So I am trying to make a ping pong game and I am able to get the ball moving and bouncing but the ball slows down. Whats the code to keep the balls velocity at a constant? Here's what I got:
var ball = SKSpriteNode()
var enemy = SKSpriteNode()
var main = SKSpriteNode()
override func didMove(to view: SKView) {
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width)
ball = self.childNode(withName: "ball") as! SKSpriteNode
enemy = self.childNode(withName: "enemy") as! SKSpriteNode
main = self.childNode(withName: "main") as! SKSpriteNode
ball.physicsBody?.applyImpulse(CGVector(dx: 20, dy: 20))
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 1
self.physicsBody = border
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
main.run(SKAction.moveTo(x: location.x, duration: 0.2))
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
main.run(SKAction.moveTo(x: location.x, duration: 0.2))
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 1.0))
}
}
My physics settings are set to the following:
physics definition
Thanks in advance!
Related
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
Is there a way to use velocity to make a sprite follow your finger? I want a sprite to follow my finger but I don't want it to be drag and drop. I want it to be able to interact with other sprite with the delegate properties.
For example: I want a ball to reset when it hits a wall.
I have the code set up to reset the ball. When the ball hits the wall, it doesn't reset. I put in a print statement to see if its registering the collisions. When the ball hits the wall, it prints the statement.
Thats a problem with how I'm making the ball move, right?
Or could there be an error with my code.
Code:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKSpriteNode()
var danger1 = SKSpriteNode()
var danger2 = SKSpriteNode()
var goal = SKSpriteNode()
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
ball = self.childNode(withName: "ball") as! SKSpriteNode
danger1 = self.childNode(withName: "danger1") as! SKSpriteNode
danger2 = self.childNode(withName: "danger2") as! SKSpriteNode
goal = self.childNode(withName: "goal") as! SKSpriteNode
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 0
danger1.physicsBody = SKPhysicsBody(rectangleOf: danger1.size)
danger1.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
danger1.physicsBody?.isDynamic = false
danger2.physicsBody = SKPhysicsBody(rectangleOf: danger2.size)
danger2.physicsBody?.categoryBitMask = PhysicsCategories.dangerCategory
danger2.physicsBody?.isDynamic = false
ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.width/2)
ball.physicsBody?.categoryBitMask = PhysicsCategories.ballCategory
ball.physicsBody?.contactTestBitMask = PhysicsCategories.dangerCategory | PhysicsCategories.goalCategory
ball.physicsBody?.collisionBitMask = PhysicsCategories.none
ball.physicsBody?.isDynamic = true
ball.physicsBody!.affectedByGravity = false
goal.physicsBody = SKPhysicsBody(rectangleOf: goal.size)
goal.physicsBody?.categoryBitMask = PhysicsCategories.goalCategory
goal.physicsBody?.isDynamic = false
setupPhysics()
startGame()
}
func setupPhysics() {
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
physicsWorld.contactDelegate = self
}
func startGame() {
ball.position = CGPoint(x: 0, y: 550)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
ball.position.x = location.x
ball.position.y = location.y
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.dangerCategory {
print("Contact")
} else if contactMask == PhysicsCategories.ballCategory | PhysicsCategories.goalCategory {
print("goal contact")
}
}
}
As you mentioned, you should use velocity instead of position.
You have to apply the difference of the positions. In order to make it a bit smoother, you should also apply weight to your velocity.
This has not been tested and looks more like pseudo code, but that's what you should do basically.
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let destination = touch.location(in: self)
let position = ball.position
let direction = destination - position // the vector of the difference
let weight = 0.95 // 0.0 to 1.0
ball.velocity = CGVector(direction * weight) // multiply the vector by the weight
}
}
You should do this in a loop that runs every frame and use a flag to see if there's a finger touching the screen, because it doesn't apply velocity when you touch the screen but don't move your finger.
I'm trying to have the "player" sprite move slowly toward touches on the screen. The code that I have now moves the sprite immediately to where the touch happens on the screen. Here is my current code. Thanks!
//
// GameScene.swift
// testing
//
// Created by Matthew Jahnes on 7/3/18.
// Copyright © 2018 Matthew Jahnes. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var player = SKSpriteNode()
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x:0.5, y:0.5)
player = SKSpriteNode(color: UIColor.red, size: CGSize(width: 90, height:90))
player.position = CGPoint(x:0, y:0)
self.addChild(player)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
player.position.x = location.x
player.position.y = location.y
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
You need to
Create an action for moving the player to the destination point.
Stop the previous move action if exists
Run the new move action
Here's the code
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let destination = touch.location(in: self)
let move = SKAction.move(to: destination, duration: 2)
player.removeAction(forKey: "move")
player.run(move, withKey: "move")
}
I looking to move a sprite relative to the player's touch. I am familiar with the moveTo SKActions, however I am wondering how to implement sprite movement where the sprite moves along with the user's touch movement.
For example, I have a sprite in the centre of the screen. If I apply a touch at the bottom of the screen and move my finger up , the sprite will move up from the centre(it's original position).
Thanks!
Try this :
import SpriteKit
class GameScene: SKScene {
var node = SKSpriteNode()
var nodePosition = CGPoint()
var startTouch = CGPoint()
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// node set up
node = SKSpriteNode(color: .red, size: CGSize(width: 50, height: 50))
node.position = CGPoint.zero
self.addChild(node)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in: self){
startTouch = location
nodePosition = node.position
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in: self){
node.run(SKAction.move(to: CGPoint(x: nodePosition.x + location.x - startTouch.x, y: nodePosition.y + location.y - startTouch.y), duration: 0.1))
}
}
}
So far, my app has a big ball in the middle and a small ball in the middle also. I would like to be able to tap anywhere on the screen and the small ball shoots in that direction. I've heard people say about creating vectors but I can't seem to get these working in swift 3. I am a beginner so sorry about a stupid question!
Here is my code:
var mainBall = SKSpriteNode(imageNamed: "Ball")
override func didMove(to view: SKView) {
mainBall.size = CGSize(width: 300, height: 300)
mainBall.position = CGPoint(x: frame.width / 2, y: frame.height / 2)
self.addChild(mainBall)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self)
print(position.x)
print(position.y)
}
for touch in (touches) {
touch.location(in: self)
let smallBall = SKSpriteNode(imageNamed: "Ball")
smallBall.position = mainBall.position
smallBall.size = CGSize(width: 100, height: 100)
smallBall.physicsBody = SKPhysicsBody(circleOfRadius: smallBall.size.width / 2)
smallBall.physicsBody?.affectedByGravity = false
self.addChild(smallBall)
}
}
You can use actions to animate SKSprideNodes:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let newPosition = touch.location(in: self)
...
//assuming self.smallBall exists and is visible already:
[self.smallBall runAction:[SKAction moveTo:newPosition duration:1.0]];
}