Select multiple nodes while dragging - swift

I'm trying to make a game where the player at certain times draw a pattern on the screen. My solution for this is to add multiple nodes on the screen that are touchable via an extension of SKSpriteNode.
When the player touches a node, I want to call touchesmoved, and add all nodes touched to an array.
Then, when the player stops touching the screen, I want to match that array to another array, and something happens.
I've been playing around with the updates function and try to run a function each update loop, but it didn't work very well. I've also tried making the gameScene class a delegate of my touchableShapeNode Class, but I struggled to make it work.
class TouchableShapeNode: SKShapeNode {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if (name != nil) {
print("\(name ?? "node") touched")
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if (name != nil) {
print("\(name ?? "node") touched")
}
}
}
My problem is that the only node that gets selected right now is the first node I touch, not the ones the player's finger move over. Right now I'm just printing the name of the touched node.

I'm not exactly sure what you're after, but here's a little program that does the following:
Puts 15 red blocks on screen
As you drag around the screen, any nodes you touch are added to a set.
When you stop touching, all touched nodes have their colour changed to green.
When you start a new touch, the set of touched nodes is emptied and all nodes return to their starting colour (red).
To use, simply start a new, empty SpriteKit project and replace gameScene.swift with this code.
import SpriteKit
import UIKit
class GameScene: SKScene {
let shipSize = CGSize(width: 25, height: 25)
let normalColour = UIColor.red
let touchedColour = UIColor.green
var touchedNodes = Set<SKSpriteNode>()
override func didMove(to view: SKView) {
let sceneWidth = self.scene?.size.width
let sceneHeight = self.scene?.size.height
// Add 15 colour sprites to the screen in random places.
for _ in 1...15 {
let ship = SKSpriteNode(color: normalColour, size: shipSize)
ship.position.x = CGFloat.random(in: -sceneWidth!/2...sceneWidth!/2) * 0.7
ship.position.y = CGFloat.random(in: -sceneHeight!/2...sceneHeight!/2) * 0.7
ship.name = "ship"
addChild(ship)
}
}
// When the screen is toucheed, empty the 'touchedNodes' set and rest all nodes back to their normal colour.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
resetTouchedNodes()
}
// As the touch moves, if we touch a node then add it to our 'touchedNodes' set.
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let location = touch!.location(in: self)
// If there is a node at the touch location, add it to our 'touchedSprites' set.
if let touchedNode = selectNodeForTouch(location) {
touchedNodes.insert(touchedNode)
}
}
// When the touch ends, make all nodes that were touched change colour.
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for node in touchedNodes {
node.color = touchedColour
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
resetTouchedNodes()
}
// Return the first sprite where the user touched the screen, else nil
func selectNodeForTouch(_ touchLocation: CGPoint) -> SKSpriteNode? {
let nodes = self.nodes(at: touchLocation)
for node in nodes {
if node is SKSpriteNode {
return (node as! SKSpriteNode)
}
}
return nil
}
// Clear the touchedSprites set and return all nodes on screen to their normal colour
func resetTouchedNodes() {
touchedNodes.removeAll()
enumerateChildNodes(withName: "//ship") { node, _ in
let shipNode = node as! SKSpriteNode
shipNode.color = self.normalColour
}
}
}
You could amend this in various ways. For example, you could change the colour of the sprite immediately you touch it in touchesMoved etc.

Related

Cant drag ARKit SCNNode?

Ok, like everyone else I am having trouble dragging/translating an SCNNode in ARKit/world space. Ive looked at Dragging SCNNode in ARKit Using SceneKit and all the popular questions, as well as the code from Apple https://github.com/gao0122/ARKit-Example-by-Apple/blob/master/ARKitExample/VirtualObject.swift
Ive tried to simplify as much as possible and just did what I would in a normal scene kit game - http://dayoftheindie.com/tutorials/3d-games-graphics/t-scenekit-3d-picking-dragging/
I can get the tapped object and store the current finger pos no problem with:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let results = gameView.hitTest(touch.location(in: gameView), types: [ARHitTestResult.ResultType.featurePoint])
//TAP Test
let hits = gameView.hitTest(touch.location(in: gameView), options: nil)
currentTapPos = getARPos(hitFeature: hitFeature) //TAP POSITION
if let tappedNode = hits.first?.node {
My issue is, however, doing this in update - there is no animation. The object just appears wherever I tap, and overall not working -
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let results = gameView.hitTest(touch.location(in: gameView), types: [ARHitTestResult.ResultType.featurePoint])
guard let hitFeature = results.last else { return }
testNode.position = currentTapPos
I convert to SCNVector3 with this func:
func getARPos(hitFeature: ARHitTestResult)->SCNVector3
{
let hitTransform = SCNMatrix4.init(hitFeature.worldTransform)
let hitPosition = SCNVector3Make(hitTransform.m41,
hitTransform.m42,
hitTransform.m43)
return hitPosition
}
I have tried:
-translate by vector
-pan gesture (this screwed up other functions)
-SCNAction.moveTo
What can I do here? Whats wrong?
I agree with #Rickster that the Apple Code provides a much more robust example, however, I have this and it seems to work smoothly (much more so when you are using PlaneDetection (since feature points are much more sporadic):
I don't make use of touchesBegan but simply do the work in touchesMoved instead:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//1. Get The Current Touch Point
guard let currentTouchPoint = touches.first?.location(in: self.augmentedRealityView),
//2. Get The Next Feature Point Etc
let hitTest = augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To World Coordinates
let worldTransform = hitTest.worldTransform
//4. Set The New Position
let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)
//5. Apply To The Node
nodeToDrag.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)
}
I might be going about this completely the wrong way (and if I am I would love to get feedback).
Anyway, I hope it might help... You can see a quick video of it in action here: Dragging SCNNode

Nodes not moving

(Swift 3)
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var object = SKSpriteNode()
override func didMove(to view: SKView) {
object = self.childNode(withName: "dot") as! SKSpriteNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
object.run(SKAction.move(to: location, duration: 0.3))
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
object.run(SKAction.move(to: location, duration: 0.3))
}
}
override func update(_ currentTime: TimeInterval) {
}
}
This code is designed to allow me to drag a "dot" around the scene, however... I just cant! It won't budge! I've looked online, but I can't find anything. I tried pasting this code into a fresh project, and it worked there, but even deleting and replacing my "dot" node doesn't seem to help on my main project.
So... any ideas?
Confused has already said everything you must know about your issue.
I try to add details that help you with the code. First of all, you should use optional binding when you search a node with self.childNode(withName so if this node does not exist your project does not crash.
Then, as explained by Confused, you should add controls before you call your actions to be sure that your action is not already running.
I make an example here below:
import SpriteKit
class GameScene: SKScene {
var object = SKSpriteNode.init(color: .red, size: CGSize(width:100,height:100))
override func didMove(to view: SKView) {
if let sprite = self.childNode(withName: "//dot") as? SKSpriteNode {
object = sprite
} else { //dot not exist so I draw a red square..
addChild(object)
}
object.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
}
func makeMoves(_ destination: CGPoint) {
if object.action(forKey: "objectMove") == nil {
object.run(SKAction.move(to: destination, duration: 0.3),withKey:"objectMove")
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
makeMoves(location)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
makeMoves(location)
}
}
}
Output:
The fact it works in a new, barebones project, and not in your fuller project indicates the problem is in the fuller project. Without a glimpse at that, it's pretty hard to tell what's actually going wrong.
Peculiar, to me, is the use of the SKAction to do the move in touchesMoved(). If you think about this in terms of how SKActions works, you're continually adding new move actions, at whatever rate the touchscreen is picking up changes in position. This is (almost always) much faster than 0.3 seconds. More like 0.016 seconds. So this should be causing all manner of problems, in its own right.
Further, you need something in the GameScene's touchesMoved() to ascertain what's being touched, and then, based on touching the dot, move it, specifically. This, I assume, is your "object".
A simpler way of doing this might be to use touchesMoved in a subclass of SKSpriteNode that represents and creates your dot instance.

spritekit how to transition two SKAction on two different nodes

I have two nodes node1 and node2. node1 is at position 0. when I click on the screen it run its action until its in the middle of the screen or the user removes their finger from the screen. Once node1 reaches the middle of screen it will stop, and node2 will run its action. My code does this so far.
However, in order for node2 to run its action the user must remove their finger from the screen and touch it again. I do not want this to happen. I want the action for node2 to run after node1 finishes without the user removing their finger from screen.
Basically, the user is holding down the screen node1 runs its action finishes and then node2 runs its action.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let Node1Move=SKAction.moveBy(x:50,y:0,duration:0.6)
let node1rep=SKAction.repeatForever(Node1Move)
node1.run(node1rep)
if modeNode2==1{
let node2move=SKAction.moveBy(x:-10,y:0,duration:0.9)
let node2Rep=SKAction.repeatForever(node2move)
node2.run(node2Rep)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
node1.removeAllActions()
node2.removeAllActions()
}
override func update(_ currentTime: TimeInterval) {
if node1.position.x+node1.frame.width > self.frame.width/2{
node1.removeAllActions()
moveNode2=1
}
}
touchesBegin will only fire once, so your moveNode2 == 1 will not do anything. Instead of using moveBy, user moveTo, and have node1 moveTo the center of the screen - node1 width. Then just add a completion block to the node1.run.
Note: you may need to change the duration, not sure where these numbers come from. If you plan on the user to constantly be tapping the screen, then just do totalDuration = 3 * (node1.x - 'node1 start x')/((self.frame.width/2 - node1.frame.width) - 'node1 start x')
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let Node1Move=SKAction.moveTo(x:self.frame.width/2 - node1.frame.width,y:0,duration:3.0)
node1.run(Node1Move)
{
let node2move=SKAction.moveBy(x:-10,y:0,duration:0.9)
let node2Rep=SKAction.repeatForever(node2move)
node2.run(node2Rep)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
node1.removeAllActions()
node2.removeAllActions()
}

Swift / SpriteKit Button Drag Off Cancel Not Working?

Hello I need your help I have been looking a while now to find the Answer to this.
I also have simplified the code to get rid of allot of the information/junk you don't need to know.
I have a main menu scene in for a IOS game using SpriteKit And Swift. There Is a main menu play button. What I want is When the button is pressed the button get bigger by a little. When the my finger is release the button gets smaller. This works fine using override func touchesBegan / touchesEnded. my problem is when my finger gets dragged off the button like to cancel. The button does not return to the original size. I am pretty sure I need to use
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {}
But upon many attempts I am not getting the the desired result of returning the button to original size when my finger is dragged off the button. Thanks for any help.
import Foundation
import SpriteKit
import UIKit
class StartScene: SKScene {
var playButton: SKNode! = nill
override func didMoveToView(view: SKView) {
// Create PlayButton image
playButton = SKSpriteNode(imageNamed: "playButtonStatic")
// location of Button
playButton.position = CGPoint(x:CGRectGetMidX(self.frame), y:520);
self.addChild(playButton)
playButton.setScale(0.5)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if playButton.containsPoint(location) {
playButton.setScale(0.6)}}}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if playButton.containsPoint(location) {
playButton.setScale(0.5)
}}}
// Problem Area
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
for touch: AnyObject in touches! {
let location = touch.locationInNode(self)
if playButton.containsPoint(location) {
playButton.setScale(0.5)
}}}
}
Thanks for any response
Found the solution use a Else statement in TouchesEnded
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if playButton.containsPoint(location) {
playButton.setScale(0.5)
}
else
{
playButton.setScale(0.5)
}}
You say you found a solution but here's an easier solution: use a custom class I created designed specifically for buttons for SpriteKit. Link to the GitHub that has the class file. With this class, you don't have to worry about it at all, and it removes unnecessary code from your touches functions. JKButtonNodes have 3 states: normal, highlighted, and disabled. You also don't have to worry about setting it to nil if you have removed it from the parent.
To declare a variable, do this. Ignore the playButtonAction error for now.
var playButton = JKButtonNode(background: SKTexture(imageNamed: "playButtonStatic"), action: playButtonAction)
The action is the function to call when the button is pressed and let go. Create a function like this anywhere in your class.
func playButtonAction(button: JKButtonNode) {
//Whatever the button does when pressed goes here
}
Then you can set its properties in didMoveToView.
playButton.position = CGPoint(x:CGRectGetMidX(self.frame), y:520)
//These are the 3 images you want to be used when pressed/disabled
//You can create a bigger image for when pressed as you want.
playButton.setBackgroundsForState(normal: "playButtonStatic", highlighted: "playButtonHighlighted", disabled: "")
addChild(playButton)
And that's it! The JKButtonNode class itself already cancels touches if the user moves their finger off, it also doesn't call the function unless the user has successfully pressed the button and released their finger on it. You can also do other things like disable it from playing sounds, etc.
A good pro of using JKButtonNode is that you don't have to have code all over the place anymore since it doesn't require ANY code in the touches functions.

SpriteKit remembering which sprite was touched

I have a 'game' with 3 sprites.
If a user clicks 'Sprite1', and thereafter 'Sprite2'.
Is there some way to remember which sprites were pressed?
Its only for 2 sprites if there are more i will need to empty the 'memory' and start over with the last one 'touched', i didn't want to work with booleans.
All my sprites have the .name attribute so i can acces them there.
would an IF statement be sufficient like so
var spriteArr:[String] = []
let location = (touch as UITouch).locationInNode(self)
for touch in touches{
if spriteArr.count < 2 {
spriteArr.append(self.nodeAtPoint(location))
}else{
spriteArr.removeAll
spriteArr.append(self.nodeAtPoint(location))
}
}
You can check the Sprites by accessing the .name of the Node and storing the names in an array like this.
var nodeNames:[String] = []
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
var touchedNode:SKNode = nodeAtPoint(touch.locationInNode(self))
if(nodeNames.count > 2){
nodeNames = []
}
if(touchedNode.name != nil){
if(!contains(nodeNames, touchedNode.name)){
nodeNames.append(touchedNode.name)
}
}
}