how to carry across values across scenes - swift

I am trying to make a 'money' value show on 3 different scenes, and it is showing on the GameScene but not on the GameOverScene or the ShopScene.
this is the relevant code of the GameScene that is working:
func adjustMoney(by points: Int){
var money = UserDefaults().integer(forKey: "moneyscore")
money += points
MoneyLabel.text = "Money = " + UserDefaults().integer(forKey: "moneyscore").description
UserDefaults().set(money, forKey: "moneyscore")
}
func projectileDidCollideWithMonster(projectile: SKSpriteNode, monster: SKSpriteNode) {
print("Hit")
projectile.removeFromParent()
monster.removeFromParent()
monstersDestroyed += 1
adjustScore(by: 1)
adjustMoney(by: 2)
and this is the total code in the other scenes (there is just the ShopScene as it is the same in the other):
import Foundation
import SpriteKit
var welcomeLabel: SKLabelNode!
class ShopScene: SKScene {
var background = SKSpriteNode(imageNamed: "background")
override func didMove(to view: SKView) {
background.zPosition = -1
background.position = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
addChild(background) welcomeLabel = SKLabelNode(fontNamed: "Chalkduster")
welcomeLabel.text = "Welcome to the shop!"
welcomeLabel.fontSize = 40
welcomeLabel.fontColor = SKColor.black
welcomeLabel.position = CGPoint(x: size.width/2, y: size.height/1.2)
addChild(welcomeLabel)
MoneyLabel = SKLabelNode(fontNamed: "Chalkduster")
MoneyLabel.text = "Money = \(money)"
MoneyLabel.fontSize = 20
MoneyLabel.fontColor = SKColor.black
MoneyLabel.position = CGPoint(x: size.width/6.2, y: size.height/1.35)
addChild(MoneyLabel)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let gameScene = GameScene(size: self.size)
gameScene.scaleMode = .aspectFill
self.view?.presentScene(gameScene, transition: SKTransition.doorsCloseHorizontal(withDuration: 1.0))
}
}
However it only says money = 0
---- I'm not sure if it is of any relevance but before my 'projectile' and 'monster' first collide each game all my values of high score and score and money are 0 then they go back to their saved values, apart from score obviously that goes to 0. Score is the only value that isn't saved and that does move across to the GameOverScene.

You need to access UserDefaults().integer(forKey: "moneyscore") to use this in both the GameOverScene or the ShopScene class as you are updating userdefaults value(money).
This is actually for your specific case only. On the other hand, if you are interested to pass data in different classes(you can mention them as screens if they have views), you can follow different methodologies. You can follow this link for references.

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.

Is there a way I can add more than one sprite in SpriteKit globally?

I am struggling with one issue. Global declaration of my sprite so that I can interact with it. In this game, I have created a local sprite called enemy featured below:
func spawnEnemy() {
let enemy = SKSpriteNode(imageNamed: "as")
let yPosition = CGFloat(frame.maxY - enemy.size.height)
let getXvalue = GKRandomDistribution(lowestValue: Int(frame.minX + enemy.size.width), highestValue: Int(frame.maxX - enemy.size.width))
let xPosition = CGFloat(getXvalue.nextInt())
enemy.position = CGPoint(x: xPosition, y: yPosition)
enemy.name = "asteroid"
enemy.zPosition = 100
addChild(enemy)
let animationDuration:TimeInterval = 6
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: xPosition, y: 0), duration: animationDuration))
actionArray.append(SKAction.self.removeFromParent())
enemy.run(SKAction.sequence(actionArray))
}
I want to tap the enemy to make it disappear from the screen. The variable is declared locally and not globally so the touchesBegan function does not "see" enemy. However, when I move the statement:
let enemy = SKSpriteNode(imageNamed: "as")
outside of local declaration and into global. It works until the code tries to spawn in another enemy and i get an error of "Tried to add an SKNode who already has a parent" This is the code I have running in my view did load:
run(SKAction.repeatForever(SKAction.sequence([SKAction.run{self.spawnEnemy()
}, SKAction.wait(forDuration: 1.0)])))
Every time it spawns a new enemy it crashes and says that the SKNode already has a parent which i understand. However, for my game to function I need the player to be able to touch the individual instance of that enemy and remove it. Hence my code for
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in:self) {
let nodesArray = self.nodes(at:location)
if nodesArray.first?.name == "asteroid" {
print("Test")
enemy.removeFromParent()
print("Test Completed")
}
}
}
Now the error says unresolved use of "enemy" because the enemy is not global. I have been going back and forth on this issue for quite some time. If anyone has any potential solution or work around I would be very grateful, and thank you for your help.
Move your enemies to their own class and handle the touch for each of those enemies in their own class. This cleans up your GameScene and keeps your code more organized. You can now add as many instances of enemy as you want.
FYI not related to this question but somethings to consider after you get this working
when game over or level change or win make sure you have a clean up function to remove all enemies
you should strongly consider recycling your objects vs creating them on the fly...better performance
try to separate as much code to your objects class as possible
class enemy: SKSpriteNode {
init() {
super.init(texture: nil, color: .clear, size: CGSize.zero)
setup()
}
func setup() {
isUserInteractionEnabled = true
name = "asteroid"
zPosition = 100
let image = SKSpriteNode(imageNamed: "as")
imagine.zPosition = 1
addChild(image)
self.size = image.size
animate()
}
func animate() {
let animationDuration: TimeInterval = 6
let move = SKAction.move(to: CGPoint(x: xPosition, y: 0), duration: animationDuration)
let remover = SKAction.self.removeFromParent()
run(SKAction.sequence(move, remover))
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
removeFromParent()
}
}
class GameScene: SKScene {
override func didMove(to view: SKView) {
let sequence = SKAction.sequence([SKAction.run{ self.spawnEnemy()
}, SKAction.wait(forDuration: 1.0)])
run(SKAction.repeatForever(sequence))
}
func spawnEnemy() {
let enemy = Enemy()
let yPosition = CGFloat(frame.maxY - enemy.size.height)
let getXvalue = GKRandomDistribution(lowestValue: Int(frame.minX + enemy.size.width), highestValue: Int(frame.maxX - enemy.size.width))
let xPosition = CGFloat(getXvalue.nextInt())
enemy.position = CGPoint(x: xPosition, y: yPosition)
addChild(enemy)
}
}

Label not showing up (Swift 4 SpriteKit)

I am making a game in Xcode with Swift 4, SpriteKit. My crash detection is working, however when I try to make text appear onto the screen when the player crashes, the text doesn't appear. My game basically has the use control a rocket ship which must dodge meteors, the player also has the ability to fire bullets. I have detected when the rocket ship hits a meteor but cannot get text to appear onto the screen. I know for a fact that the crash detection is working, because whenever I add a print statement in the didBegin function, the print statement executes. So it must be that way im displaying the label, but im not sure what I'm doing wrong with the label.
Here's my code:
import SpriteKit
import GameplayKit
import UIKit
class GameScene: SKScene, SKPhysicsContactDelegate{
let player = SKSpriteNode(imageNamed: "spaceship")
let stars = SKSpriteNode(imageNamed: "stars")
let meteor = SKSpriteNode(imageNamed: "meteor")
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
print(frame.size.width)
print(frame.size.height)
stars.position = CGPoint(x:0, y:0)
stars.zPosition = 1
player.position = CGPoint(x:0, y:-320)
player.zPosition = 4
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.affectedByGravity = false
player.physicsBody?.isDynamic = false
player.physicsBody?.categoryBitMask = 2
player.physicsBody?.collisionBitMask = 1
player.physicsBody?.contactTestBitMask = 1
self.addChild(player)
self.addChild(stars)
self.addMeteor()
}
func didBegin(_ contact: SKPhysicsContact) {
gameOver()
}
func addMeteor() {
meteor.physicsBody = SKPhysicsBody(circleOfRadius: meteor.size.width / 2)
meteor.physicsBody?.affectedByGravity = false
meteor.setScale(0.50)
meteor.position = CGPoint(x:Int(arc4random()%300),y:Int(arc4random()%600))
//meteor.position = CGPoint(x:0 , y:0)
meteor.zPosition = 4
meteor.physicsBody?.categoryBitMask = 1
meteor.physicsBody?.collisionBitMask = 0
meteor.physicsBody?.contactTestBitMask = 2
self.addChild(meteor)
}
func fireBullet() {
let bullet = SKSpriteNode(imageNamed: "bullet")
bullet.position = player.position
bullet.setScale(0.5)
bullet.zPosition = 3
self.addChild(bullet)
let moveBullet = SKAction.moveTo(y: self.size.height + bullet.size.height, duration: 1)
let deleteBullet = SKAction.removeFromParent()
let bulletSequence = SKAction.sequence([moveBullet, deleteBullet])
bullet.run(bulletSequence)
}
func gameOver() {
print("Game Over!")
var gameOverLabel: SKLabelNode!
gameOverLabel = SKLabelNode(fontNamed: "Chalkduster")
gameOverLabel.text = "Game Over! You lost!"
gameOverLabel.horizontalAlignmentMode = .right
gameOverLabel.position = CGPoint(x: 0, y:0)
self.addChild(gameOverLabel)
print("Label added")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
fireBullet()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let pointOfTouch = touch.location(in: self)
let previousPointOfTouch = touch.previousLocation(in: self)
let amountDragged = pointOfTouch.x - previousPointOfTouch.x
player.position.x += amountDragged
}
}
override func update(_ currentTime: TimeInterval) {
meteor.position.y -= 6
if meteor.position.y < player.position.y - 300{
meteor.removeFromParent()
addMeteor()
}
}
}
Not sure what I'm doing wrong? I call the gameOver() function in didBegin which is supposed to be executed every time collision is detected. But nothing happens? The meteor simply goes past the rocket ship. If someone could help me that'd be awesome!
As i see you are trying to center the label on the screen, you may try to add this to your code, on gameover func:
1.Try change the position to this
gameOverLabel.position = CGPoint(x: (self.scene!.frame.width / 2) - (self.scene!.frame.width * self.scene!.anchorPoint.x) / 2, y:(self.scene!.frame.height / 2) - (self.scene!.frame.height * self.scene!.anchorPoint.y))
2.I don't know if you have something that is over the label and affecting its view, so try to:
gameOverLabel.zPosition = 10 //A number higher than any other zPosition
3.The label may be too small...try:
gameOverLabel.fontSize = 30 //Adjust it to what you want
4.Just a tip:
move the:
var gameOverLabel: SKLabelNode!
to next line after the
let meteor = SKSpriteNode(imageNamed: "meteor")
This way you will have a universal label, and do not have to regenerate the label every time.
If you do this, just a final tip...I don't know if you have a func like gameRestart() or something like this...but make sure that when you restart the game, you remove the label:
gameOverLabel.removeFromParent()
If you don't do this, when the app try to add the label again it will crash!
Hope it helps!
You are not moving any of your objects as far as your physics in concerned. You need to apply forces instead of manually moving a position. Also your player dynamic is set to false, which means that he never moves, so contacts only happen on the meteor end.

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
}

Swift : Updated Variable in a different scene

I've got a variable in my GameScene, it's score variable, and it's being displayed on screen with SKLabelNode.
Everytime time there is a collision, 1 is being added to score, which is being transfered as a string to the SKLabelNode, and then updated on screen.
Problem is, when I call it from my GameOverScene (scene where the final score is being displayed along with "game over"), I get first value of score, which is 0. Like GameOverScene is reading variable, but not the updated one.
How to get the updated variable? Can anyone help?
Code:
class GameScene: SKScene, SKPhysicsContactDelegate {
// S C O R E !
var score = 0
var scoreText: String = ""
var scoreOnScreen = SKLabelNode()
...
override func didMoveToView(view: SKView) {
// S C O R E
scoreOnScreen.position = CGPoint(x: size.width / 2, y: size.height * 0.8)
scoreText = String(score)
scoreOnScreen.text = scoreText
when collision takes place, score get's +1
func bulletDidCollideWithEnemy(enemy: SKSpriteNode, bullet: SKSpriteNode) {
score++
scoreText = String(score)
scoreOnScreen.text = scoreText
and then, the GameOverScene:
import SpriteKit
import UIKit
class GameOverScene: SKScene {
let GameSceneInstance = GameScene()
let bgImage = SKSpriteNode(imageNamed: "background")
let afraidLogo = SKSpriteNode(imageNamed: "gameoverlogo")
var gameOverLabel = SKLabelNode()
override func didMoveToView(view: SKView) {
GameSceneInstance.scoreOnScreen.text = String(GameSceneInstance.score)
bgImage.position = CGPoint(x: size.width / 2, y: size.height / 2)
bgImage.setScale(0.75)
addChild(bgImage)
afraidLogo.position = CGPoint(x: size.width / 2, y: size.height / 2)
afraidLogo.setScale(0.50)
addChild(afraidLogo)
gameOverLabel.fontSize = 40
gameOverLabel.fontColor = SKColor.whiteColor()
gameOverLabel.text = "score: \(GameSceneInstance.scoreOnScreen.text)"
gameOverLabel.position = CGPointMake(self.size.width/2, 2.0 / 3.0 * self.size.height);
addChild(gameOverLabel)
}
I bet it's just a simple issue with the code. Appreciate any help.
I figured it out with some help from a reddit guy with a nickname Jasamer. Guy rocks.
Here's what I've changed:
when the scene is being changed
let scene = GameOverScene(size: skView.bounds.size)
I added:
scene.gameScene = self
scene.score = score
and then, the GameOverScene:
class GameOverScene: SKScene {
var gameScene = GameScene()
override func didMoveToView(view: SKView) {
gameOverLabel.text = "score: \(gameScene.score)"
and it works.
The main problem I think was not setting scene.GameScene = self.
I hope this helps someone someday.