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
scene.size = skView.bounds.size
skView.presentScene(scene)
Thank you #ABakerSmith for pointing me in the right direction.
I tried with your code and setting the size of the scene fixed the issue. If you're unarchiving the scene, its size will be the size set in the sks file. Therefore you need to set the size of the scene to the size of your SKView.
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
scene.size = skView.frame.size
skView.presentScene(scene)
}
or in didMoveToView of your SKScene subclass:
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
self.size = view.frame.size
}