how to detect touch on node - swift

I have an app thats spawn ball on the screen every 1 second. now, I want the user to touch those balls what make them disappear (removeFromParent()). as I understand I have to set the touch function via touchesBegan and I do so, here is my code:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches{
let positionOfTouch = touch.location(in: self)
enumerateChildNodes(withName: "BALL") { (node: SKNode, nil) in
if positionOfTouch == node.position {
print("just touched the ball")
}
else{
print("error")
}
}
}
the problem is that when I touch the screen/ ball the console print error instead of just touched the ball, which mean that my code doesn't work. moreover, the console print the error message as the number of the balls in my view. i don't relay understand what I am doing wrong and how to really set this function.
here is my createBall function which implement from my BallNode class (type SKShapeNode):
func createBall(){
let ball = BallNode(radius: 65)
print(ball.Name)
print(ball._subName!)
ball.position.y = ((frame.size.height) - 200)
let ballXPosition = arc4random_uniform(UInt32(frame.size.width)) // set the ball a randon position from the top of the screen
ball.position.x = CGFloat(ballXPosition)
ball.physicsBody?.categoryBitMask = PhysicsCategory.ball // ball's category bitMask
ball.physicsBody?.collisionBitMask = PhysicsCategory.ball // prevent objects from intersecting
ball.physicsBody?.contactTestBitMask = PhysicsCategory.topBorder // when need to know if two objects touch each other
addChild(ball)
}
can you help me with that? because I am quit new for swift I also would like to get some explanation about this touch detection (and touches in general - the apple doc is poor).

every time you touch the screen you are cycling through all balls to see if you're touching one of them. if you have 50 balls on the screen it goes through them all to see if you are touching 1. that's not an efficient way of figuring out if you are touching 1.
There are many ways you can do this but what I would do is handle the touches inside of the Ball class. That way you don't have to figure out if you are touching a ball and which one it might be.
Explanation of protocol (to the best of my ability) this may seem a little much right now, but the faster you learn and understand protocols that better off you will be (IMO).
In this example we will use a protocol to setup a delegate of the
BallNode class. A protocol is a set user defined "rules" that must be
followed by any class that you designate compliant to that protocol.
In my example I state that for a class to be compliant to the
BallNodeDelegate protocol it must contain the didClick func. When you
add the BallNodeDelegate after GameScene you are stating that this
class will be compliant to that protocol. So if in GameScene you did
not have the didClick func it will cause an error. All this is put in
place so that you have an easy way to communicate between your
BallNode instances and your GameScene class (without having to pass
around references to your GameScene to each BallNode). Each BallNode
then has a delegate (GameScene) which you can pass back the
information to.
inside your BallNode class make sure you have isUserInteraction = true
outside of your BallNode class create a protocol that will send the touch info back to the GameScene
protocol BallNodeDelegate: class {
func didClick(ball: BallNode)
}
create a delegate variable in your BallNode class
weak var delegate: BallNodeDelegate!
move the touches began to you BallNode class
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.delegate?.didClick(ball: self)
}
in GameScene add the compliance to the BallNode protocol
class GameScene: SKScene, BallNodeDelegate
in GameScene when you create a Ball make sure you set it's delegate
let ball = BallNode()
ball.delegate = self
in GameScene add the nest. func to handle the clicks
func didClick(ball: BallNode) {
print("clicked ball")
}

You are comparing the exact touch point with the exact position of the node, which are very unlikely to ever be the same.
if positionOfTouch == node.position {
Instead, you'll need to test to see if the user's touch is close enough to the position of the ball.
One option is to use SKNode's contains function, which will handle this for you.
if node.contains(positionOfTouch) {
Side note: You'll probably want to use SKSpriteNode instead of SKShapeNode, as SKShapeNode has poor performance in SpriteKit.

Take a look at nodes(at:CGPoint) defined at SKNode to retrieve a list of the nodes at the touched position. You'll need to convert in between view coordinates and scene coordinates, though, using convertPoint(fromView). Documentation here and here.

Related

Moving SKSpriteNode with finger only if it is of type Fruit (subclass of SKSpriteNode)

I am creating a game where the user can move some fruits around in the scene. I want to user to be able to move only the fruits and not any other SKSpriteNode in the scene, so I wrote the code below to implement it. However the code doesn't work properly as I can't seem to be able to drag any of my sprites around, but rather they change position only when I stop touching the screen and they don't move by much anyway.
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in: self){
let nodesTouched = nodes(at: location)
for node in (nodesTouched) {
if node is Fruit{
for t in touches {
let locationMoved = t.location(in: self)
node.position.x = locationMoved.x
node.position.y = locationMoved.y
}
}
}
}
}
Anyone knows what's wrong with it?
Thanks in advance!
I found a solution to this, which was to basically set the physicsBody.affectedByGravity property to false for that specific Fruit instance every time I touch it, and then set it back to true as soon as I stop touching it. that makes it possible to drag all the fruits everywhere I want.

Determine if UITouch is within SKLabelNode frame

My goal is to find out if a UITouch took place within a SpriteKit label node. The view is an SKView. The issue with the code that I am using (below) is that the touch and the rectangle seem to be in different coordinate systems.
I could use simple math to correct this, but is there a simple way to correct this issue? Or is there another way I should be doing this?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
let position = t.location(in: view)
//if inside startButton
if (startButton?.frame.contains(position))! {
debugPrint("yes")
}
}
}
I assume that you are are overriding touchesBegan within a scene. If so, then try using let position = t.location(in: self), i.e. replace view with self. That way you get the position within the scene itself, rather than the position within the view that holds the scene.
Hope that helps!

SpriteKit: How do I remove objects once they leave the screen?

I have a rock sprite that it is falling and every time it goes out of the screen I want to reset it back to the top and have it fall again. It should be a continuous cycle. Here's my code:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
func addRock(){
var rock = self.childNode(withName: "rock")
rock?.physicsBody?.affectedByGravity = true
//self.addChild(rock!)
}
override func sceneDidLoad() {
//bRock = self.childNode(withName: "rock")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//addRock()
var rock = self.childNode(withName: "rock")
rock?.physicsBody?.affectedByGravity = true
/*if (Int((rock?.position.y)!) < Int((self.view?.scene?.view?.bounds.minY)!)){
print("out of screen")
rock?.removeFromParent()
addRock()
}*/
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
var rock = self.childNode(withName: "rock")
//rock?.physicsBody?.affectedByGravity = true
if (!intersects(rock!)){
print("out of screen")
rock?.removeFromParent()
addRock()
}
}
}
I have the rock coming on the screen and then falling. Once it leaves the screen, it does not reset and I get an error. I tried placing the reset code in both the touchesBegan and update functions but neither work. If someone could guide me to the correct path, that would be greatly appreciated.
The problem you're having is that you're removing the rock node from the scene but the addRock method doesn't actually add a new rock, it just finds the existing node if there is one and sets a property on its physicsBody. Instead of removing the node, you should just change its position.
Assuming your scene has the default anchor point of (0,0), you can reset the position like this:
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if let rock = self.childNode(withName: "rock") {
if !intersects(rock!) {
print("out of screen")
rock.position.y = size.height/2 // divided by 2 as discussed in comments
}
}
That will reset the rock's position to the top of the scene and it should resume falling from there.
Three ways:
the same rock is newly located at the right place after leaving the screen, so you just need to set the position of it in (misnamed) addRock (resetRock should be better): rock.position = CGPoint(...). But beware that you also need to reset its velocity, etc, as it was previously moved by physical laws...
create a new rock each time one leaves the screen in addRock: let rock = SKSpriteNode(...)... (and all the initializing code for it. Much simpler as all its physical parameters will be initialized with right values by default.
create a clone of an initial rock. I suppose you have a model of it in your sks file, then don't name it rock but something like (rockModel), and just clone it in addRock with giving it the right name rock. Don't forget to remove the model from the scene at the beginning. This is the usual way to do it.
You could also think about using a series of move actions in a sequence to control the rock's behaviour. Given the move actions are already defined, in your defined sequence, pass in sequence[(falling, hide, backtotop, unhide)] - Repeat Forever.
As long as the rocks don't actually interact with anything and are just for the backdrop/background, hiding and unhiding them is a good way to give the affect they are falling.

touchesMoved not functioning properly

I am trying to implement an overriden touchesMoved func to enable SKSpriteNodes to be moved around by the user. However, I have to move the node very slowly for it to follow my touches when I drag. In addition, there are three SKSpriteNodes in the background (which you will see I explicitly set to .userInteractionEnabled = false) and these nodes will occasionally respond to the touches. Any help would be greatly appreciated. Let me know if there are any other parts of the code you need.
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
var positionInScene = CGPoint(x: 375.0, y: 400.0) //sets a default position
titleLabel.userInteractionEnabled = false
drawingBoard.userInteractionEnabled = false
sideBar.userInteractionEnabled = false
for touch in touches {
positionInScene = touch.locationInNode(self)
if self.nodeAtPoint(positionInScene) is SKSpriteNode {
if (self.nodeAtPoint(positionInScene)).name == movableNodeName { //movableNodeName is the name assigned to all SKSpriteNodes that should be draggable
//I know this might be a strange way of doing it
(self.nodeAtPoint(touch.previousLocationInNode(self))).position = positionInScene
}
}
}
}
I've managed to fix this issue by just setting the coordinates of the node that shouldn't move back to what they were originally whenever it is moved. This seems to work as I haven't been able to replicate the bug again in testing. If anyone could come up with a better solution though, I would love to hear it.
Your problem is you are using touch.locationInNode(self), where self is your SKSpriteNode. This means that your touch move code will only respond to what is going on inside of your SKSpriteNode. What you need to do, is use either the parent of the sprite, or the scene, based on how you want to apply this logic.

Trying to get Physics Shape That Matches the Graphical Representation

what I'm trying to achieve is that the Node would have the same shape as PhysicsBody/texture (fire has a complicated shape), and then I'm trying to make only fireImage touchable. So far when I'm touching outside of the fireImage on the screen and it still makes a sound. It seems that I'm touching the squared Node, but I want to touch only the sprite/texture.
Would appreciate your help.
The code is below:
import SpriteKit
import AVFoundation
private var backgroundMusicPlayer: AVAudioPlayer!
class GameScene2: SKScene {
var wait1 = SKAction.waitForDuration(1)
override func didMoveToView(view: SKView) {
setUpScenery()
}
private func setUpScenery() {
//I'm creating a Fire Object here and trying to set its Node a physicsBody/texture shape:
let fireLayerTexture = SKTexture(imageNamed: fireImage)
let fireLayer = SKSpriteNode(texture: fireLayerTexture)
fireLayer.anchorPoint = CGPointMake(1, 0)
fireLayer.position = CGPointMake(size.width, 0)
fireLayer.zPosition = Layer.Z4st
var firedown = SKAction.moveToY(-200, duration: 0)
var fireup1 = SKAction.moveToY(10, duration: 0.8)
var fireup2 = SKAction.moveToY(0, duration: 0.2)
fireLayer.physicsBody = SKPhysicsBody(texture: fireLayerTexture, size: fireLayer.texture!.size())
fireLayer.physicsBody!.affectedByGravity = false
fireLayer.name = "fireNode"
fireLayer.runAction(SKAction.sequence([firedown, wait1, fireup1, fireup2]))
addChild(fireLayer)
}
//Here, I'm calling a Node I want to touch. I assume that it has a shape of a PhysicsBody/texture:
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let touch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
let node: SKNode = nodeAtPoint(touchLocation)
if node.name == "fireNode" {
var playguitar = SKAction.playSoundFileNamed("fire.wav", waitForCompletion: true)
node.runAction(playguitar)
}
}
}
}
Physics bodies and their shapes are for physics — that is, for simulating things like collisions between sprites in your scene.
Touch handling (i.e. nodeAtPoint) doesn't go through physics. That's probably the way it should be — if you had a sprite with a very small collision surface, you might not necessarily want it to be difficult to touch, and you also might want to be able to touch nodes that don't have physics. So your physics body doesn't affect the behavior of nodeAtPoint.
An API that lets you define a hit-testing area for a node — that's independent of the node's contents or physics — might not be a bad idea, but such a thing doesn't currently exist in SpriteKit. They do take feature requests, though.
In the meantime, fine-grained hit testing is something you'd have to do yourself. There are at least a couple of ways to do it:
If you can define the touch area as a path (CGPath or UIBezierPath/NSBezierPath), like you would for creating an SKShapeNode or a physics body using bodyWithPolygonFromPath:, you can hit-test against the path. See CGPathContainsPoint / containsPoint: / containsPoint: for the kind of path you're dealing with (and be sure to convert to the right local node coordinate space first).
If you want to hit-test against individual pixels... that'd be really slow, probably, but in theory the new SKMutableTexture class in iOS 8 / OX X v10.10 could help you. There's no saying you have to use the modifyPixelDataWithBlock: callback to actually change the texture data... you could use that once in setup to get your own copy of the texture data, then write your own hit testing code to decide what RGBA values count as a "hit".