I'm working on a project / game and I'm stuck at adding new enemies to the game and to program them. This is how my code looked before I started changing and only had one type of "alien". I want to create two new types, one that you lose 5 points from hitting and one 10. In the code now, there is only one of three and it gives +5 points. How would you guys add the two new? I think I'm overthinking it and that's why I messed up.
import SpriteKit
import GameplayKit
import CoreMotion
class GameScene: SKScene, SKPhysicsContactDelegate {
var starfield:SKEmitterNode!
var player:SKSpriteNode!
var scoreLabel:SKLabelNode!
var score:Int = 0 {
didSet {
scoreLabel.text = "Score: \(score)"
}
}
var gameTimer:Timer!
var possibleAliens = ["alien"]
//This is the "alien you earn +5 point from shooting. Im trying to get 2 new aliens to the scene, one that you lose -5 points from shooting and one you lose -10 on.
//I have tried to rewrite the codes to the two new, but they still earn +5 points from shooting all 3 types. What would you guys do and how?
let alienCategory:UInt32 = 0x1 << 1
let photonTorpedoCategory:UInt32 = 0x1 << 0
let motionManger = CMMotionManager()
var xAcceleration:CGFloat = 0
override func didMove(to view: SKView) {
starfield = SKEmitterNode(fileNamed: "Starfield")
starfield.position = CGPoint(x: 0, y: 1472)
starfield.advanceSimulationTime(10)
self.addChild(starfield)
starfield.zPosition = -1
player = SKSpriteNode(imageNamed: "shuttle")
player.position = CGPoint(x: self.frame.size.width / 2, y: player.size.height / 2 + 20)
self.addChild(player)
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 100, y: self.frame.size.height - 60)
scoreLabel.fontName = "AmericanTypewriter-Bold"
scoreLabel.fontSize = 36
scoreLabel.fontColor = UIColor.white
score = 0
self.addChild(scoreLabel)
gameTimer = Timer.scheduledTimer(timeInterval: 0.75, target: self, selector: #selector(addAlien), userInfo: nil, repeats: true)
motionManger.accelerometerUpdateInterval = 0.2
motionManger.startAccelerometerUpdates(to: OperationQueue.current!) { (data:CMAccelerometerData?, error:Error?) in
if let accelerometerData = data {
let acceleration = accelerometerData.acceleration
self.xAcceleration = CGFloat(acceleration.x) * 0.75 + self.xAcceleration * 0.25
}
}
}
func addAlien () {
possibleAliens = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: possibleAliens) as! [String]
let alien = SKSpriteNode(imageNamed: possibleAliens[0])
let randomAlienPosition = GKRandomDistribution(lowestValue: 0, highestValue: 414)
let position = CGFloat(randomAlienPosition.nextInt())
alien.position = CGPoint(x: position, y: self.frame.size.height + alien.size.height)
alien.physicsBody = SKPhysicsBody(rectangleOf: alien.size)
alien.physicsBody?.isDynamic = true
alien.physicsBody?.categoryBitMask = alienCategory
alien.physicsBody?.contactTestBitMask = photonTorpedoCategory
alien.physicsBody?.collisionBitMask = 0
self.addChild(alien)
let animationDuration:TimeInterval = 6
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: position, y: -alien.size.height), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
alien.run(SKAction.sequence(actionArray))
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
fireTorpedo()
}
func fireTorpedo() {
self.run(SKAction.playSoundFileNamed("torpedo.mp3", waitForCompletion: false))
let torpedoNode = SKSpriteNode(imageNamed: "torpedo")
torpedoNode.position = player.position
torpedoNode.position.y += 5
torpedoNode.physicsBody = SKPhysicsBody(circleOfRadius: torpedoNode.size.width / 2)
torpedoNode.physicsBody?.isDynamic = true
torpedoNode.physicsBody?.categoryBitMask = photonTorpedoCategory
torpedoNode.physicsBody?.contactTestBitMask = alienCategory
torpedoNode.physicsBody?.collisionBitMask = 0
torpedoNode.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(torpedoNode)
let animationDuration:TimeInterval = 0.3
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: player.position.x, y: self.frame.size.height + 10), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
torpedoNode.run(SKAction.sequence(actionArray))
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask & photonTorpedoCategory) != 0 && (secondBody.categoryBitMask & alienCategory) != 0 {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
}
}
func torpedoDidCollideWithAlien (torpedoNode:SKSpriteNode, alienNode:SKSpriteNode) {
let explosion = SKEmitterNode(fileNamed: "Explosion")!
explosion.position = alienNode.position
self.addChild(explosion)
self.run(SKAction.playSoundFileNamed("explosion.mp3", waitForCompletion: false))
torpedoNode.removeFromParent()
alienNode.removeFromParent()
self.run(SKAction.wait(forDuration: 2)) {
explosion.removeFromParent()
}
score += 5
}
override func didSimulatePhysics() {
player.position.x += xAcceleration * 50
if player.position.x < -20 {
player.position = CGPoint(x: self.size.width + 20, y: player.position.y)
}else if player.position.x > self.size.width + 20 {
player.position = CGPoint(x: -20, y: player.position.y)
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
I wouldn't recommend following this answer if your game becomes more complex. Normally I would say put the aliens in subclasses initialized with their own categorybitmasks and other properties, but to avoid modifying your code too much I just changed the addAlien() method and didBeginContact method. Each alien has its own categoryBitMask and textureName.
let alienCategories:[UInt32] = [(0x1 << 1),(0x1 << 2),(0x1 << 3)]
let alienTextureNames:[String] = ["alien1","alien2","alien3"]
This will make a random Alien using the values in the collections above
func addAlien () {
//Random index between 0 and 2 changing the texture and category bitmask
let index = Int.random(in: 0...2)
let textureName = alienTextureNames[index]
let alien = SKSpriteNode(imageNamed: textureName)
//Use Int.random() if you don't want a CGFLoat
let xPos = CGFloat.random(in: 0...414)
let yPos = frame.size.height + alien.size.height
alien.position = CGPoint(x: xPos, y: yPos)
alien.physicsBody = SKPhysicsBody(rectangleOf: alien.size)
alien.physicsBody?.isDynamic = true
alien.physicsBody?.categoryBitMask = alienCategories[index]
alien.physicsBody?.contactTestBitMask = photonTorpedoCategory
alien.physicsBody?.collisionBitMask = 0
self.addChild(alien)
let moveAction = SKAction.moveTo(y: -alien.size.height, duration: 6)
alien.run(moveAction, completion: { alien.removeFromParent() })
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.categoryBitMask == photonTorpedoCategory && secondBody.categoryBitMask == alienCategories[0] {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
score += 5
}else if firstBody.categoryBitMask == photonTorpedoCategory && secondBody.categoryBitMask == alienCategories[1] {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
score -= 5
}else if firstBody.categoryBitMask == photonTorpedoCategory && secondBody.categoryBitMask == alienCategories[2] {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
score -= 10
}
}
Change the torpedoNode.physicsBody?.contactTestBitMask = alienCategory line in the fireTorpedo method to alien.physicsBody?.contactTestBitMask = (alienCategories[0] | alienCategories[1] | alienCategories[2])
Related
I am trying to program a game with Spritekit in Swift. The aim is to escape with his character oncoming rectangles. Now I've made a mistake with the SKPhysicsContactDelegate (didBegin ()) method, so the figure's contact with one of the rectangles is not recognized. Can someone help me find the mistake? This isn't a duplicate because this time I used a different code!
import SpriteKit
struct PhysicsCategory {
static let none : UInt32 = 0
static let all : UInt32 = UInt32.max
static let rechteck : UInt32 = 0b1 // 1
static let figur : UInt32 = 0b10 // 2
}
class PlayScene: SKScene, SKPhysicsContactDelegate{
let figur = SKSpriteNode(imageNamed: "Punkt.jpg")
#objc func addRechteck(){
let rechteckRechts = SKSpriteNode(imageNamed: "Rechteck.gif")
rechteckRechts.physicsBody = SKPhysicsBody(rectangleOf: rechteckRechts.size) // 1
rechteckRechts.physicsBody?.isDynamic = true // 2
rechteckRechts.physicsBody?.categoryBitMask = PhysicsCategory.rechteck // 3
rechteckRechts.physicsBody?.contactTestBitMask = PhysicsCategory.rechteck // 4
rechteckRechts.physicsBody?.collisionBitMask = PhysicsCategory.none // 5
let rechteckLinks = SKSpriteNode(imageNamed: "Rechteck.gif")
rechteckLinks.physicsBody = SKPhysicsBody(rectangleOf: rechteckLinks.size) // 1
rechteckLinks.physicsBody?.isDynamic = true // 2
rechteckLinks.physicsBody?.categoryBitMask = PhysicsCategory.rechteck // 3
rechteckLinks.physicsBody?.contactTestBitMask = PhysicsCategory.rechteck // 4
rechteckLinks.physicsBody?.collisionBitMask = PhysicsCategory.none // 5
let groesse = arc4random_uniform(5)+1
print(groesse)
switch groesse {
case 1:
rechteckLinks.xScale = 0.5
rechteckRechts.xScale = 1.5
case 2:
rechteckLinks.xScale = 1.5
rechteckRechts.xScale = 0.5
case 3:
rechteckLinks.xScale = 1
rechteckRechts.xScale = 1
case 4:
rechteckLinks.xScale = 1.25
rechteckRechts.xScale = 0.75
case 5:
rechteckLinks.xScale = 0.75
rechteckRechts.xScale = 1.25
default:
print("Fehler in der Wahrscheinlichkeit!!!")
}
rechteckRechts.position = CGPoint(x: frame.minX + (rechteckRechts.size.width / 2), y: frame.maxY)
rechteckLinks.position = CGPoint(x: frame.maxX - (rechteckLinks.size.width / 2), y: frame.maxY)
let moveDown = SKAction.moveBy(x: 0, y: -5000, duration: 20.0)
rechteckLinks.run(moveDown)
rechteckRechts.run(moveDown)
self.addChild(rechteckRechts)
self.addChild(rechteckLinks)
}
override func didMove(to view: SKView) {
physicsWorld.gravity = .zero
physicsWorld.contactDelegate = self
figur.xScale = 0.4
figur.yScale = 0.4
figur.position = CGPoint(x: frame.midX, y: frame.maxY / 4)
figur.physicsBody = SKPhysicsBody(rectangleOf: figur.size)
figur.physicsBody?.isDynamic = true
figur.physicsBody?.categoryBitMask = PhysicsCategory.figur
figur.physicsBody?.contactTestBitMask = PhysicsCategory.rechteck
figur.physicsBody?.collisionBitMask = PhysicsCategory.none
figur.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(figur)
self.backgroundColor = SKColor.white
let wait1 = SKAction.wait(forDuration: 3)
let timer = SKAction.repeatForever(SKAction.sequence([wait1, SKAction.run {
self.addRechteck()
}]))
self.run(timer, withKey: "addRechteck")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ){
let location = touch.location(in: self)
if figur.contains(location){
figur.position = location
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
if figur.contains(location){
figur.position = location
}
}
}
}
func figurDidColissionWithRectangle(figur: SKSpriteNode, rechteck: SKSpriteNode) {
print("Hit")
figur.removeFromParent()
rechteck.removeFromParent()
}
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
// 1
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
// 2
if ((firstBody.categoryBitMask & PhysicsCategory.rechteck != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.figur != 0)) {
if let rechteck = firstBody.node as? SKSpriteNode,
let figur = secondBody.node as? SKSpriteNode {
figurDidColissionWithRectangle(figur: figur, rechteck: rechteck)
}
}
}
}
In the method addRecktech(), you've told rechteckRechts' physics body to only test for contact with itself:
rechteckRechts.physicsBody?.contactTestBitMask = PhysicsCategory.rechteck //4
I suggest changing this line of code to the following, to tell it to test for contact with figur:
rechteckRechts.physicsBody?.contactTestBitMask = PhysicsCategory.figur //4
I believe because there's only a 'one-way' test for contact between rechTeck and figur in your current code, some contact events are being missed.
Create enemy
touchesBegan and didBegin contact function
My enemy node is not being removed from the scene every time my sword node touches it. I'm just wondering if anyone could explain to me what I'm doing wrong?
(UPDATE BELOW)
import SpriteKit
import GameplayKit
import AVFoundation
class LevelTwo: SKScene, SKPhysicsContactDelegate{
var levelBg = SKSpriteNode(imageNamed: "level2")
var hero = SKSpriteNode()
var enemy = SKSpriteNode()
var sword = SKSpriteNode()
var health1 = SKSpriteNode(imageNamed: "playerhplv2")
var health2 = SKSpriteNode(imageNamed: "playerhplv2")
var health3 = SKSpriteNode(imageNamed: "playerhplv2")
var musicPath = URL(fileURLWithPath: Bundle.main.path(forResource: "gameMusic", ofType: "mp3")!)
var musicGamePlayer = AVAudioPlayer()
var runMonster = SKAction()
var waitMonster = SKAction()
var sequenceMonster = SKAction()
var repeatMonster = SKAction()
enum CollisionNum: UInt32{
case swordNum = 1
case enemyNum = 2
case playerNum = 4
}
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
///music
do{
musicGamePlayer = try AVAudioPlayer(contentsOf: musicPath)
musicGamePlayer.prepareToPlay()
musicGamePlayer.numberOfLoops = -1
musicGamePlayer.play()
}
catch{
print(error)
}
//bg
levelBg.position = CGPoint(x: 0, y: 0)
levelBg.zPosition = 1
levelBg.size = levelBg.texture!.size()
levelBg.setScale(1.25)
self.addChild(levelBg)
//hero
let playerTexture = SKTexture(imageNamed: "main")
hero = SKSpriteNode(texture: playerTexture)
hero.position = CGPoint(x: 0, y: 0)
hero.zPosition = 2
hero.setScale(0.6)
hero.physicsBody = SKPhysicsBody(texture: playerTexture, size: CGSize(width: hero.size.width, height: hero.size.height))
hero.physicsBody!.categoryBitMask = CollisionNum.playerNum.rawValue
hero.physicsBody!.collisionBitMask = CollisionNum.enemyNum.rawValue //player is allowed to bump into rocks and skulls
hero.physicsBody!.contactTestBitMask = CollisionNum.enemyNum.rawValue // same as collisions
hero.physicsBody!.isDynamic = false
self.addChild(hero)
//health1
health1.position = CGPoint(x: 130, y: 150)
health1.zPosition = 3
health1.setScale(0.75)
self.addChild(health1)
//health2
health2.position = CGPoint(x: 230, y: 150)
health2.zPosition = 3
health2.setScale(0.75)
self.addChild(health2)
//health3
health3.position = CGPoint(x: 320, y: 150)
health3.zPosition = 3
health3.setScale(0.75)
self.addChild(health3)
runMonster = SKAction.run(addMonster)
waitMonster = SKAction.wait(forDuration: 0.3)
sequenceMonster = SKAction.sequence([runMonster,waitMonster])
repeatMonster = SKAction.repeatForever(sequenceMonster)
run(repeatMonster)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let locale = touch.location(in: self)
hero.position.x = locale.x
hero.position.y = locale.y
}
}
func addMonster(){
//random position based off the bg size
let monsterHigherX = Int(levelBg.size.width)
let monsterHigherY = Int(levelBg.size.height)
let monsterLowerX = monsterHigherX * -1
let monsterLowerY = monsterHigherY * -1
let randomLocaleX = Int(arc4random_uniform(UInt32(monsterHigherX - monsterLowerX))) + monsterLowerX
let randomLocaleY = Int(arc4random_uniform(UInt32(monsterHigherY - monsterLowerY))) + monsterLowerY
let movementEnemy = SKAction.moveBy(x: -5, y: -5, duration: 0.2)
let movementForever = SKAction.repeatForever(movementEnemy)
let enemyTexture = SKTexture(imageNamed: "boss0")
enemy = SKSpriteNode(texture: enemyTexture)
enemy.zPosition = 2
enemy.setScale(0.5)
enemy.position = CGPoint(x: randomLocaleX, y: randomLocaleY)
enemy.physicsBody = SKPhysicsBody(texture: enemyTexture, size: CGSize(width: enemy.size.width, height: enemy.size.height))
enemy.physicsBody!.isDynamic = true
enemy.physicsBody!.affectedByGravity = false
enemy.physicsBody!.categoryBitMask = CollisionNum.enemyNum.rawValue
enemy.physicsBody!.collisionBitMask = CollisionNum.swordNum.rawValue
enemy.physicsBody!.contactTestBitMask = CollisionNum.swordNum.rawValue
enemy.run(movementForever)
self.addChild(enemy)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let swordTexture = SKTexture(imageNamed: "blade-0")
sword = SKSpriteNode(texture: swordTexture)
sword.setScale(0.50)
sword.zPosition = 2
sword.position = hero.position
sword.physicsBody = SKPhysicsBody(texture: swordTexture, size: CGSize(width: sword.size.width, height: sword.size.height))
sword.physicsBody!.velocity = CGVector(dx: 1200, dy:0)
sword.physicsBody!.isDynamic = true
sword.physicsBody!.affectedByGravity = true
sword.physicsBody!.usesPreciseCollisionDetection = true
sword.physicsBody!.categoryBitMask = CollisionNum.swordNum.rawValue
sword.physicsBody!.collisionBitMask = CollisionNum.enemyNum.rawValue
sword.physicsBody!.contactTestBitMask = CollisionNum.enemyNum.rawValue
self.addChild(sword)
}
func didBegin(_ contact: SKPhysicsContact) {
let collision: UInt32 = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == CollisionNum.swordNum.rawValue | CollisionNum.enemyNum.rawValue {
enemy.removeFromParent()
}
}
override func update(_ currentTime: TimeInterval) {
}
}
(Ive attached my whole level2 class) Thank you so much for the suggestion; however, when I tried implementing this I still run into the same problem (im running this on the iphone simulator) Im wondering whether the error is with my enum or my implementation of my physics with my nodes
You do not want to remove "enemy" because "enemy" is always the last monster you added. You need to check which contactBody is the enemy so you can remove it. You can do that by guaranteeing which node you want to associate as A, and which you want to associate as B by looking at the categoryBitMask value:
func didBegin(_ contact: SKPhysicsContact) {
//This guarantees the lower categoryBitMask (Providing you are only using one) is in A
let bodyA = contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask ? contact.bodyA : contact.bodyB
let bodyB = contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask ? contact.bodyB : contact.bodyA
if bodyA.categoryBitMask == CollisionNum.swordNum.rawValue && bodyB.categoryBitMask == CollisionNum.enemyNum.rawValue {
bodyB.node.removeFromParent()
}
}
Of course this will lead to problems with multiple collisions, so instead you may want to do:
var removeNodes = SKNode()
func didBegin(_ contact: SKPhysicsContact) {
//This guarantees the lower categoryBitMask (Providing you are only using one) is in A
let bodyA = contact.bodyA.categoryBitMask <= contact.bodyB.categoryBitMask ? contact.bodyA : contact.bodyB
let bodyB = contact.bodyA.categoryBitMask > contact.bodyB.categoryBitMask ? contact.bodyB : contact.bodyA
if bodyA.categoryBitMask == CollisionNum.swordNum.rawValue && bodyB.categoryBitMask == CollisionNum.enemyNum.rawValue {
bodyB.node.moveToParent(removeNodes)
}
}
func didFinishUpdate(){
removeNodes.removeAllChildren()
}
Try this:
func didBegin(_ contact: SKPhysicsContact) {
let collision: UInt32 = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == CollisionNum.swordNum.rawValue | CollisionNum.enemyNum.rawValue {
enemy.removeFromParent()
}
}
You were only testing if bodyA is equal to the enemy, however, bodyA may be equal to the sword instead.
I am trying to find a way to shoot more than one bullets as power up increases. Also it's only going up straight on the first 4 power ups, but I would like it to have a little angle as it reaches 5 and up.
Can someone help me implement that with the following codes I currently have?
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var player: SKSpriteNode!
var scoreLabel: SKLabelNode!
var score: Int = 0 {
didSet {
scoreLabel.text = "Score: \(score)"
}
}
var gameTimer: Timer!
var possibleAliens = ["alien", "alien2", "alien3"]
//bitmask for alien and torpedo's physics body
let alienCategory:UInt32 = 0x1 << 1
let photonTorpedoCategory:UInt32 = 0x1 << 0
//lives
var livesArray:[SKSpriteNode]!
//powerUp
var powerUp: Int = 1
//didMove
override func didMove(to view: SKView) {
addLives()
starField = SKEmitterNode(fileNamed: "Starfield")
starField.position = CGPoint(x: 0, y: 1472)
starField.advanceSimulationTime(10)
self.addChild(starField)
starField.zPosition = -1
player = SKSpriteNode(imageNamed: "shuttle")
player.position = CGPoint(x: self.frame.size.width / 3.6, y: player.size.height / 2 + 20)
self.addChild(player)
//physicsWorld
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
//score and scoreLabel
scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 80, y: self.frame.size.height - 60)
scoreLabel.fontName = "AmericanTypewriter-Bold"
scoreLabel.fontSize = 28
scoreLabel.fontColor = UIColor.white
score = 0
self.addChild(scoreLabel)
//create a timeInterval that can be changed depending on the difficulty
var timeInterval = 0.6
if UserDefaults.standard.bool(forKey: "hard"){
timeInterval = 0.2
}
//gameTimer
gameTimer = Timer.scheduledTimer(timeInterval: timeInterval, target: self, selector: #selector(addAlien), userInfo: nil, repeats: true)
//motion Manager initialization in didMove
motionManger.accelerometerUpdateInterval = 0.2
//creatingan acceleration data in didMove
motionManger.startAccelerometerUpdates(to: OperationQueue.current!) { (data: CMAccelerometerData?, error: Error?) in
if let accelerometerData = data{
let acceleration = accelerometerData.acceleration
self.xAcceleration = CGFloat(acceleration.x) * 0.75 + self.xAcceleration * 0.25
}
}
}
//func addLives
func addLives() {
//initialize livesArray from GameScene
livesArray = [SKSpriteNode]()
for live in 1 ... 3 {
let liveNode = SKSpriteNode(imageNamed: "shuttle")
liveNode.name = "live\(live)"
liveNode.position = CGPoint(x: self.frame.size.width - CGFloat((4-live)) * liveNode.size.width, y: self.frame.size.height - 60)
self.addChild(liveNode)
livesArray.append(liveNode)
}
}
//func addAlien
func addAlien() {
//using GK, pick possibleAliens[arrays] randomly, and shuffle
possibleAliens = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: possibleAliens) as! [String]
//bring the aliens to random position
let alien = SKSpriteNode(imageNamed: possibleAliens[0])
let randomAlienPosition = GKRandomDistribution(lowestValue: 0, highestValue: 414)
//make the position constant, use randomAlien and get next integer and use CGFloat then set alien position
let position = CGFloat(randomAlienPosition.nextInt())
alien.position = CGPoint(x: position, y: self.frame.size.height + alien.size.height)
//physicsBody of addAlien
alien.physicsBody = SKPhysicsBody(rectangleOf: alien.size)
alien.physicsBody?.isDynamic = true
alien.physicsBody?.categoryBitMask = alienCategory
alien.physicsBody?.contactTestBitMask = photonTorpedoCategory
alien.physicsBody?.collisionBitMask = 0
self.addChild(alien)
//make aliens move
let animationDuration: TimeInterval = 6
//SKAction to alien will make alien move from top to bottom of the screen, then remove alien from screen and from parent so it doesnt consume too much memory
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: position, y: -alien.size.height), duration: animationDuration))
//THIS ACTION WILL SEE IF IT REACHES THE FINAL DESTINATION BEFORE IT GETS ERASED AND TAKES A LIFE
//A RUN ACTION THAT WILL PLAY SOUND WHEN PLAYER LOSES SOUND.
actionArray.append(SKAction.run{
self.run(SKAction.playSoundFileNamed("loose.mp3", waitForCompletion: false))
if self.livesArray.count > 0 {
let liveNode = self.livesArray.first
liveNode!.removeFromParent()
self.livesArray.removeFirst()
if self.livesArray.count == 0{
let transition = SKTransition.flipHorizontal(withDuration: 0.5)
let gameOver = SKScene(fileNamed: "GameOverScene") as! GameOverScene
gameOver.score = self.score
self.view?.presentScene(gameOver, transition: transition)
}
}
})
actionArray.append(SKAction.removeFromParent())
//make a run function on the alien to pass allong actionArray
alien.run(SKAction.sequence(actionArray))
}
//fire fireTorpedo when tapped
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
fireTorpedo()
}
//func FireTorpedo or bullet
func fireTorpedo(){
//adds sound, image and position of the torpedo
self.run(SKAction.playSoundFileNamed("torpedo.mp3", waitForCompletion: false))
let torpedoNode = SKSpriteNode(imageNamed: "torpedo")
//powerUp switch
switch (powerUp)
{
case 1:
torpedoNode.position.x = player.position.x
torpedoNode.position.y = player.position.y
case 2:
torpedoNode.position.y = player.position.y
torpedoNode.position.x = player.position.x - 10
torpedoNode.position.x = player.position.x + 10
default:
print("out of torpedo ammo")
break
}
torpedoNode.position.y += 5
//add physicsBody for torpedo just like the aliens
torpedoNode.physicsBody = SKPhysicsBody(circleOfRadius: torpedoNode.size.width / 2)
torpedoNode.physicsBody?.isDynamic = true
torpedoNode.physicsBody?.categoryBitMask = photonTorpedoCategory
torpedoNode.physicsBody?.contactTestBitMask = alienCategory
torpedoNode.physicsBody?.collisionBitMask = 0
torpedoNode.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(torpedoNode)
//add animation like in alien
let animationDuration: TimeInterval = 0.3
//make torpedo move up and disappear
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: player.position.x, y: self.frame.size.height + 10), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
//run the torpedo
torpedoNode.run(SKAction.sequence(actionArray))
}
func didBegin(_ contact: SKPhysicsContact){
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
//check if two bodies touch
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
//to findout which body is the torpedo and which is alien
if (firstBody.categoryBitMask & photonTorpedoCategory) != 0 && (secondBody.categoryBitMask & alienCategory) != 0 {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as? SKSpriteNode, alienNode: secondBody.node as? SKSpriteNode)
}
}
func torpedoDidCollideWithAlien (torpedoNode: SKSpriteNode?, alienNode: SKSpriteNode?){
if let explosion = SKEmitterNode(fileNamed: "Explosion"){
if let alien = alienNode{
explosion.position = alien.position
}
self.addChild(explosion)
self.run(SKAction.playSoundFileNamed("explosion.mp3", waitForCompletion: false))
if let torpedo = torpedoNode{
torpedo.removeFromParent()
}
if let alien = alienNode{
alien.removeFromParent()
}
//see the explosion effect longer and not disappear immediately with run function with action and completion handler
self.run(SKAction.wait(forDuration: 2)){
explosion.removeFromParent()
}
//add and update score
score += 5
}
}
override func didSimulatePhysics() {
player.position.x += xAcceleration * 50
if player.position.x < -20 {
player.position = CGPoint(x: self.size.width + 20, y: player.position.y)
} else if player.position.x > self.size.width + 20 {
player.position = CGPoint(x: -20, y: player.position.y)
}
}
}
I'm getting some difficulty detecting collision in my SpriteKit Game. I simply want to detect collision between the missiles and the enemies and boats.
I have the ColliderType:
struct ColliderType {
static let Boat: UInt32 = 1
static let Enemy: UInt32 = 2
static let Wall: UInt32 = 3
static let Bullet: UInt32 = 4
}
class GameplayScene: SKScene, SKPhysicsContactDelegate {
var player = SKSpriteNode()
var enemy = SKSpriteNode()
var boat = SKSpriteNode()
var missile = SKSpriteNode()
The didBegin contact:
func didBegin(_ contact: SKPhysicsContact) {
var firstBody = SKPhysicsBody()
var secondBody = SKPhysicsBody()
if contact.bodyA.node?.name == "Missile" {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.node?.name == "Missile" && secondBody.node?.name ==
"Enemy" {
incrementScore()
secondBody.node?.removeFromParent()
} else if firstBody.node?.name == "Missile" &&
secondBody.node?.name == "Boat" {
incrementScore()
}
}
I have added the "physicsWorld.contactDelegate = self" in the didMove toview
I have also added physicsBodies to all the relevant spritenodes:
func fireMissile() {
let missile = SKSpriteNode(color: .yellow, size: CGSize(width: 20,
height: 5))
missile.name = "Missile"
missile.position = CGPoint(x: player.position.x + 28, y:
player.position.y + 10)
missile.zPosition = 2
missile.physicsBody = SKPhysicsBody(rectangleOf: missile.size)
missile.physicsBody?.isDynamic = false
missile.physicsBody?.categoryBitMask = ColliderType.Bullet
missile.physicsBody?.collisionBitMask = ColliderType.Enemy |
ColliderType.Boat
missile.physicsBody?.contactTestBitMask = ColliderType.Enemy |
ColliderType.Boat
self.addChild(missile)
}
func createEnemies() {
let enemy = SKSpriteNode(imageNamed: "Enemy1")
enemy.name = "Enemy"
enemy.anchorPoint = CGPoint(x: 0.5, y: 0.5)
enemy.physicsBody = SKPhysicsBody(circleOfRadius: enemy.size.height
/ 2)
enemy.physicsBody?.categoryBitMask = ColliderType.Enemy
enemy.physicsBody?.affectedByGravity = false
enemy.physicsBody?.isDynamic = false
enemy.zPosition = 3
enemy.position.y = self.frame.height + 100
enemy.position.x = CGFloat.randomBetweenNumbers(firstNum: -347.5,
secondNum: -85)
self.addChild(enemy)
}
func createBoat() {
let boat = SKSpriteNode(imageNamed: "Boat")
boat.name = "Boat"
boat.anchorPoint = CGPoint(x: 0.5, y: 0.5)
boat.physicsBody = SKPhysicsBody(circleOfRadius: boat.size.height /
2)
boat.physicsBody?.categoryBitMask = ColliderType.Boat
boat.physicsBody?.affectedByGravity = false
boat.physicsBody?.isDynamic = false
boat.zPosition = 3
boat.position.y = self.frame.height + 100
boat.position.x = CGFloat.randomBetweenNumbers(firstNum: 0,
secondNum: 0)
self.addChild(boat)
}
Firstly, some of your categories are wrong:
static let Wall: UInt32 = 3
static let Bullet: UInt32 = 4
This effectively defines Wall as being both a Boat and an Enemy. Change them to:
static let Wall: UInt32 = 4
static let Bullet: UInt32 = 8
(Categories should always be unique powers of 2 - 1, 2, 4, 8, 16 etc).
The rest looks ok, so try that and let us know if it’s working.
Edit:
OK - just noticed that all of your physics bodies have their isDynamic property set to false - this means that, among other things, the body will not trigger contacts. so if you want missile to generate contacts with either enemy or boat, then either missile should be dynamic or both enemy and boat should be dynamic (only 1 of the 2 objects involved in a contact needs to by dynamic).
I am making a game that includes a high score label that comes up once the player dies, along with a restart button. Overall the high score, which is an integer, works fine but there is one problem. If you reach a new high score in that round you just finished you have to die again for it to show the new high score. Lets say I play the game while the high score is already 15 and I score 17 when the high score label comes up it still shows 15. After I restart the game and the high score comes up again it will now show 17. The high score is not updating when I want it to.
import SpriteKit
struct physicsCatagory {
static let person : UInt32 = 0x1 << 1
static let Ice : UInt32 = 0x1 << 2
static let IceTwo : UInt32 = 0x1 << 3
static let IceThree : UInt32 = 0x1 << 4
static let Score : UInt32 = 0x1 << 5
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var Highscore = Int()
var timeOfLastSpawn: CFTimeInterval = 0.0
var timePerSpawn: CFTimeInterval = 1.2
var scorenumber = Int()
var lifenumber = Int()
var SpeedNumber : Double = 0.5
var person = SKSpriteNode(imageNamed: "Person1")
let Score = SKSpriteNode()
var ScoreLable = SKLabelNode()
var Highscorelabel = SKLabelNode()
let BackGround = SKSpriteNode (imageNamed: "BackGround")
var restartButton = SKSpriteNode()
var Died = Bool()
func restartScene(){
self.removeAllChildren()
self.removeAllActions()
scorenumber = 0
lifenumber = 0
createScene()
random()
//spawnThirdIce()
Died = false
timeOfLastSpawn = 0.0
timePerSpawn = 1.2
}
func createScene(){
physicsWorld.contactDelegate = self
if (scorenumber > Highscore){
var Highscoredefault = NSUserDefaults.standardUserDefaults()
Highscoredefault.setValue(scorenumber, forKey: "HighScore")
}
var Highscoredefault = NSUserDefaults.standardUserDefaults()
if (Highscoredefault.valueForKey("HighScore") != nil){
Highscore = Highscoredefault.valueForKey("HighScore") as! NSInteger
}
else{
Highscore = 0
}
lifenumber = 0
SpeedNumber = 1
BackGround.size = CGSize(width: self.frame.width, height: self.frame.height)
BackGround.position = CGPointMake(self.size.width / 2, self.size.height / 2)
BackGround.zPosition = -5
self.addChild(BackGround)
Score.size = CGSize(width: 2563, height: 1)
Score.position = CGPoint(x: 320, y: -20)
Score.physicsBody = SKPhysicsBody(rectangleOfSize: Score.size)
Score.physicsBody?.affectedByGravity = false
Score.physicsBody?.dynamic = false
Score.physicsBody?.categoryBitMask = physicsCatagory.Score
Score.physicsBody?.collisionBitMask = 0
Score.physicsBody?.contactTestBitMask = physicsCatagory.IceThree
Score.color = SKColor.blueColor()
Score.zPosition = -5
self.addChild(Score)
person.zPosition = 1
person.position = CGPointMake(self.size.width/2, self.size.height/9.5)
person.setScale(0.6)
person.physicsBody = SKPhysicsBody (rectangleOfSize: CGSize(width: 1000, height: 50))
person.physicsBody?.affectedByGravity = false
person.physicsBody?.categoryBitMask = physicsCatagory.person
person.physicsBody?.contactTestBitMask = physicsCatagory.Ice
person.physicsBody?.collisionBitMask = physicsCatagory.Ice
person.physicsBody?.dynamic = false
person.physicsBody?.affectedByGravity = false
self.addChild(person)
ScoreLable = SKLabelNode()
ScoreLable.fontName = "Arial"
ScoreLable.position = CGPoint(x: self.frame.width / 2, y: 1700)
ScoreLable.text = "\(scorenumber)"
ScoreLable.fontColor = UIColor.yellowColor()
ScoreLable.fontSize = 150
self.addChild(ScoreLable)
Highscorelabel.fontName = "Arial"
Highscorelabel.position = CGPoint(x: self.frame.width / 2, y: 1400)
Highscorelabel.text = "HighScore: \(Highscore)"
Highscorelabel.fontSize = 150
Highscorelabel.fontColor = UIColor.yellowColor()
Highscorelabel.zPosition = -7
self.addChild(Highscorelabel)
}
func random() -> CGFloat{
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min min: CGFloat, max: CGFloat) -> CGFloat{
return random() * (max - min) + min
}
var gameArea: CGRect
override init(size: CGSize) {
let maxAspectRatio: CGFloat = 16.0/9.0
let playableWidth = size.height / maxAspectRatio
let margin = (size.width - playableWidth) / 2
gameArea = CGRect(x: margin, y: 0, width: playableWidth, height: size.height)
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func didMoveToView(view: SKView) {
createScene()
}
func createButton(){
restartButton = SKSpriteNode(imageNamed: "Restart Button")
restartButton.position = CGPoint(x: 768, y: 1024)
restartButton.zPosition = 6
restartButton.setScale(2.3)
self.addChild(restartButton)
}
func didBeginContact(contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == physicsCatagory.person && secondBody.categoryBitMask == physicsCatagory.IceThree || firstBody.categoryBitMask == physicsCatagory.IceThree && secondBody.categoryBitMask == physicsCatagory.person{
scorenumber++
if scorenumber == 20 {
timePerSpawn = 1.0
}
if scorenumber == 40{
timePerSpawn = 0.89
}
if scorenumber == 60{
timePerSpawn = 0.6
}
if scorenumber == 80{
timePerSpawn = 0.5
}
if scorenumber == 100{
timePerSpawn = 0.4
}
if scorenumber == 120{
timePerSpawn = 0.3
}
ScoreLable.text = "\(scorenumber)"
CollisionWithPerson(firstBody.node as! SKSpriteNode, Person: secondBody.node as! SKSpriteNode)
}
if firstBody.categoryBitMask == physicsCatagory.Score && secondBody.categoryBitMask == physicsCatagory.IceThree ||
firstBody.categoryBitMask == physicsCatagory.IceThree && secondBody.categoryBitMask == physicsCatagory.Score{
lifenumber++
if lifenumber == 1{
//person.texture
person.texture = SKTexture (imageNamed: "Flower#2")
}
if lifenumber == 2{
person.texture = SKTexture (imageNamed: "Flower#3")
}
if lifenumber == 3{
// self.addChild(Highscorelabel)
Highscorelabel.zPosition = 5
createButton()
person.zPosition = -6
person.texture = SKTexture (imageNamed: "Person1")
//person.removeFromParent()
Died = true
}
}
}
func CollisionWithPerson (Ice: SKSpriteNode, Person: SKSpriteNode){
Person.removeFromParent()
// if (scorenumber > Highscore){
// var Highscoredefault = NSUserDefaults.standardUserDefaults()
// Highscoredefault.setValue(scorenumber, forKey: "HighScore")
//}
}
func spawnThirdIce(){
if Died == true {
} else
{
var Ice = SKSpriteNode(imageNamed: "Ice")
Ice.zPosition = 2
Ice.setScale(1.5)
Ice.physicsBody = SKPhysicsBody(rectangleOfSize: Ice.size)
Ice.physicsBody?.categoryBitMask = physicsCatagory.IceThree
Ice.physicsBody?.contactTestBitMask = physicsCatagory.person | physicsCatagory.Score
Ice.physicsBody?.affectedByGravity = false
Ice.physicsBody?.dynamic = true
let randomXStart = random(min:CGRectGetMinX(gameArea), max: CGRectGetMaxX(gameArea))
let randomXend = random(min:CGRectGetMinX(gameArea),max: CGRectGetMaxX(gameArea))
let startPoint = CGPoint(x: randomXStart, y: self.size.height * 1.2)
let endpoint = CGPoint(x: randomXend, y: -self.size.height * 0.2)
Ice.position = startPoint
let moveEnemy = SKAction.moveTo(endpoint, duration: 2.0)
let deleteEnemy = SKAction.removeFromParent()
let enemySequence = SKAction.sequence([moveEnemy , deleteEnemy])
Ice.runAction(enemySequence)
self.addChild(Ice)
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches{
let location = touch.locationInNode(self)
if Died == true{
if restartButton.containsPoint(location){
restartScene()
}
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
if Died == true {
}
else{
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let previousTouch = touch.previousLocationInNode(self)
let ammountDragged = location.x - previousTouch.x
person.position.x += ammountDragged
if person.position.x > CGRectGetMaxX(gameArea) - person.size.width/2{
person.position.x = CGRectGetMaxX(gameArea) - person.size.width/2
}
if person.position.x < CGRectGetMinX(gameArea) + person.size.width/2{
person.position.x = CGRectGetMinX(gameArea) + person.size.width/2
}
}
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if (currentTime - timeOfLastSpawn > timePerSpawn) {
spawnThirdIce()
self.timeOfLastSpawn = currentTime
}
}
}
Ok this is what I added to if life number = 3:
if lifenumber == 3{
if (scorenumber > Highscore){
var Highscoredefault = NSUserDefaults.standardUserDefaults()
Highscoredefault.setValue(scorenumber, forKey: "HighScore")
}
var Highscoredefault = NSUserDefaults.standardUserDefaults()
if (Highscoredefault.valueForKey("HighScore") != nil){
Highscore = Highscoredefault.valueForKey("HighScore") as! NSInteger
}
else{
Highscore = 0
}
self.addChild(Highscorelabel)
createButton()
person.zPosition = -6
person.texture = SKTexture (imageNamed: "Person1")
Died = true
}
It appears you only set the text property of Highscorelabel when you initialize it. If you want the Highscorelabel to be updated immediately upon death then you should update it at such time.
if lifenumber == 3 {
/* Check if new highscore, update HighscoreLabel */
I think you must add just this:
after scorenumber++ in func didBeginContact(contact: SKPhysicsContact)
//ADD THIS
if scorenumber > Highscore {
Highscore = scorenumber
Highscorelabel.text = "HighScore: \(Highscore)"
}