How to draw dynamic line path on imageView? - swift

I want to draw a line on Image view, Example is below-
I have a path A to F in imageView.
If I select A and then D- Path will generate like green line and If I select A and F- Path will generate like the red line.
How to do this on image view?
All point(A,B,C,D,E & F) are UIButton

First of all I must say your question was not very clear, it took me a while to figure out what you actually want to achieve. I hope I understand correctly. Without simply typing out the actual code you need, this is how I would approach it:
I would create an array with dictionaries containing the letter as key and the point as value, looking something like this:
[
["A": CGPoint(x: 0, y: 0)],
["B": CGPoint(x: 0, y: 0)],
["C": CGPoint(x: 0, y: 0)],
["D": CGPoint(x: 0, y: 0)],
["E": CGPoint(x: 0, y: 0)],
["F": CGPoint(x: 0, y: 0)],
]
(or nicer, this array could have custom models containing similar info)
Then, use this array to plot the UIButtons on the view, giving each UIButton a reference to the item in the array by subclassing it, e.g the key of the dictionary.
CustomButton: UIButton {
var key: String?
}
Then when tapping the first button, store that key in a local variable named start and when tapping the second button store that key in a local variable named end. Subsequently, loop through the array and find the matching start key and use the values in the array to draw the lines until you find the matching end key.
Since I was in the mood, I created a simple playground demo, but this is usually not the way it works. You don't just ask for sample code, you ask for help to solve a problem.
Anyway, you can find the demo here: https://gist.github.com/pvroosendaal/f1617fe7e164bc94f0d37d3175252e2f
By the way, this is by far the crappiest piece of code I wrote, but it does what you want.
I hope it makes sense, otherwise, please let me know.

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.

How to make a delay in a loop in SpriteKit?

I have made some search here and there but I didn't find (or understand) how to make a delay in a loop in SpriteKit.
This is the idea : I have some SKSpriteNodes sorted in an array and I want to display them on the screen, one every second. The problem is... I simply don't manage to do it (sorry, I'm quite new to this).
let sprite1 = SKSpriteNode(color: .red, size: CGSize(width: 20, height: 20))
sprite1.position = CGPoint(x: 100, y: 100)
let sprite2 = SKSpriteNode(color: .red, size: CGSize(width: 20, height: 20))
sprite2.position = CGPoint(x: 100, y: 300)
let sprite3 = SKSpriteNode(color: .red, size: CGSize(width: 20, height: 20))
sprite3.position = CGPoint(x: 300, y: 100)
let sprite4 = SKSpriteNode(color: .red, size: CGSize(width: 20, height: 20))
sprite4.position = CGPoint(x: 300, y: 300)
let allSprites : [SKSpriteNode] = [sprite1, sprite2, sprite3, sprite4]
let delay = 1.0
var i = 0
while i <= 3
{
let oneSprite = allSprites[i]
self.addChild(oneSprite)
DispatchQueue.main.asyncAfter(deadline : .now() + delay) {
i = i + 1
}
}
If you're asking : this doesn't work at all. It seems that what is inside the DispatchQueue.main.asyncAfter isn't read.
So, if you can help me to understand why, that would be great. I'm not picky, I can't take the answer with a "for" loop.
Regards,
This is a common beginner misunderstanding of event-driven / run-loop-based / GUI programming systems. Some key points to help get on the right track:
SpriteKit is trying to render the scene 60 (or so) times per second.
That means SpriteKit internally has a loop where, once per frame, it calls your code asking what's new (update), then runs its own code to draw the changes (render).
Setup code, or things that happen in response to events (clicks/taps/buttons) are external to this loop, but feed into it: events change state, which the render loop reacts to.
So, if you have a loop in an update method, an event handler, or initial setup code, everything that happens in that loop will happen before SpriteKit gets a chance to draw any of it. That is, if we ignore for a moment the "delay" part of your question, a loop like this...
var i = 0
while i <= 3 {
let oneSprite = allSprites[i]
self.addChild(oneSprite)
}
... will result in none of the sprites being visible right before the loop starts, and all of the sprites being visible after it completes. No amount of introducing delays within the loop will change that, because SpriteKit doesn't get its first chance to draw until after your loop is finished.
Fixing the problem
The best way to do animations and delays in a system like SpriteKit is to make use of the tools it gives you for treating animation declaratively. That is, you tell SpriteKit what you want to have happen over the next several (hundred) frames, and SpriteKit makes that happen — each time it goes through that update/render loop, SpriteKit determines what changes need to be made in the scene to accomplish your animation. For example, if you're running at 60 fps, and you ask for a fade-out animation on some sprite lasting one second, then each frame it'll reduce that sprite's opacity by 1/60.
SpriteKit's tool for declarative animations is SKAction. There are actions for most of the things you'd want to animate, and actions for composing other actions into groups and sequences. In your case, you probably want some combination of the wait and unhide and run(_:onChildWithName) actions:
Give each of your sprites a unique name:
let sprite1 = // ...
sprite1.name = "sprite1"
// etc
Add all the nodes to your scene, but keep the ones you don't want visible yet hidden:
let allSprites : [SKSpriteNode] = [sprite1, sprite2, sprite3, sprite4]
for sprite in allSprites {
sprite.isHidden = true
self.addChild(sprite)
}
Create a sequence action that alternates delays with telling each node to unhide, and run that action on your scene:
let action = SKAction.sequence([
run(.unhide(), onChildNodeWithName: "sprite1"),
wait(forDuration: 1.0),
run(.unhide(), onChildNodeWithName: "sprite2"),
wait(forDuration: 1.0),
// etc
])
self.run(action)
That should accomplish what you're looking for. (Disclaimer: code written in web browser, may require tweaking.) Read on if you want to better understand the situation...
Other alternatives
If you really want to get your head around how the update/render loop works, you could participate directly in that loop. I wouldn't recommend it in general, because it's a lot more code and bookkeeping, but it's useful to know.
Keep a queue (array) of nodes that you want to add or unhide.
In you scene's update method, keep track of how much time has passed.
If it's been at least 1.0 second (or whatever delay you're after) since you last showed a node, add the first one in the array, and remove it from the array.
When the array is empty, you're done.
About DispatchQueue.asyncAfter...
This isn't essential to completing your task, but helpful to understand so you don't get into similar problem later: the word "async" in the call you were using to try delaying things is short for "asynchronous". Asynchronous means that the code you're writing doesn't execute in the order you write it in.
A simplified explanation: Remember that modern CPUs have multiple cores? When CPU 0 is executing your while loop, it gets to the asyncAfter call and passes a note to CPU 1 saying to wait one second and then execute the closure body attached to that asyncAfter call. As soon as it passes that note, CPU 0 continues merrily on its way — it doesn't wait for CPU 1 to receive the node and complete the work that note specifies.
Just from reading the code, I'm not 100% clear on how this approach fails, but fail it certainly does. Either you have an infinite loop, because the while condition never changes, because the work to update i is happening elsewhere and not propagating back to local scope. Or the the changes to i do propagate back, but only after the loop spins an indeterminate number of times waiting for the four asyncAfter calls to finish waiting and execute.

Editing skshapenode's path efficiently

I have a SKShapenode with a path and in the function update() I want to add a point so the line moves forward. I am using the following:
var path = wave.path as! CGMutablePath()
path.addLine(to: CGPoint(x: path.currentPoint.x + 2, y: 0 ))
wave.path = path
However, when I have more than about 500 nodes the frame rate drops significantly. I think this is because I grab the path, edit it and then put the path back into the shape. Could this be more done more direct and efficient by editing the path directly?

Positioning Nodes At Below the Bottom of the Screen (Spritekit)

Hello I'm trying to spawn bullets at the bottom of my screen to travel upwards but the current code that I have spawns the bullets at the top of the screen. I've tried making the height negative and nothing happened. Here's the code I'm working with, thanks.
let randomBulletPosition = GKRandomDistribution(lowestValue: -300, highestValue: 300)
let position = CGFloat(randomBulletPosition.nextInt())
bullet.position = CGPoint(x: position, y: self.frame.size.height + bullet.size.height)
Some nice conversions will help you.
Now, do not do this all the time, this should be a one and done type deal, like in a lazy property.
First, we want to get the bottom of our view
let viewBottom = CGPoint(x:scene!.view!.midX,y:scene!.view!.frame.maxY) //In a UIView, 0,0 is the top left corner, so we look to bottom middle
Second, we want to convert the position to the scene
let sceneBottom = scene!.view!.convert(viewBottom, to:scene!)
Finally we want to convert to whatever node you need it to be a part of. (This is optional if you want to place it on the scene)
let nodeBottom = scene!.convert(sceneBottom,to:node)
Code should look like this:
let viewBottom = CGPoint(x:scene!.view!.midX,y:scene!.view!.frame.maxY)
let sceneBottom = scene!.view!.convert(viewBottom!, to:scene!)
let nodeBottom = scene!.convert(sceneBottom,to:node)
Of course, this is a little ugly.
Thankfully we have convertPoint and convert(_from:) to clean things up a little bit
let sceneBottom = scene.convertPoint(from:viewBottom)
Which means we can clean up the code to look like this:
let sceneBottom = scene.convertPoint(from:CGPoint(x:scene!.view!.midX,y:scene!.view!.frame.maxY))
let nodeBottom = node.convert(sceneBottom,from:scene!)
Then we can make it 1 line as:
let nodeBottom = node.convert(scene.convertPoint(from:CGPoint(x:scene!.view!.midX,y:scene!.view!.frame.maxY),from:scene!)
As long as the node is available to the class, we can make it lazy:
lazy var nodeBottom = self.node.convert(self.scene!.convertPoint(CGPoint(x:self.scene!.view!.midX,y:self.scene!.view!.frame.maxY),from:self.scene!)
This means the first time you call nodeBottom, it will do these calculations for you and store it into memory. Everytime after that, the number is preserved.
Now that you know where the bottom of the screen is in the coordinate system you want to use, you can assign the x value to whatever your random is producing, and you can subtract the (node.height * (1 - node.anchorPoint.y)) to fully hide your node from the scene.
Now keep in mind, if your node moves between various parents, this lazy will not update.
Also note, I unwrapped all optionals with !, you may want to be using ? and checking if it exists first.

How can I loop my Transition?

Okay I am fairly new to programming and am trying to create a simple game. In the background I'm having an object move from one side of the screen to another and then off the screen using SKAction and SKTransition. All I need to do is loop this transition so when the object goes back off the screen it starts again and comes back on. I'm using SpriteKit.
Here is my code.
//Walls
Walls = SKSpriteNode(imageNamed: "Walls")
Walls.position = CGPoint(x: 1080 + Walls.frame.width / 2, y: self.frame.height / 2)
Walls.zPosition = 1
Walls.runAction(SKAction.moveTo(CGPoint(x: -300 + Walls.frame.width / 2, y: self.frame.height / 2),duration: 6.0))
self.addChild(Walls)
Where can I add in the reapeatActionForever code command or something similar?
Thanks for your help in advance. Sam. :)
From what I gather, you're looking for how to use repeatActionForever... Please clarify the question so people don't have to guess
runAction(SKAction.repeatActionForever(/*SKAction or SKSequence etc...*/))
I'd put this code in didMoveToView if you want it to start immediately after the scene loads. Otherwise, put it in a block or function where you want it to start. To stop it, change it to:
runAction(SKAction.repeatActionForever(/*SKAction or SKSequence etc...*/), withKey: "actionKeyName")
Then to stop it:
removeAction(forKey: "actionKeyName")