how to print nodes names - swift

im new for swift sprite kit and I just learning about nodes and this stuff. as I play with the nodes I wonder how can I print to console all the names of the nodes that I currently have on my scene. I read and try the enumerateChildNodes but I didn't get it right and failed while doing that.
is there any option to do what im trying to?

If you want to visit all the nodes in your scene you can define a visit method
import SpriteKit
extension SKNode {
func visit() {
print(self.name)
children.forEach { $0.visit() }
}
}
Finally in your scene just write
class Scene:SKScene {
override func didMove(to view: SKView) {
super.didMove(to: view)
visit() // <--
}
}
Example
let scene = Scene()
scene.name = "scene"
let a = SKNode()
a.name = "a"
let b = SKNode()
b.name = "b"
let c = SKNode()
c.name = "c"
let d = SKNode()
d.name = "d"
a.addChild(b)
b.addChild(c)
scene.addChild(a)
scene.addChild(d)
scene.visit()
Result
Optional("scene")
Optional("a")
Optional("b")
Optional("c")
Optional("d")

Related

Use multiple classes to control a single SKScene [duplicate]

I'm trying to learn how to make a GameManager type class, and making individual classes for each of my GameScenes... probably the wrong thing to do, but for the sake of this question, please accept this as the way to do things.
My GameManager looks like this, having a reference to each of the scenes, that's static:
import SpriteKit
class GM {
static let scene2 = SecondScene()
static let scene3 = ThirdScene()
static let home = SKScene(fileNamed: "GameScene")
}
How do I create a SKScene programmatically, without size info, since they're in a subclass of SKScene and don't have any idea what the view size is, and I don't want them to need worry about this:
I'm doing this, but getting a EXC_BAD_Access at convenience override init()
class SecondScene: SKScene {
override init(size: CGSize){
super.init(size: size)
}
convenience override init(){
self.init()
self.backgroundColor = SKColor.red
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
}
}
As I mentioned your question is a bit vague but lets do some examples of what a GameManager class can be.
Before I start lets differentiate between calling this
let scene = StartScene(size: ...)
and this
let scene = SKScene(fileNamed: "StartScene")
The 1st method, with size, is when you create your scenes all in code and you are not using the xCode visual level editor.
The 2nd method is when you are using the Xcode level editor, so you would need to create a StartScene.sks file. Its that .sks file that it looks for in fileNamed.
Now for some game manager example, lets first imagine we have 3 SKScenes.
class StartScene: SKScene {
override func didMove(to view: SKView) { ... }
}
class GameScene: SKScene {
override func didMove(to view: SKView) { ... }
}
class GameOverScene: SKScene {
override func didMove(to view: SKView) { ... }
}
Lets say you want to transition from StartScene to GameScene, you would add this code in your StartScene at the correct spot e.g when the play button is pressed. Thats the simplest way to move from one SKScene to the next, directly from the SKScene itself.
// Code only, no xCode level editor
let gameScene = GameScene(size: CGSize(...))
let transition = SKTransition...
gameScene.scaleMode = .aspectFill
view?.presentScene(gameScene, transition: transition)
// With xCode level editor (returns an optional so needs if let
// This will need the GameScene.sks file with the correct custom class set up in the inspector
// Returns optional
if let gameScene = SKScene(fileNamed: "GameScene") {
let transition = SKTransition...
gameScene.scaleMode = .aspectFill
view?.presentScene(gameScene, transition: transition)
}
Now for some actual examples of GameManagers, Im sure you know about some of them already.
EXAMPLE 1
Lets say we want a scene loading manager. You approach with static methods will not work because a new instance of SKScene needs be created when you transition to one, otherwise stuff like enemies etc will not reset. Your approach with static methods means you would use the same instance every time and that is no good.
I personally use a protocol extension for this.
Create a new .swift file and call it SceneLoaderManager or something and add this code
enum SceneIdentifier: String {
case start = "StartScene"
case game = "GameScene"
case gameOver = "GameOverScene"
}
private let sceneSize = CGSize(width: ..., height: ...)
protocol SceneManager { }
extension SceneManager where Self: SKScene {
// No xCode level editor
func loadScene(withIdentifier identifier: SceneIdentifier) {
let scene: SKScene
switch identifier {
case .start:
scene = StartScene(size: sceneSize)
case .game:
scene = GameScene(size: sceneSize)
case .gameOver:
scene = GameOverScene(size: sceneSize)
}
let transition = SKTransition...\
scene.scaleMode = .aspectFill
view?.presentScene(scene, transition: transition)
}
// With xCode level editor
func loadScene(withIdentifier identifier: SceneIdentifier) {
guard let scene = SKScene(fileNamed: identifier.rawValue) else { return }
scene.scaleMode = .aspectFill
let transition = SKTransition...
view?.presentScene(scene, transition: transition)
}
}
Now in the 3 scenes conform to the protocol
class StartScene: SKScene, SceneManager { ... }
and call the load method like so, using 1 of the 3 enum cases as the scene identifier.
loadScene(withIdentifier: .game)
EXAMPLE 2
Lets make a game manager class for game data using the Singleton approach.
class GameData {
static let shared = GameData()
private init() { } // Private singleton init
var highscore = 0
func updateHighscore(forScore score: Int) {
guard score > highscore else { return }
highscore = score
save()
}
func save() {
// Some code to save the highscore property e.g UserDefaults or by archiving the whole GameData class
}
}
Now anywhere in your project you can say
GameData.shared.updateHighscore(forScore: SOMESCORE)
You tend to use Singleton for things where you only need 1 instance of the class. A good usage example for Singleton classes would be things such as helper classes for Game Center, InAppPurchases, GameData etc
EXAMPLE 3
Generic helper for storing some values you might need across all scenes. This uses static method approach similar to what you were trying to do. I like to use this for things such as game settings, to have them in a nice centralised spot.
class GameHelper {
static let enemySpawnTime: TimeInterval = 5
static let enemyBossHealth = 5
static let playerSpeed = ...
}
Use them like so in your scenes
... = GameHelper.playerSpeed
EXAMPLE 4
A class to manage SKSpriteNodes e.g enemies
class Enemy: SKSpriteNode {
var health = 5
init(imageNamed: String) {
let texture = SKTexture(imageNamed: imageNamed)
super.init(texture: texture, color: SKColor.clear, size: texture.size())
}
func reduceHealth(by amount: Int) {
health -= amount
}
}
Than in your scene you can create enemies using this helper class and call the methods and properties on it. This way you can add 10 enemies easily and individually manage their health etc. e.g
let enemy1 = Enemy(imageNamed: "Enemy1")
let enemy2 = Enemy(imageNamed: "Enemy2")
enemy1.reduceHealth(by: 3)
enemy2.reduceHealth(by: 1)
Its a massive answer but I hope this helps.

Adding multiple sprite nodes to the scene using single function/method in swift

Let's say I have 10 nodes, where all of the nodes are the dots image, which are node1 thru node10. I create node1 as the following:
func createNode1() -> SKNode {
let spriteNode = SKNode()
spriteNode.position = CGPointMake(CGRectGetMidX(self.frame)/1.35, CGRectGetMidY(self.frame)/1.32)
let sprite = SKSpriteNode(imageNamed: "dot_1")
sprite.zPosition = 3.0
sprite.name = "A1_Dot"
spriteNode.addChild(sprite)
return spriteNode
}
I create the rest of nodes by creating 9 more functions, where next one would be as func createNode2etc, all the way up to 10 functions, where the only difference between them is node's name and its location. Basically each node has different location in the scene and of course different image name. Is there a way to load of the 10 nodes to the scene at once and manipulate node's locations at the time of use.? I'm looking for a way to load all 10 nodes to scene using a single function or method and assign node's positions within this same function. Thanks.
You need to use a loop to iterate through an array of positions, and move your code that adds the node to the scene into the loop:
let positions = [CGPointMake(CGRectGetMidX(self.frame)/1.35, CGRectGetMidY(self.frame)/1.32), ... /*add your 9 other positions here*/]
positions.enumerate().forEach { (index, point) in
let spriteNode = SKNode()
spriteNode.position = point
let sprite = SKSpriteNode(imageNamed: "dot_\(index + 1)")
sprite.zPosition = 3.0
sprite.name = "A\(index + 1)_Dot"
spriteNode.addChild(sprite)
// Add spriteNode to the scene here
}
You can either use a loop as Jugale suggested or you could just pass the values you want into the method
For example
func createNode1(imageNamed imageNamed: String, name: String, pos: CGPoint) -> SKNode {
let spriteNode = SKNode()
spriteNode.position = pos
let sprite = SKSpriteNode(imageNamed: imageNamed)
sprite.zPosition = 3.0
sprite.name = name
spriteNode.addChild(sprite)
return spriteNode
}
And now in your scene you can add the nodes like so
let node1Pos = ...
node1 = createNode1(imageNamed: "...", name: "A1_Dot", pos: node1Pos)
let node2Pos = ...
node2 = createNode1(imageNamed: "...", name: "A1_Dot", pos: node2Pos)
I am saying ImageNamed twice in the create Node function because when you pass stuff into functions Swift by default does not require the first description to be typed when calling the method. (see below)
So if would say imageNamed only once than you would call it like so.
node1 = createNode1("...", pos: node1Pos)
Also your creating node function could be simplified, unless you specifically want to return a SKNode in the method.
func createNode1(imageNamed imageNamed: String, name: String, pos: CGPoint) -> SKSpriteNode {
let sprite = SKSpriteNode(imageNamed: imageNamed)
sprite.position = pos
sprite.zPosition = 3.0
sprite.name = name
addChild(sprite)
return sprite
}
Either way is acceptable solution. Here are full details. In baseScene we create function createNodes and call that function in didMoveToView where nodeA1 is given position and added to the scene as shown below.
override func didMoveToView(view: SKView) {
let nodeA1Pos = CGPointMake(CGRectGetMidX(self.frame)/1.5, CGRectGetMidY(self.frame)/2.0)
nodeA1 = createNodes(imageNamed: "dot_1", name: "A1_Dot", pos: nodeA1Pos)
addChild(nodeA1)
}
Then in Level1Scene which is subclass of baseScene we just give a new position to nodeA1 which will override position originally set in baseScene:
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
nodeA1.position = CGPointMake(CGRectGetMidX(self.frame)/1.3, CGRectGetMidY(self.frame)/0.67)
}
This way of subclassing saves a lot of time and code as only one function is used to generate all common sprite nodes.
All thanks to crashoverride777 !!!!

Init multiple SKSpriteNodes

I'm trying to add multiple SKSpriteNodes to my SKSpriteNode subclass. In my case it is important that I can call the childNodes out of the Scene.
Is there a way to create such global available Sprites in a loop?
When you add your sprites to the parent node remember to assign them a name
let parent = SKSpriteNode()
let child0 = SKSpriteNode()
child0.name = "child0"
parent.addChild(child0)
let child1 = SKSpriteNode()
child1.name = "child1"
parent.addChild(child1)
let child2 = SKSpriteNode()
child2.name = "child2"
parent.addChild(child2)
Later on you can retrieve them this way using the name
func foo() {
guard let child1 = parent.childNodeWithName("child1") as? SKSpriteNode else { return }
child1.alpha = 0.5
}

Detect if a SKSpriteNode left the screen at the bottom and call a function

I have tried to find a way to detect if a SKSpriteNode left the screen (I would like to call a Game Over function).
I have declared the node within a function (It is not global if I get that right?) and made and SKAction that moves the Node out of the screen and removes it afterwards.
This is what I came up with:
var node = SKSpriteNode()
let nodeTexture = SKTexture(imageNamed: "node")
nodeTexture.filteringMode = .Nearest
node = SKSpriteNode(texture: nodeTexture)
let nodeFalling = SKAction.moveToY(-70, duration: 1.6)
let nodeRemoving = SKAction.removeFromParent()
node.runAction(SKAction.sequence([nodeFalling, nodeRemoving]))
self.addChild(node)
Now what I need is to call GameOver() if the node left the screen.
I am very thankful for every answer!
In your scene you have to remember the reference for node you want to check and then in update method you just do the following:
if node.position.y < -node.size.height/2.0 {
node.removeFromParent()
gameOver()
}
Edit:
class MyScene: SKScene {
// ....
//here is the list of nodes which you want to check
var nodesToCheck = [SKSpriteNode]()
//here is your spawn function
func spawnNewNode() {
var node = SKSpriteNode()
let nodeTexture = SKTexture(imageNamed: "node")
nodeTexture.filteringMode = .Nearest
node = SKSpriteNode(texture: nodeTexture)
let nodeFalling = SKAction.moveToY(-70, duration: 1.6)
let nodeRemoving = SKAction.removeFromParent()
node.runAction(SKAction.sequence([nodeFalling, nodeRemoving]))
self.addChild(node)
nodesToCheck.append(node)
}
//and here is the update method
override func update(currentTime: NSTimeInterval) {
super.update(currentTime)
// ... every other update logic
for node in nodesToCheck {
if node.position.y < -node.size.height/2.0 {
node.removeFromParent()
gameOver()
}
}
}
func gameOver() {
println("Damn!")
}
}
Dont forget to remove your node from nodeToCheck array when they are no longer scene members.

Converting UIKit to SceneKit

Trouble converting program from UIKit to SceneKit. Biggest difficulty for me is understanding how delegate file, Tile, synched with array, Board, is set up with SceneKit. It is a simple project. A screenshot: http://imgur.com/9hsv7X5. It displays a 3 x 5 array. User taps an item and it becomes highlighted. Then tap another item, it becomes highlighted, previous item, unhighlighted.
Here is the UIKit project composed of 3 files:
VIEWCONTROLLER
import UIKit
struct BoardLoc {
var x: Int
var y: Int
}
class ViewController: UIViewController, TileDelegate {
var tile: Tile!
override func viewDidLoad() {
super.viewDidLoad()
let scene = Board()
tile.tileDelegate = self
tile.board = scene
}
func getTileAtLoc(tile: Tile, _ boardLoc: BoardLoc) {
tile.boardLoc = boardLoc
}
}
BOARD
import Foundation
class Board {
var board: Array<Array<String>> = Array(count:3, repeatedValue:Array(count:5, repeatedValue:"foo"))
func putTileAt(boardLoc: BoardLoc) -> String {
return board[boardLoc.x][boardLoc.y]
}
}
TILE
import UIKit
protocol TileDelegate {
func getTileAtLoc(tile: Tile, _ boardLoc: BoardLoc)
}
class Tile: UIView {
var boardLoc: BoardLoc?
var board: Board?
var tileDelegate: TileDelegate?
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
addGestureRecognizer(UITapGestureRecognizer(target: self, action:"handleTap:"))
}
override func drawRect(rect: CGRect) {
for x in 0...2 {
for y in 0...4 {
let context = UIGraphicsGetCurrentContext()
let red = UIColor.redColor().CGColor
let orange = UIColor.orangeColor().CGColor
let bigCircle = CGRectMake(CGFloat(106 * x),CGFloat(106 * y), 106, 106)
let smallCircle = CGRectMake(CGFloat(106 * x) + 3, CGFloat(106 * y) + 3, 100, 100)
if (boardLoc != nil && boardLoc!.x == x && boardLoc!.y == y) {
CGContextSetFillColorWithColor(context, red)
CGContextFillEllipseInRect(context, bigCircle)
}
if board!.putTileAt(BoardLoc(x: x, y: y)) == "foo" {
CGContextSetFillColorWithColor(context, orange)
CGContextFillEllipseInRect(context, smallCircle)
}
}
}
}
func handleTap(gestureRecognizer: UIGestureRecognizer) {
let point = gestureRecognizer.locationInView(self)
let boardLoc = BoardLoc(x: Int(point.x) / 106, y: Int(point.y) / 106)
tileDelegate!.getTileAtLoc(self, boardLoc)
setNeedsDisplay()
}
}
First of all, I recommend you to read Apple SceneKit document and some tutorials.
Scene Kit is a 3D-rendering Objective-C framework that combines a high-performance rendering engine with a high-level, descriptive API. Scene Kit supports the import, manipulation, and rendering of 3D assets without requiring the exact steps to render a scene the way OpenGL does.
http://www.objc.io/issue-18/scenekit.html
https://www.weheartswift.com/introduction-scenekit-part-1/
http://www.raywenderlich.com/83748/beginning-scene-kit-tutorial
http://tacow.org/assets/attachments/SceneKit.pdf
Scene Kit allows you to render 3D scene easily, without OpenGL ES APIs. However you should understand how Scene Kit works.
Basically, Scene Kit provides a view controller that maintains an animation loop. This loop follows a design pattern common in games and simulations, with two phases: update and render. In the implementation, Scene Kit has more phases like the following figure (from http://www.objc.io/issue-18/scenekit.html), but basically, two phases, update and render.
So how to create Scene Kit project, the basics is
Prepare SCNView
Initialize 3D scene
Create touch event handler
Implement Update phase: Update game board using the touched object or the touched position, Update the animation of the objects, or some sort of stuff.
Implement Render phase: Basically, Scene Kit automatically renders registered 3D objects and models.
Thus, you should implement as the following.
Use SCNView instead of ViewController
Create a scene
Place Board and Tiles as Scene Kit 3D objects
Use hitTest for touching Tile and update Tiles in Update phase
import SceneKit
class GameViewController: UIViewController {
struct BoardLoc {
var x: Int
var y: Int
}
enum Type {
case Yellow
case Orange
}
var boardArray: Array<Array<Type>> = []
override func viewDidLoad() {
super.viewDidLoad()
for x in 0...2 {
boardArray.append(Array(count:5, repeatedValue:Type.Orange))
for y in 0...4 {
boardArray[x][y] = Type.Orange
}
}
let scene = SCNScene(named: "art.scnassets/balls8.dae")
let scnView = self.view as SCNView
scnView.scene = scene
scnView.autoenablesDefaultLighting = true
let taps = NSMutableArray()
let tap = UITapGestureRecognizer(target: self, action: "handleTap:")
taps.addObject(tap)
scnView.gestureRecognizers = taps
}
func handleTap(gestureRecognizer: UIGestureRecognizer) {
let scnView = view as SCNView
let point = gestureRecognizer.locationInView(scnView)
if let hitResults = scnView.hitTest(point, options: nil) {
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
if !result.node!.name!.hasPrefix("Orange") {
return
}
let tapLoc = BoardLoc(x: Int(point.x) / 106, y: Int(point.y) / 106)
boardArray[tapLoc.x][tapLoc.y] = Type.Yellow
for col in 0...2 {
for row in 0...4 {
var yellowBall = scnView.scene!.rootNode.childNodeWithName("Yellow", recursively: true)
var secxtorX = Float(col) * 16.5 - 16
var sectorY = 34 - (Float(row) * 16.5)
if boardArray[col][row] == Type.Yellow {
yellowBall!.runAction(SCNAction.moveTo(SCNVector3(x: secxtorX, y: sectorY, z: 25), duration: 0.01))
boardArray[tapLoc.x][tapLoc.y] = Type.Orange
}
}
}
}
}
}
}