I am trying to make a game where you can click a ball using SpriteKit. At the moment, I can click anywhere on the screen and the ball moves up.
I want it to only move or bounce when I click the ball. What am I doing wrong?
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKSpriteNode()
var grass = SKSpriteNode()
override func didMove(to view: SKView) {
ball = (self.childNode(withName: "ball") as? SKSpriteNode)!
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 1
self.physicsBody = border
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
func touchDown(atPoint pos: CGPoint) {
jump()
}
func touchUp(atPoint pos: CGPoint) {
ball.texture = SKTexture(imageNamed: "football-161132_640")
}
func jump() {
ball.texture = SKTexture(imageNamed: "football-161132_640")
ball.physicsBody?.applyImpulse(CGVector(dx: Int.random(in: -5...5), dy: 80))
}
}
Multiple touches:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if ball.contains(location) {
jump()
}
}
}
Single touch:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
if ball.contains(location) {
jump()
}
}
}
Related
I'm my game I'm using a custom SKSpriteNode which the player are going to be able to drag and drop at a position of his/hers desire.
My custom node is made of this code in file DraggableNode.swift:
class DraggableNode : SKSpriteNode {
var nodeSelected : SKNode?
init() {
let texture = SKTexture(imageNamed: "draggableNode_1")
super.init(texture: texture, color: UIColor.white, size: texture.size())
self.isUserInteractionEnabled = true
self.zPosition = 1
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
let touchedNodes = self.nodes(at: location)
for node in touchedNodes.reversed() {
nodeSelected = node
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first, let node = self.nodeSelected {
let touchLocation = touch.location(in: self)
node.position = touchLocation
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
nodeSelected = nil
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
nodeSelected = nil
}
}
In my GameScene.swift I add the custom node in this way:
let node = DraggableNode()
node.position = CGPoint(x: randomX, y: randomY)
self.addChild(node)
Now, the problem is that when I start to drag the node it's all jump and is placed a total random place - sometimes even out of the screenarea.
I wonder if the problem consists of the fact that it's a custom node inherited from a SKSpriteNode?
If anyone can point me in the right direction, I'd be a happy man :-)
I'm making an app where you controll the ship's movement with a joystick, and fires a bullet with a shoot button. These two functions works great separately but if i tap the shooting button while i move the ship with the joystick, the joystick becomes uncontrolable. So what i need is that the joystick functions normally when i tap anywhere on the screen.
import SpriteKit
import GameplayKit
class GameScene: SKScene {
let player=SKSpriteNode(imageNamed: "prez")
let joystickback=SKSpriteNode(imageNamed: "0")
let joystickbutton=SKSpriteNode(imageNamed: "1")
let shootbutton=SKSpriteNode(imageNamed: "1")
var joystickinuse=false
var velocityX : CGFloat=0.0
var velocityY : CGFloat=0.0
override func didMove(to view: SKView) {
let background=SKSpriteNode(imageNamed: "back")
background.size=self.size
background.position=CGPoint(x: self.size.width/2, y: self.size.height/2)
background.zPosition=0
self.addChild(background)
//joystick back
self.joystickback.position=CGPoint(x: (self.view?.frame.width)!*0.1, y: (self.view?.frame.height)!/5)
self.joystickback.zPosition=1
//jostick butt
self.joystickbutton.position=CGPoint(x: (self.view?.frame.width)!*0.1, y: (self.view?.frame.height)!/5)
self.joystickbutton.zPosition=2
//shootingbutton
self.shootbutton.position=CGPoint(x: (self.view?.frame.width)!*0.9, y: (self.view?.frame.height)!/5)
self.shootbutton.zPosition=2
self.shootbutton.setScale(0.4)
self.ship.position=CGPoint(x: (self.view?.frame.width)!/2, y: (self.view?.frame.height)!/2)
self.ship.setScale(0.2)
self.ship.zPosition=3
self.joystickback.setScale(0.5)
self.joystickbutton.setScale(0.5)
self.addChild(shootbutton)
self.addChild(ship)
self.addChild(joystickback)
self.addChild(joystickbutton)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches{
let location=t.location(in: self)
if (joystickbutton.frame.contains(location)){
joystickinuse=true
}
}
}
func touchMoved(touch:UITouch){
let location=touch.location(in: self)
if (joystickinuse){
let vecktor=CGVector(dx: location.x-joystickback.position.x, dy: location.y-joystickback.position.y)
let angle=atan2(vecktor.dy, vecktor.dx)
let DistanceFromCenter=CGFloat(joystickback.frame.size.height/2)
let DistanceX=CGFloat(sin(angle-CGFloat(M_PI)/2)*DistanceFromCenter)
let DistanceY=CGFloat(cos(angle-CGFloat(M_PI)/2)*DistanceFromCenter)
if(joystickback.frame.contains(location)){
joystickbutton.position=location
}
else{
joystickbutton.position=CGPoint(x: joystickback.position.x-DistanceX, y: joystickback.position.y+DistanceY)
}
velocityX=(joystickbutton.position.x-joystickback.position.x)/10
velocityY=(joystickbutton.position.y-joystickback.position.y)/10
}
}
func firebullet(){
let bullet=SKSpriteNode(imageNamed: "rocket")
bullet.position=urhajo.position
bullet.setScale(0.2)
bullet.zPosition=1
self.addChild(bullet)
let movebullet=SKAction.moveTo(x: self.size.width+bullet.size.width, duration: 1)
let deletebullet=SKAction.removeFromParent()
let bulletsequence=SKAction.sequence([movebullet,deletebullet])
bullet.run(bulletsequence)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches{
self.touchMoved(touch: t)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(joystickinuse){
movementOver()
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
if(joystickinuse){
movementOver()
}
}
func movementOver(){
let moveBack=SKAction.move(to: CGPoint(x: joystickback.position.x,y: joystickback.position.y), duration: TimeInterval(floatLiteral:0.1))
moveBack.timingMode = .linear
joystickbutton.run(moveBack)
joystickinuse=false
velocityY=0
velocityX=0
}
override func update(_ currentTime: TimeInterval) {
if(ship.position.x>=(self.view?.frame.width)!+urhajo.frame.width/2){
}
else{ self.ship.position.x+=velocityX
}
self.ship.position.y+=velocityY
}
}
try setting this is your Scene code
func didMove(to view: SKView) {
self.view!.isMultipleTouchEnabled = true
}
I want to make the image jump by clicking on the sprite, rather than clicking the screen to make it jump.
func jump() {
Football?.texture = SKTexture(imageNamed: "Football")
Football?.physicsBody?.applyImpulse(CGVector(dx: 100, dy: 2000))
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
func touchUp(atPoint pos: CGPoint) {
Football?.texture = SKTexture(imageNamed: "Football")
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
this is a really basic way of testing if the sprite is touched
BTW your variable is named Football proper nomenclature says thay you should be using lower case variable names "football"
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as UITouch! {
let touchLocation = touch.location(in: self)
if Football.contains(touchLocation) {
//jump code here
}
}
}
I want change the image of a button as long as the user taps on it, but change the image back to the original if he releases his finger from the screen(I´m using Sprite-Kit)
My code:
var SettingButton = SKSpriteNode(imageNamed: "SettingButton1.0")
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let locationUser = touch.location(in: self)
if atPoint(locationUser) == SettingButton{
let SettingButton = SKSpriteNode(imageNamed: "SettingButton2.0") //change the image
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let locationUser = touch.location(in: self)
if atPoint(locationUser) == SettingButton{
//change image back to original
}
}
}
Try swapping the texture of the SpriteNode
var buttonTextureUp = SKTexture(imageNamed: "SettingButton1.0")
var buttonTextureDown = SKTexture(imageNamed: "SettingButton2.0")
var settingButton = SKSpriteNode(texture: buttonTextureUp)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let locationUser = touch.location(in: self)
if atPoint(locationUser) == settingButton {
settingButton.texture = buttonTextureDown //change the image
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let locationUser = touch.location(in: self)
if atPoint(locationUser) == settingButton{
settingButton.texture = buttonTextureUp //change image back to original
}
}
}
All i'm trying to do is be able to drag and drop a sprite across the screen. I've tried the following code:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in (touches ) {
let location = touch.locationInNode(self)
if ball.containsPoint(location) {
ball.position = location
}
}
}
This code does work, however, when I drag the ball quite fast, I guess it detects that the "ball" no longer contains the point "location" and the ball stops, meaning I have pick the ball up again. I want the ball to be able to respond to my touches quickly, so that the ball wont stop moving. How would I do this?
This is the correct way to do it in Sprite Kit. Like I said in my comment, you need to assign the moving node to an activate state, in this case I use a variable called movableNode to act is my activate state. When you touch the ball, it becomes activated by assigning it to movableNode. Then as you drag your finger, movableNode will go with the drag, Then once you release, you enter a deactivate state by setting movableNode to nil. Note that this code will only work on single touch applications, if you want to handle multitouch, then you need to track which touch is doing the dragging.
var movableNode : SKNode?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.locationInNode(self)
if ball.containsPoint(location) {
movableNode = ball
movableNode!.position = location
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first where movableNode != nil {
movableNode!.position = touch.locationInNode(self)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first where movableNode != nil {
movableNode!.position = touch.locationInNode(self)
movableNode = nil
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
movableNode = nil
}
}
KnightOFDragon solution works just fine. I just added few lines if you don't want to move sprite centre position to position where your finger touched the screen and you would like to move sprite from its centre original position.
var movableNode : SKNode?
var ballStartX: CGFloat = 0.0
var ballStartY: CGFloat = 0.0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
if (map?.contains(location))! {
movableNode = ball
ballStartX = (movableNode?.position.x)! - location.x // Location X of your sprite when touch started
ballStartY = (movableNode?.position.y)! - location.y // Location Y of your sprite when touch started
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first, movableNode != nil {
let location = touch.location(in: self)
movableNode!.position = CGPoint(x: location.x+ballStartX, y: location.y+ballStartY) // Move node around with distance to your finger
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let _ = touches.first, movableNode != nil {
movableNode = nil
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
movableNode = nil
}
I have an implementation where I've subclassed a UIImageView and called it a "DraggableImage"
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
originalPosition = self.center
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self.superview)
self.center = CGPoint(x: position.x, y: position.y)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
self.center = originalPosition
}