I am making a zombie apocalypse-style cheese game and I am having trouble knowing where/how to declare zombies. I thought that since I had them made in my Gamescene.sks file with each the name 'zombie,' then they would be declared like that. I am trying to make the zombies(which I made 4 in the .sks file) chase the player(which I also set up the .sks file and coded in the upper lines of code.)
override func didMove(to view: SKView) {
let player = self.childNode(withName: "player") as? SKSpriteNode
for child in self.children{
if child.name == "zombie"{
if let child = child as? SKSpriteNode {
zombies.append(child)
}
}
}
}
After a while of trying, I found out that my .sks and .swift files were not communicating and I had to set up the view.
if let view = self.view as! SKView?
if let scene = GameScene(fileNamed: "GameScene")
scene.scaleMode = .resizeFill
Related
I have an ARKit app that uses SpriteKit to display SKNodes that correspond to ARAnchors in the AR session. I am using the ARSKViewDelegate method
func view(_ view: ARSKView, nodeFor anchor: ARAnchor) -> SKNode?
to display the nodes. This works for nodes I create and return in that method, but I have some more complicated nodes that I would like to design in an .sks file and then display for some anchors. When I return a node instantiated from an .sks file in that method the app crashes with an error saying the node is already in the scene (if the node is in the .sks file for the current scene), or already has a parent (if it is in an .sks file for a different scene).
How can I display sprites in ARKit that are drawn in an .sks file?
Try this approach:
if let view = self.view as! SKView? {
if let scene = SKScene(fileNamed: "mySpriteKitScene") {
guard let clone = scene.childNode(withName: "myRedSprite")?
.copy() as? SKSpriteNode
else { return }
clone.name = "mySecondRedSprite"
clone.position.x += 250
clone.physicsBody = SKPhysicsBody()
scene.addChild(clone)
view.presentScene(scene)
}
}
I want to change the initial scene being presented to be another class other than the default GameScene class. From reading other questions, I understand I must change this part from the GameViewController:
if let scene = SKScene(fileNamed: "GameScene") {
print(scene)
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
}
So within the GameScene.swift file I am creating a new class:
class MainMenu : SKScene {
override func didMove(to view: SKView) {
print("At least it ran")
self.scene?.view?.presentScene(GameScene())
}
}
However, when I change the scene to:
if let scene = SKScene(fileNamed: "MainMenu")
When I run the project, it gets stuck, but when I run it with the string "GameScene" then it works perfectly. I am doing something wrong loading the MainMenu?
In my opinion you should separate your scenes into their own files...
Do you have an corresponding SKS file for MenuScene? You need to create one if you are trying to load it with fileNamed:
or -
Use this code to load a SKScene file that is created in code only and not in the Scene editor
if let skView = self.view as? SKView {
if skView.scene == nil {
let scene = MenuScene(size: skView.bounds.size)
scene.scaleMode = .aspectFill
skView.presentScene(scene)
}
}
and then in your MenuScene file you will need an init func
init(size: CGSize) {
super.init(size: size)
name = "menuScene"
}
I have the player all set up with its action and everything in GameScene.swift. The thing is, I don't want it to be a still image so I removed
var player: SKSpriteNode = SKSpriteNode(imageNamed: "player1.png")
and I want to make it so I can use the animation SKSpriteNode I made in GameScene.sks, as the player. The SKSpriteNode in GameScene.sks is named player.
Help me out here?
You can access items created in GameScene.sks in the custom class function didMoveToView;
var player: SKSpriteNode!
override func didMove(to view: SKView) {
guard let player = childNode(withName: "player") as? SKSpriteNode else {
fatalError("player node not loaded")
}
self.player = player
}
I'm creating a game using Sprite Kit. I have my GameScene and GameOverScenenow I want to create a MenuScene Where do I control the order of the MenuScene so that it shows up after LaunchScene
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("MenuScene") as? GameScene {
// Configure the view.
let skView = self.view as! SKView
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
Edit tried putting ("MenuScene") as the scene but when I run the game that scene won't show
Ok so I found out that I was one the right path. I just needed to change this line. Instead of this
if let scene = GameScene.unarchiveFromFile("MenuScene") as? GameScene {
add this
if let scene = MenuScene.unarchiveFromFile("MenuScene") as? MenuScene {
I'm trying to do this for a while. I have a main scene for a game named PlayScene. I have a pause button there. When player is tapping that button I want to load another scene, named PauseScene. For visualy creating that scene I use Sprite kit level editor. So I have two files PauseScene.swiftand PauseScene.sks. But .sks content ( just a background for now) isn't unarchiving. I don't really know where could I make a mistake.
So this is my transition via pause button, located in PlayScene
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if self.nodeAtPoint(location) == self.pause {
var scene = PauseScene(size: self.size)
scene.paused = true
let skView = self.view as SKView!
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
scene.size = skView.bounds.size
skView.presentScene(scene)
}
}
And this is what I have in PauseScene.swift:
class PauseScene: SKScene {
override func didMoveToView(view: SKView) {
self.initPauseScene()
}
func initPauseScene() {
}
}
I tried this and it's not working very well. However that tutorial is closest I could get with my problem. It's not crushing and isn't showing any errors, but when I tap pause button it's transitioning to that scene without my background, just standard grey scene. This answer is not working for me. First suggestion show errors and when I tried second and tap the pause – game is crushing.
I don't know, that level editor is made for easier work but for know it just doubles it for me. I even thought that problem is in my background image maybe. But its standard .png. Why my content isn't showing up?
So I tried to copy GameViewController default code for loading GameScene and ended up with crashing. It's not the first time I have that error while trying to unarchive this. What does it mean? I got this when i tried to replace var scene = PauseScene(size: self.size) with a if let scene = PauseScene.unarchiveFromFile("PauseScene") as? PauseScene
It may be transition to a grey scene due to spelling errors or the file not even being in the mainBundle. I have tested this and it works. You need to make sure that you are writing the exact name of the .sks file when loading or else you get a grey screen.
Example
If the file is called GameScreen.sks and the class is called GameScene then if you put the class name when loading the .sks file you will get a grey screen.
let doors = SKTransition.doorwayWithDuration(1.0)
let archeryScene = GameScene(fileNamed: "GameScreen")
self.view?.presentScene(archeryScene, transition: doors)
So if we look at the second line of code, We see that it is loading the .sks file with the name GameScreen opposed to the class name GameScene. We also abort using the file extension because the compiler know by default it is a .sks file we are searching for in the mainBundle.
If you do keep getting a grey screen, Then it may be an error in spelling or ing you GameViewController, In the SKNode Extension, Be sure to change
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
to this..
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as SKScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
We just edited this line of code,
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as GameScene
to this
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as SKScene
This will allow us to load multiple .sks files without any errors or crashes.