disable touch on Child SKEmitterNode - touch

i create a SKSpriteNode with an Emitter as Child
onObject: SKSpriteNode! = SPSpriteNode(texture: ballTexture)
onObject.physicsBody = SKPhysicsBody(circleOfRadius: (ballSize / 2) * 0.99)
onObject.physicsBody?.affectedByGravity = true
onObject.physicsBody?.allowsRotation = true
onObject.physicsBody?.isDynamic = true
onObject.physicsBody?.mass = 3
onObject.physicsBody?.angularDamping = 1
onObject.physicsBody?.angularVelocity = ballRotation
onObject.physicsBody?.applyAngularImpulse(ballRotation)
onObject.physicsBody?.restitution = 0.5
let particles = SKEmitterNode(fileNamed: "emitter.sks")
particles?.zPosition = onObject.zPosition - 1
particles?.particleZPosition = onObject.zPosition - 1
particles?.position = CGPoint(x: 0, y: 0)
particles?.targetNode = self
particles?.particlePositionRange.dx = onObject.size.width
particles?.particlePositionRange.dy = onObject.size.height
particles?.name = "particles"
particles?.isUserInteractionEnabled = false
onObject.addChild(particles!)
but if i touch the emitter, the action will be triggered even if the userinteraction is disabled?!
how could i fix it?
i already tried to ignore the touched.name (particles) but it doesn't seem to work because every time i touch the particles or anywhere near it, the parent node will also get the touch event.
how could i prevent this?
im checking the Touch Event in
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let positionInScene = touch.location(in: self)
let touchedNodes = self.nodes(at: positionInScene)
print(touchedNode.name)
if ((touchedNode.name?.range(of: powerUps.POWERUPS)) != nil){
print("powerUp Touched")
}
}

Related

How to prevent SKShapeNode handled with touch position from going beyond a circle path?

I'm using SpriteKit for iOS app with Swift.
I made a small SKShapeNode("ball") and a big circle path("room"), and I want a SKShapeNode to stay within the circle.
Here is my code:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var isFingerOnBall = false
var ball: SKShapeNode!
var room: SKShapeNode!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
if let body = physicsWorld.body(at: touchLocation) {
if body.node!.name == "ball" {
isFingerOnBall = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
if isFingerOnBall {
ball.position = touchLocation
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
isFingerOnBall = false
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
let radius:CGFloat = 60
// BALL
ball = SKShapeNode(circleOfRadius: radius)
ball.name = "ball"
ball.fillColor = .red
ball.strokeColor = .clear
ball.position = CGPoint(x: 0, y: 150)
ball.physicsBody = SKPhysicsBody(circleOfRadius: radius)
ball.physicsBody?.isDynamic = true
scene?.addChild(ball)
// ROOM
room = SKShapeNode(circleOfRadius: radius * 5)
room.name = "room"
room.strokeColor = .white
room.lineWidth = 10
room.position = CGPoint(x: 0, y: 0)
room.physicsBody = SKPhysicsBody(edgeLoopFrom: room.path!)
room.physicsBody?.isDynamic = false
scene?.addChild(room)
}
}
I expected the room's SKPhysicsBody would limit the ball go out beyond the path,
OK image
but when my finger drags the ball out of the circle(room), it goes out too.
No good image
Thanks in advance.
There is a few ways to do this although the simplest I can think of is to replace you didMove(to view: SKView) method with this:
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
// BALL
let ball = SKShapeNode(circleOfRadius: 10)
ball.fillColor = .yellow
ball.strokeColor = .yellow
ball.lineWidth = 5
ball.physicsBody = SKPhysicsBody(circleOfRadius: 10)
ball.physicsBody?.isDynamic = true
ball.physicsBody?.affectedByGravity = true
ball.physicsBody?.categoryBitMask = 1
ball.physicsBody?.collisionBitMask = 2
ball.physicsBody?.contactTestBitMask = 0
addChild(ball)
// ROOM
let room = SKShapeNode(circleOfRadius: 200)
room.fillColor = .clear
room.strokeColor = .red
room.lineWidth = 5
room.physicsBody = SKPhysicsBody(edgeLoopFrom: room.path!)
room.physicsBody?.isDynamic = false
room.physicsBody?.affectedByGravity = false
room.physicsBody?.categoryBitMask = 2
room.physicsBody?.collisionBitMask = 0
room.physicsBody?.contactTestBitMask = 0
addChild(room)
}
Basically you just need to set the PhysicsBody CategoryBitMask and Collision Bit mask. Also don't assign a solid physics body notice the use of the "edgeFromLoop" to make the rooms physic body.
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
if isFingerOnBall {
let roomRadius: CGFloat = 200
let hyp = sqrt(touchLocation.x * touchLocation.x + touchLocation.y * touchLocation.y)
if abs(hyp) > roomRadius {
ball.position = ball.position
} else {
ball.position = touchLocation
}
}
}
Here you are getting the hypotenuse of the new touch point and checking to see that its greater then the radius of the room. If it is then the position of the ball remains the same, if not then update the ball position as normal.
Hope this helps and enjoy

How do I properly add a SKPhysicsBody to a drawn line using SKShapeNode in Spritekit?

I'm creating a game where the user must draw a line to collide with a ball to move it from one location to another. I just can't seem to find a way to put a physics body that collides with another object. The drawn line goes through other objects. I've tried several different SKPhysicBody init's on my shape, and none of them seem to work.
What's the best SKPhysicsBody initializer for a drawn line?
Are my category bit mask correct?
I understand the SkShapeNode can be converted to a SkSpriteNode, but I don't want to do this unless its the only way.
import SpriteKit
import UIKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var lines: [Line] = []
var lastTouch: CGPoint?
var touchLocation: CGPoint!
var linePhysics: CGPoint?
var ballCategory:UInt32 = 0b1
var lineCategory:UInt32 = 0b1 << 1
var goalCategory:UInt32 = 0b1 << 2
var floorCategory:UInt32 = 0b1 << 3
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
// assigns metal ball that was a color Sprite node, and is now a SKSpriteNode
let metalBall:SKSpriteNode = self.childNode(withName: "ball") as! SKSpriteNode
//assigns physical properties
metalBall.position = CGPoint(x: -150, y: 100)
metalBall.physicsBody? = SKPhysicsBody(circleOfRadius: metalBall.size.width / 2)
metalBall.physicsBody?.affectedByGravity = true
metalBall.physicsBody?.isDynamic = true
metalBall.physicsBody?.categoryBitMask = ballCategory
metalBall.physicsBody?.collisionBitMask = floorCategory | lineCategory
let floor: SKSpriteNode = self.childNode(withName: "floor") as! SKSpriteNode
floor.position = CGPoint (x: 0, y: -76)
floor.physicsBody = SKPhysicsBody(rectangleOf: floor.size)
floor.physicsBody?.affectedByGravity = false
floor.physicsBody?.isDynamic = false
floor.physicsBody?.categoryBitMask = floorCategory
floor.physicsBody?.collisionBitMask = ballCategory
}
/**
* Assigns the first touch location to a variable lastTouch
**/
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouch = touches.first {
lastTouch = firstTouch.location(in: self)
}
}
/**
* Assigns a path to where the finger touches then adds it to the line array and draws a path using shape nodes
**/
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouch = touches.first {
touchLocation = firstTouch.location(in: self)
//adds coordinates of lines to the line array
lines.append(Line(start: lastTouch!, end: touchLocation))
lastTouch = touchLocation
}
// path is a changeable variable that assigns a path depending on touch
let path = CGMutablePath()
for line in lines {
path.move(to: CGPoint(x: line.start.x, y: line.start.y))
path.addLine(to: CGPoint(x: line.end.x , y: line.end.y))
}
// colors in the path with ui color black
let shape = SKShapeNode()
shape.path = path
shape.strokeColor = UIColor.black
shape.lineWidth = 2
addChild(shape)
**shape.physicsBody = SKPhysicsBody(edgeChainFrom: shape.path!)**
shape.physicsBody?.affectedByGravity = true
shape.physicsBody?.isDynamic = false
shape.physicsBody?.friction = 1
shape.physicsBody?.restitution = 0.1
shape.physicsBody?.angularDamping = 0.0
shape.physicsBody?.linearDamping = 0
**shape.physicsBody?.categoryBitMask = lineCategory
shape.physicsBody?.collisionBitMask = ballCategory**
}
}

Swift 3 Bullet Firing Delay

In my game, you tap anywhere on the screen and a bullet goes in that direction. The only problem is that you can shoot as fast as you can tap. Is there any way to add a delay after each shot. So I would like to shoot, wait 1 second then shoot. Here is my code in touchesEnded:
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
//Set up initial location of bullet and properties
let bullet = SKSpriteNode(imageNamed: "bullet")
bullet.name = "Bullet"
bullet.position = player.position
bullet.setScale(0.75)
bullet.zPosition = 1
bullet.physicsBody = SKPhysicsBody(circleOfRadius: bullet.size.width/2)
bullet.physicsBody?.isDynamic = true
bullet.physicsBody?.categoryBitMask = PhysicsCategory.Projectile
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.Monster
bullet.physicsBody?.collisionBitMask = PhysicsCategory.None
bullet.physicsBody?.usesPreciseCollisionDetection = true
//Determine offset of location to bullet
let offset = touchLocation - bullet.position
//Stops Bullet from shooting backwards
if (offset.y < 0) { return }
addChild(bullet)
//Get the direction of where to shoot
let direction = offset.normalized()
//Make it shoot far enough to be guaranteed off screen
let shootAmount = direction * 1000
//Add the shoot amount to the current position
let realDest = shootAmount + bullet.position
//Create the actions
if currentGameState == gameState.inGame {
let actionMove = SKAction.move(to: realDest, duration: 1.0)
let actionMoveDone = SKAction.removeFromParent()
bullet.run(SKAction.sequence([actionMove, actionMoveDone]))
}
}
Thanks for any help.
This is a more simple approach, based on the use of Date:
var time = Date()
func shoot(after timeInterval: Double) {
guard Date() - timeInterval > time else {
print("WAIT")
return
}
print("SHOOT")
time = Date() // reset the timer
}
// CALL THIS INSIDE touchesEnded
shoot(after: 1)
Just modify for your needs :]
You could take a look at the Throttle implementation of RxSwift for one possible solution. Throttle is used to limit the number of events created in a defined time interval:
let timeIntervalSinceLast: RxTimeInterval
if let lastSendingTime = _lastSentTime {
timeIntervalSinceLast = now.timeIntervalSince(lastSendingTime)
}
else {
timeIntervalSinceLast = _parent._dueTime
}
let couldSendNow = timeIntervalSinceLast >= _parent._dueTime
if couldSendNow {
self.sendNow(element: element)
return
}
You can do this using action keys. An action key is a string that makes an action identifiable.
How to use it in this case?
As I said already in comments, you will fire a bullet, then run an action with a key, on a specific node, which will last one second. A presence of this key/action means that weapon is locked. So every time you try to fire a bullet, you check if this key is present on a specific node. When action finishes, the key will be automatically removed as well. Here is the code:
import SpriteKit
let kLockWeaponActionKey = "kLockWeaponActionKey"
class GameScene: SKScene {
func shoot(atPoint targetLocation:CGPoint){
// 1 check if weapon is unlocked, or return
guard self.action(forKey: kLockWeaponActionKey) == nil else {
print("Weapon locked")
return
}
let bullet = SKSpriteNode(color: .purple, size: CGSize(width: 20, height: 20))
addChild(bullet)
let shoot = SKAction.move(to: targetLocation, duration: 3)
//2 shoot
bullet.run(shoot)
//3 lock weapon
self.run(SKAction.wait(forDuration: 1), withKey: kLockWeaponActionKey)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let targetLocation = touch.location(in: self)
self.shoot(atPoint:targetLocation)
}
}
}
If you try to spam bullets fast, you will see a log in the console which says : "weapon locked".

sprite nodes on touch first one only takes physics body

I am using Xcode 8.1 Swift 3 to make small bouncing game.
The player is supposed to create walls around a bouncing ball and this ball is supposed to bounce on each wall.
On touch down, I move to point and on touch ended, I create a line share node between the two touches began and end.
I added the physics that were needed to my node, then I added child to this node (see my node below).
What happens is that for each touches began and touches ends, 'Swift' draws the line node and attaches it to self but only the first node bounces the ball.
All lines (walls) after the first one is not affecting the ball.
Here is my code the GameScene Swift file:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
// vars lets and nodes
let startingBall = SKShapeNode(circleOfRadius: 10)
let myPath = CGMutablePath()
let ballCategory : UInt32 = 1
let wallCategory : UInt32 = 2
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
myPath.move(to: t.location(in: self))
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
myPath.addLine(to: t.location(in: self))
let wallNode = SKShapeNode(path: myPath)
wallNode.lineWidth = 5.0
wallNode.fillColor = SKColor.green
wallNode.strokeColor = SKColor.green
wallNode.physicsBody = SKPhysicsBody(edgeLoopFrom: myPath)
wallNode.physicsBody?.categoryBitMask = wallCategory
self.addChild(wallNode)
}
}
override func didMove(to view: SKView) {
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
self.physicsBody?.categoryBitMask = wallCategory
startingBall.fillColor = SKColor.red
startingBall.position = CGPoint(x: self.frame.width/2, y: self.frame.height/2)
startingBall.physicsBody = SKPhysicsBody(circleOfRadius: 10)
startingBall.physicsBody?.affectedByGravity = false
startingBall.physicsBody?.isDynamic = true
startingBall.physicsBody?.restitution = 1.0
startingBall.physicsBody?.friction = 0.0
startingBall.physicsBody?.linearDamping = 0.0
startingBall.physicsBody?.angularDamping = 0.0
self.addChild(startingBall)
startingBall.physicsBody?.applyImpulse(CGVector(dx: 3.0, dy: 3.0))
}
}
thanks all i've fixed it
actually mutable path myPath defines line between touch begin and touch end lines to draw shape node only ... while physics edge created for each touch series from node to node ...
in steps
1- i added start point and end point variables
2- pick up start node in touch begin and end node in touch end
3- i set physical body for from point to point start node and end node
1-
var startPoint : CGPoint = CGPoint.zero
var endPoint : CGPoint = CGPoint.zero
2- ..
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
startPoint = t.location(in: self)
myPath.move(to: t.location(in: self))
}
}
endPoint = t.location(in: self)
3- ..
wallNode.physicsBody = SKPhysicsBody(edgeFrom: startPoint, to: endPoint)
for help you can set show physics to true in skiver
skview.showsPhysics = true
thanks

Single click needed to run function instead of double click SpriteKit

Im making a flappy bird clone and when the bird dies, the spriteNode with restart button pop ups, but the fist click is stoping animation (if there any) and second click forse the restart() function
heres how i make SpriteNode menu with button:
let menu = SKSpriteNode(texture: self.groundTex)
menu.name = "menu"
menu.position = CGPoint(x: 0, y: 0)
menu.zPosition = 20
let restartButton = SKSpriteNode(texture: self.heroTexture)
restartButton.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
restartButton.zPosition = 40
restartButton.name = "restart"
let moveMenu = SKAction.moveTo(CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height / 2), duration: 1.0)
self.menuNode.addChild(menu)
menuNode.addChild(restartButton)
self.addChild(menuNode)
menu.runAction(SKAction.sequence([
moveMenu,
SKAction.waitForDuration(NSTimeInterval(1.0)),
makeGameEnd
]), withKey: "gameover"
here is how i detect touch:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let location = touch?.locationInNode(self)
let node: SKNode = nodeAtPoint(location!)
if node.name == "restart" {
restart()
}
UPDATE
my restart():
func restart() {
let scene = GameScene(size: self.size)
scene.scaleMode = .AspectFill
self.view?.presentScene(scene)
}
You can check for a double tap like this
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let location = touch?.locationInNode(self)
let node: SKNode = nodeAtPoint(location!)
if touch.tapCount % 2 == 0 {
if node.name == "restart" {
restart()
}
}
}