I want to create game that speedup every seconds. If I want to achieve something like this in Unity, I will just scale Time.timeScale param. Is there something like this in SpriteKit? Or should I just set diffrent speed and spawn params?
You change the speed variable on your scene and physics world
E.G. To make your game twice as fast
let scaledTime : CGFloat = 2
scene.speed = scaledTime
scene.physicsWorld.speed = scaledTime
Related
I have a game similar to Sand balls and I was wondering how can I speed up the game a bit without touching the timescale? A nice and somehow correct approach would be to scale down all my objects so gravity can also "affect" the drop movement. I already tested that and works as expected, except I have to apply that for 100+ levels... and would break some prefabs (a mass level editor to scale by bounding box would work but that's another story)
On the other hand, I have timescale but feels like it's the incorrect approach since it also affects animations and leads to unwanted behaviors.
So... do you know any other ways to speed up the game?
If objects is falling down, you can increase gravity. Or without touching timescale, you can just create a public speed multiplier variable and set it to 1 at start.
If you only move balls (Assumed from give sand balls reference), just multiply speed variable of ball with public speed multiplier variable. When you want to change the speed, just change the variable. As an example:
var ballSpeed = baseBallSpeed * speedMultiplier;
I am very new to Swift and currently coding a minigolf game.
However, the player can hit the ball n times.
How do I make a simple view which should show how many hits the player has left?
I think that you want something like this:
First of all, i recommend you to create a function to call when the game is restarted, there you can reset the scene, reset the player moves, etc...
You may do this like:
func restart(){
//Everything you need to restart the game
}
To call it later you just have to:
restart()
Ok, let's go to what you asked now:
declare a Int variable that contains the number of moves that the player has:
var playerMoves = 10 //Whatever number you want
Ok, you have a variable that contains the number of moves, now you have to show this on your scene, to do this, create an SKLabelNode:
let moveLabel = SKLabelNode()
Now, set the label text to be equal your playerMoves, set the position, the zPosition, the font, whatever you want:
moveLabel.text = "\(playerMoves)" //add this line to restart function that i mentioned and also set the variable playerMoves to "n" again.
moveLabel.position = ....
moveLabel.fontSize = ....
moveLabel.zPosition = ... //A number higher than any other zPosition
addChild(moveLabel) //Don't forget to add the label to scene!
Thats it! And now you have to update the playerMoves every time the player moves, to do this i'm assuming you are controlling somehow when the player moves (using update function, touches began, created a function, etc....)
so...when the player take one move:
playerMoves -= 1
moveLabel.text = "\(playerMoves)"
THATS IT!!! :) HOPE IT HELPS!
there are several ways to go about it. the most common way would be to overlay a spritekit scene over the scenekit scene. in the spritekit scene you can have a label element that you update
the code might look something like
let overlay = SKScene(fileNamed: "yourspritekitscene.sks")
yourScnView.overlaySKScene = menuOverlay
you can also assign a spritekit scene as a texture on a 3D object in your scene. or you can can make the numbers a texture you swap as you count down.
I am making a small SpriteKit game in Swift playgrounds and it is an asteroid defence type of game. Basically,the player is defending the spacecraft with a cannon and has to destroy approaching rocks. The image link below is my scene without the gun added yet, but basically I want the rocks to move slowly down from the top towards the spacecraft at the bottom (Sorry, it's too big to add in here).
https://www.dropbox.com/s/pisgazar4jaxra0/Screenshot%202017-03-18%2011.23.17.png?dl=0
The rocks will be SKSpriteNodes and I want to speed them up for each successive rock to increase difficulty over time.
How would I be able to implement this. I have seen some answers elsewhere about using UIBezierPaths but how do I make it random but with the constraint that the rocks only fall from above?
Thanks in advance!
If you only need them to go from top to bottom without any special curvy trajectory then you don't need to deal with splines.
Let's address the gradual acceleration first. You want them to fall slowly in the beginning and speed up during game progress. One approach would be to do track level time and do some duration math based on elapsed level time. An easier one would be to decrease the duration of time taken by the asteroid to reach the bottom. In your scene declaration section, declare those:
fileprivate let startingDuration: TimeInterval = 6.0 // Put here whatever value you feel fit for the level start falling speed
fileprivate let difficultyIncrease: TimeInterval = 0.05 // Put here whatever value you feel fit for how much should each next asteroid accelerate
fileprivate let collisionPosition = CGPoint(x: 300, y: 200) // Put here the onscreen location where the asteroids should be heading to
fileprivate var asteroidCounter = 0 // Increase this counter every time you spawn a new asteroid
Now, let's get down to the actual asteroid movement. There are different ways to approach it. The easiest one and recommended by Apple is to use an action for that. Add this code to your asteroid spawn method:
// Implement here your spawning code ...
// It's best to choose random starting points (X axis) a bit higher than the upper screen boundary
let fallingDuration: TimeInterval = startingDuration - difficultyIncrease * TimeInterval(asteroidCounter)
let fallingAction = SKAction.move(to: collisionPosition, duration: fallingDuration)
asteroid.runAction(fallingAction)
If you need a function for random integer generation, try this:
func RandomInt(min: Int, max: Int) -> Int {
return Int(arc4random_uniform(UInt32(max-(min-1)))) + min
}
Usually in 2D physics engines like JBox2D, if the user wanted to make a simulation run in "slow motion", you would just decrease the value by which the simulated world iterates by, for example normal movement at 60fps, the step would be 1/60 if the physics world is stepped forward every frame.
But for the SKPhysics class in the sprite kit in xcode 6 using swift, I only see the property called ".speed" which when I decreased, only led to a jittery mess, that updated the physics bodies once every 10 frames.
Is there a specific property, or trick maybe to get the SKPhysics world to iterate forward in time by smaller increments without gross glitchy movements?
The only way to slow down the simulation in sprite kit is to use the physicsWorld.speed element.
But if you are trying to change only one or two sprite speeds, try the velocity element of the sprite:
node.physicsBody.velocity = x
you can directly change the velocity(speed) of your node or sprite through its physicsBody.
Hope it helps :)
I want to make free running/side scrolling type game in cocos2d.i try it in tile maps but i am
stucked due to an issue.Issue is i want to jump and after jump the player sprite detects the
lower floor boundary and get the position at floor boundary whenever don't get boundary it
dies.can anyone suggest me what i do or any tutorial etc?Or help me by code example ?
Thanks
I created a basic platformer for the Global Game Jam, using Box2D and adding a couple of classes similar to the Flash engine called "Citrus Engine". You may use this as you like and take it as an example.
http://globalgamejam.org/2012/o
I write code in my game that you want.
So i suggest that you create the player class and set gravity and velocity of player. In update method of player class set the position of the player. And add the floor in array and in update method test the collision between player and floor with CGRectIntersectsRect.
floor *flr = [allfloors objectAtIndex:i];
CGRectIntersectsRect([self boundingbox],[flr boundingbox])
{
self.position = ccp(self.position.x,flr.position.y + flr.contentSize.height/2);
velocity = 0;
}
and whenever you want to jump just apply the Velocity.