Swift how to move sprite? - swift

I would like to know how to move a sprite in spritekit depending on the side of the screen the user is pressing down on. Like if the user taps the right side of the screen the sprite should move to the right and when the user removes his finger the sprites stops moving.
Any suggestions?
thank you so much

use the touchesBegan func and get position of touch with:
for location: AnyObject in touches {
var positionOfTouch = location.locationInNode(self)
//position of touch is of value CGPoint
}
store the value of xposition and yposition
var xPostion = positionOfTouch.position.x
var yPosition = positionOfTouch.position.y
//all in the touchesBegan func
make an if else statement to see if the user touches a side or not
if xPosition < 10 && yPosition > 10 && yPosition < self.size.height-10 {
//left side
let moveToLeftSide = SKAction.moveTo(x: 0, duration: 10)
object.run(moveToLeftSide)
}
continue setting values for the sides, then set the touchesEnded func
inside the touchesEnded func, write:
object.removeAllActions()
hope it helped... if you found this answer helpful remember to set this answer to correct ; )

Related

How to check if sprite node change position

My sprite node change position on the screen. And I need to detect when sprite move to up, move to down, move to left, move to right.
Define a variable oldPosition and keep track of the sprite position in the update: method:
var oldPosition: CGPoint?
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if Int((oldPosition?.x)!) > Int((sprite?.position.x)!) {
// sprite moves to the left
} else if Int((oldPosition?.x)!) < Int((sprite?.position.x)!) {
// sprite moves to the right
}
if Int((oldPosition?.y)!) > Int((sprite?.position.y)!) {
// sprite moves down
} else if Int((oldPosition?.y)!) < Int((sprite?.position.y)!) {
// sprite moves up
}
// keep track
oldPosition = sprite?.position
}
I hope it helps.
You’ve got two options here. As you’ve not posted any code I can’t really advise which is the best:
If you’ve sub-classed SKNode, then override the frame property to add a didSet observer clause:
override var frame : CGRect {
didSet {
// compute the change in the frame’s origin
let delta : CGPoint = CGPoint(x: frame.origin.x - oldValue.origin.x,
y: frame.origin.y - oldValue.origin.y)
// etc
}
}
See SKNode docs at https://developer.apple.com/documentation/spritekit/sknode
If you don’t want to subclass, you can use NSNotificationCenter to add an observer to your node via addObserver:selector:name:object: . See the documentation at:
https://developer.apple.com/library/content/documentation/Cocoa/Conceptual/CoreAnimation_guide/Introduction/Introduction.html
I’d probably go for option 1.
Hope that helps.

How to drag a SKSpriteNode without touching it with Swift

I'm trying to move SKSpriteNode horizontally by dragging. To get the idea of what I try to achieve you can watch this. I want player to be able to drag sprite without touching it. But I don't really know how to implement it correctly.
I tried to do something like:
override func didMoveToView(view: SKView) {
/* Setup your scene here */
capLeft.size = self.capLeft.size
self.capLeft.position = CGPointMake(CGRectGetMinX(self.frame) + self.capLeft.size.height * 2, CGRectGetMinY(self.frame) + self.capLeft.size.height * 1.5)
capLeft.zPosition = 1
self.addChild(capLeft)
let panLeftCap: UIPanGestureRecognizer = UIPanGestureRecognizer(target: capLeft, action: Selector("moveLeftCap:"))
And when I'm setting a moveLeftCap function, code that I've found for UIPanGestureRecognizer is requiring "View" and gives me an error. I also wanted to limit min and max positions of a sprite through which it shouldn't go.
Any ideas how to implement that?
You probably get that error because you can't just access the view from any node in the tree. You could to refer to it as scene!.view or you handle the gesture within you scene instead which is preferable if you want to keep things simple.
I gave it a try and came up with this basic scene:
import SpriteKit
class GameScene: SKScene {
var shape:SKNode!
override func didMoveToView(view: SKView) {
//creates the shape to be moved
shape = SKShapeNode(circleOfRadius: 30.0)
shape.position = CGPointMake(frame.midX, frame.midY)
addChild(shape)
//sets up gesture recognizer
let pan = UIPanGestureRecognizer(target: self, action: "panned:")
view.addGestureRecognizer(pan)
}
var previousTranslateX:CGFloat = 0.0
func panned (sender:UIPanGestureRecognizer) {
//retrieve pan movement along the x-axis of the view since the gesture began
let currentTranslateX = sender.translationInView(view!).x
//calculate translation since last measurement
let translateX = currentTranslateX - previousTranslateX
//move shape within frame boundaries
let newShapeX = shape.position.x + translateX
if newShapeX < frame.maxX && newShapeX > frame.minX {
shape.position = CGPointMake(shape.position.x + translateX, shape.position.y)
}
//(re-)set previous measurement
if sender.state == .Ended {
previousTranslateX = 0
} else {
previousTranslateX = currentTranslateX
}
}
}
when you move you finger across the screen, the circle gets moves along the x-axis accordingly.
if you want to move the sprite in both x and y directions, remember to invert the y-values from the view (up in view is down in scene).

Keeping an image on screen in Swift

I have a game where I use a UISwipeGestureRecognizer to move the screen. I am trying to figure out how to make it so that the image that I am swiping cannot move off the screen. I have looked around the internet and have not been able to find anything.
Here is my swipe method:
func swipedRight(sender: UISwipeGestureRecognizer) {
timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: Selector("moveBackground"), userInfo: nil, repeats: true)
if imageView.frame.origin.x > 5000 {
imageView.removeFromSuperview()
}
}
Here is my moveBackground method:
func moveBackground() {
self.imageView.frame = CGRect(x: imageView.frame.origin.x - 100, y: imageView.frame.origin.y, width: 5500, height: UIScreen.mainScreen().bounds.height)
}
The only things I have tried so far is to check if the view is in a certain position and remove it if it is but that hasn't worked. I added that code to the swipe method.
It will be very helpful if you post your class code here, so we can be more specific helping you.
By the way, you should check the object position each time the function is called, before move it, taking in mind its size.
Lets say you have a playing cards game and you are swiping a card along the board.
To avoid swiping the card off the board (off the screen) you will have to do something like this:
// I declare the node for the card with an image
var card = SKSpriteNode(imageNamed: "card")
// I take its size from the image size itself
card.physicsBody = SKPhysicsBody(rectangleOfSize: card.size)
// I set its initial position to the middle of the screen and add it to the scene
card.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2)
self.addChild(card)
// I set the min and max positions for the card in both X and Y axis regarding the whole scene size.
// Fit it to your own bounds if different
let minX = card.size.width/2
let minY = card.size.height/2
let maxX = self.frame.size.width - card.size.height/2
let maxY = self.frame.size.width - card.size.height/2
// HERE GOES YOUR SWIPE FUNCTION
func swipedRight(sender: UISwipeGestureRecognizer) {
// First we check the current position for the card
if (card.position.x <= minX || card.position.x >= maxX || card.position.y <= minY || card.position.y >= maxY) {
return
}
else {
// ...
// YOUR CODE TO MOVE THE ELEMENT
// ...
}
}
I hope this helps!
Regards.

SKSpriteKit - repositioning a moving object when didBeginContact is called

Currently, I have a box(size of the iPhone that has a ball bouncing in it. When it hits the boundary of a wall, it bounces back as expected.
Now what I want to do is when the ball is going to the left and hits the left wall, I want it to appear on the right side and to continue going to the left. Also, if the ball moves right and hits the wall on the right then it should appear on the left still going right. (Like the old Asteroids game)
I thought that I could use didBeginContact and simply change the position. Problem is that changing the position using setPosition: doesn't actually change it. If I use the moveTOx:, which does work, the problem then is that the ball can't be moved to the right edge because of the call to didBeginContact on the right side gets called and it gets moved back to the left side.
The balls should move smoothly from one edge to the next. Perhaps didBeginContact is not the correct place to do this.
Any suggestions? I can't imagine this is a unique problem...
I found the solution (https://github.com/macshome/RockBuster/tree/master) and here it is:
// Create a method to be called from the update:
-(void)update:(NSTimeInterval)currentTime {
/* Called before each frame is rendered */
[self updateSpritePositions];
}
// In your method, iterate through your objects and set the position:
- (void)updateSpritePositions {
[self enumerateChildNodesWithName:#"ball" usingBlock:^(SKNode *node, BOOL *stop) {
// Get the current position
CGPoint nodePosition = CGPointMake(node.position.x, node.position.y);
// If we've gone beyond the edge warp to the other side.
if (nodePosition.x > (CGRectGetMaxX(self.frame) + 20)) {
node.position = CGPointMake((CGRectGetMinX(self.frame) - 10), nodePosition.y);
}
if (nodePosition.x < (CGRectGetMinX(self.frame) - 20)) {
node.position = CGPointMake((CGRectGetMaxX(self.frame) + 10), nodePosition.y);
}
if (nodePosition.y > (CGRectGetMaxY(self.frame) + 20)) {
node.position = CGPointMake(nodePosition.x, (CGRectGetMinY(self.frame) - 10));
}
if (nodePosition.y < (CGRectGetMinY(self.frame) - 20)) {
node.position = CGPointMake(nodePosition.x, (CGRectGetMaxY(self.frame) + 10));
}
}];
}

How to add new SKSprideNodes off the screen and sync their animation with existing objects?

I am trying to animate multiple SKSpriteNode's of the same type using single SKAction.
What I would like to do, is to display four SKSpriteNode's of the same type on the screen.
Then animate them all when the button is pressed and move them to the left.
As soon as the first SKSpriteNode would leave the screen I want to add another SKSpriteNode off the screen position on the right side and add him to this SKAction loop.
Image below shows in detail what I am after.
So far I was able to display four SKSpriteNode's of the same type on the screen and add them to the array.
var squareBox = SKSpriteNode()
func addSquares(size:CGSize){
for var i = 0; i < 4; i++ {
// Create a new sprite node from an image
squareBox = SKSpriteNode(imageNamed: "noBox")
// Square pysics settings
squareBox.physicsBody = SKPhysicsBody(rectangleOfSize: self.squareBox.frame.size)
squareBox.physicsBody!.dynamic = false
squareBox.physicsBody!.categoryBitMask = squareBoxCategory
squareBox.physicsBody!.contactTestBitMask = leftEdgeCategory | edgeCategory
// SquareBox positioning on X
var xPos = size.width/5 + squareBox.size.height/2
var xPosInt = Int(xPos) * (i + 1)
xPos = CGFloat(xPosInt)
var yPos = size.height/2 + (squareBox.size.height/2)
squareBox.position = CGPointMake(xPos - squareBox.size.height/2, yPos)
self.addChild(squareBox)
squareArray.append(squareBox)
}
}
I am not sure if that is correct way to animate four SKSpriteNode's of the same type, but when the button is pressed they all seem to move to the left as desired.
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
self.nodeAtPoint(location)
if self.nodeAtPoint(location) == self.button {
let move = SKAction.moveByX(-size.width/5 - squareBox.size.height/2, y: 0, duration: 1)
print("button clicked!")
for box in squareArray {
box.runAction(move)
}
}
}
}
I created an invisible 1px line on the left edge of the screen to define when the first SKSpriteNode leaves the screen.
func addLeftEdge(size:CGSize){
let leftEdge = SKNode()
leftEdge.physicsBody = SKPhysicsBody(edgeFromPoint: CGPointMake(1, 1), toPoint: CGPointMake(1, size.height))
leftEdge.physicsBody!.categoryBitMask = leftEdgeCategory
self.addChild(leftEdge)
}
The problem with this approach is that SKSpriteNode's in the array when I animate them don't respond on didBeginContact when they touch the 1px line.
func didBeginContact(contact: SKPhysicsContact) {
println("contact!")
}
In the end I want to be able to apply the Force to all SKSpriteNode's on the screen for a few seconds to move them to the left and descend the force speed over the time until they all stop. My idea was to create four objects of the same type and add them to the screen + add them to the array var squareArray = [SKSpriteNode]().
Then when the first SKSpriteNode leaves the screen I would remove it from array and add it again at the end and position it off the screen on the right so it will be moved in seamless animation.
I have a feeling that my entire approach is wrong.
Please advise what is the best approach to animate multiple SKSpriteNode's to achieve my goal as described above. Am I on the right track ?
Please help, thank you.
In order to detect contact, one of the SKSpriteNodes must have physicsBody.Dynamic= YES;
Since you want neither to be dynamic, there is a quick fix I have found:
leftEdge.physicsBody.Dynamic=YES; //This allows it to enter onContact
leftEdge.physicsBody.collisionBitMask=0; //Disables edge from being moved by collision
leftEdge.physicsBody.AffectedByGravity=NO; //Prevents any in game gravity from moving the edge
This allows you have an edge that is dynamic and can trigger onContact yet the edge will still act as if it is not dynamic.
I think this solution isn't very clean and requires a lot more code than what is necessary to get this effect. In the update() function since there are only 4 or 5 boxes why don't you simply loop through the objects and check if any of their frame's minX's are less than 0 and if they are reset them to the starting point which I'm assuming is (view.frame.width + box.size.width) because that's completely offscreen. That way there's no array manipulation in that you don't have to remove and append objects to the array. Also you don't need to attach a physicsBody where none is required. And you don't need the leftEdge