How to move these objects with touch? - swift

Having some troubles figuring out how to move these objects with touch. Simply touching them and moving them is what i'm focusing on figuring out right now. Below I will add most of the code from GameScene.swift, it should be enough to help.. I think. However, I do have another class called Tetromino.swift and if you need that to help answer my question, let me know and I will add it in!
I've added touchesBegan, touchesMoved, and touchesEnded and i've been trying some different things but cannot get the objects to move - so the code isn't correct in them. The objects are squares that make up different Tetromino pieces. Thanks in advance!
class GameScene: SKScene {
var activeTetromino1 = Tetromino()
var activeTetromino2 = Tetromino()
var activeTetromino3 = Tetromino()
override func didMove(to view: SKView) {
// Setup scene
self.anchorPoint = CGPoint(x: 0, y: 0)
activeTetromino1 = Tetromino(drawTetrominoAtPoint(location: CGPoint(x: frame.width / 4, y: frame.height / 4)))
activeTetromino2 = Tetromino(drawTetrominoAtPoint(location: CGPoint(x: frame.width / 2, y: frame.height / 4)))
activeTetromino3 = Tetromino(drawTetrominoAtPoint(location: CGPoint(x: frame.width / 4 * 3, y: frame.height / 4)))
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in (touches) {
//let location = touch.location(in: self)
drawTetrominoAtPoint(location: touch.location(in: self))
/*
if activeTetromino1.contains(location) {
activeTetromino1.position = location
}
*/
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in (touches) {
drawTetrominoAtPoint(location: touch.location(in: self))
/*
let location = touch.location(in: self)
if activeTetromino1.contains(location) {
activeTetromino1.position = location
}
*/
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
//activeTetromino1 = Tetromino(position = CGPoint(x: frame.width / 4, y: frame.height / 4))
}
override func update(_ currentTime: CFTimeInterval) {
// Called before each frame is rendered
}
func drawTetrominoAtPoint(location: CGPoint) {
let t = Tetromino()
for row in 0..<t.bitmap.count {
for col in 0..<t.bitmap[row].count {
if t.bitmap[row][col] > 0 {
let block = t.bitmap[row][col]
let square = SKSpriteNode(color: colors[block], size: CGSize(width: blockSize, height: blockSize))
square.anchorPoint = CGPoint(x: 1.0, y: 0)
square.position = CGPoint(x: col * Int(blockSize) + col, y: -row * Int(blockSize) + -row)
square.position.x += location.x
square.position.y += location.y
self.addChild(square)
}
}
}
}
}

Related

SpriteKit: How to create a region that's the same size as the device screen?

I'm working in SpriteKit and I need to create a 'playable area', an area that is same size as the device screen so that I can stop my player from moving off-screen.
I'm using the following line of code:
var playableRect: CGRect = UIScreen.main.bounds
But the resulting rectangle is about a quarter of the device screen, with a corner of that rectangle at what looks to be the center of the screen. And the device orientation doesn't change that.
I've tried everything I can think of. Nothing is working.
How do I create a rectangle that's the same size as the device screen?
Here's my full coding, after changing to include Gene's suggestion. I incorporated Gene's suggestion by revising playableRect inside the didMove method. But the result is unchanged with that coding.
import SpriteKit
import GameplayKit
import CoreMotion
#objcMembers
class GameSceneUsingTilt: SKScene {
let player = SKSpriteNode(imageNamed: "player-motorbike")
let motionManager = CMMotionManager()
var playableRect = UIScreen.main.bounds
override func didMove(to view: SKView) {
let background = SKSpriteNode(imageNamed: "road")
background.zPosition = -1
addChild(background)
if let particles = SKEmitterNode(fileNamed: "Mud") {
let farRightPt = frame.maxX // start the emitter at the far right x-point of the view
particles.advanceSimulationTime(10)
particles.position.x = farRightPt
addChild(particles)
}
let nearLeftPt = frame.minX * 3 / 4 // start the player at a quarter of the way to the far left x-point of the view
player.position.x = nearLeftPt
player.zPosition = 1
addChild(player)
motionManager.startAccelerometerUpdates()
// coding below shows outline of playableRect
let bounds = UIScreen.main.bounds
let scale = UIScreen.main.scale
// let size = CGSize(width: bounds.size.width * scale, height: bounds.size.height * scale)
playableRect = CGRect(x: 0, y: 0, width: bounds.size.width * scale, height: bounds.size.height * scale)
drawPlayableRect(rect: playableRect)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
func boundsCheck() {
let playableRect = CGRect(x: frame.minX, y: frame.minY, width: frame.width, height: frame.height)
let bottomLeft = CGPoint(x: playableRect.minX, y: playableRect.minY)
let topRight = CGPoint(x: playableRect.maxX, y: playableRect.maxY)
if player.position.x <= bottomLeft.x {
player.position.x = bottomLeft.x
}
if player.position.x >= topRight.x {
player.position.x = topRight.x
}
if player.position.y <= bottomLeft.y {
player.position.y = bottomLeft.y
}
if player.position.y >= topRight.y {
player.position.y = topRight.y
}
}
override func update(_ currentTime: TimeInterval) {
if let accelerometerData = motionManager.accelerometerData {
// note that since the game will be running in landscape mode, up and down movement is controlled by the x axis and right to left movement is controlled by the y-axis...so this is the inverse of what you'd normally think.
let changeX = CGFloat(accelerometerData.acceleration.y) * 4
let changeY = CGFloat(accelerometerData.acceleration.x) * 4
// you have to subtract from x position and add to the y position because device is rotated so the axises aren't what you would normally expect.
player.position.x -= changeX
player.position.y += changeY
// check to make sure position isn't outside payable area:
boundsCheck()
}
}
// function below shows outline of playableRect
func drawPlayableRect(rect: CGRect) {
let shape = SKShapeNode()
let path = CGMutablePath()
path.addRect(rect)
shape.path = path
shape.strokeColor = .red
shape.lineWidth = 4.0
addChild(shape)
}
}
Use: UIScreen.main.nativeBounds

Objects Position Not Matching Up (Spritekit)

I am building a spritekit game and have just started the project. I have a circle on the screen which starts in the center, and when i drag my finger from the circle outward, it will show a dotted line/bezierpath connected to the ball which will help the user see where it is aiming the ball. When the user lifts their finger, the ball will shoot in the opposite direction of the aim line. (Think a game like soccer stars or pool). The issue is that the maneuver works the first time when everything starts in the middle: I drag my finger and the ball shoots in opposite direction then stops. But when I try it again, the position of the aiming line says it is the same as the ball (It should be), but then it shows up like an inch away from the ball on the screen. I feel like this may be an issue that the scene(s) behind the objects may not be the same size? But I'm confused because I think I'm only using one scene.
GameViewController viewDidLoad:
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = SKScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
scene.size = view.bounds.size
//scene.anchorPoint = CGPoint(x: 0.0, y: 0.0)
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
GameScene Code (Doubt you need all of it but whatever):
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKShapeNode(circleOfRadius: 35)
var touchingBall = false
var aimLine = SKShapeNode()
var startAimPoint = CGPoint()
var endAimPoint = CGPoint()
let damping:CGFloat = 0.94
override func didMove(to view: SKView) {
ball.fillColor = SKColor.orange
ball.name = "ball"
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
var physicsBody = SKPhysicsBody(circleOfRadius: 35)
ball.physicsBody = physicsBody
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.friction = 10.0
ball.position = CGPoint(x: frame.midX, y: frame.midY)
self.addChild(ball)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("TOUCHES BEGAN.")
for touch in touches {
print("TB: \(touchingBall)")
let location = touch.location(in: self)
let node : SKNode = self.atPoint(location)
if node.name == "ball" {
// touched inside node
if ball.physicsBody!.angularVelocity <= 0.0{
touchingBall = true
startAimPoint = ball.position
print(touchingBall)
}
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
print("TOCUHES MOVED.")
for touch in touches {
let location = touch.location(in: self)
if touchingBall{
endAimPoint = location
assignAimLine(start: startAimPoint, end: endAimPoint)
print("Moving touched ball")
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touches ended. \(touchingBall)")
if touchingBall == true{
ball.physicsBody!.applyImpulse(CGVector(dx: -(endAimPoint.x - startAimPoint.x) * 3, dy: -(endAimPoint.y - startAimPoint.y) * 3))
}
touchingBall = false
aimLine.removeFromParent()
print(touchingBall)
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touches cancelled. \(touchingBall)")
if touchingBall == true{
ball.physicsBody!.applyImpulse(CGVector(dx: -(endAimPoint.x - startAimPoint.x) * 3, dy: -(endAimPoint.y - startAimPoint.y) * 3))
}
touchingBall = false
aimLine.removeFromParent()
print(touchingBall)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
print(ball.physicsBody!.velocity)
let dx2 = ball.physicsBody!.velocity.dx * damping
let dy2 = ball.physicsBody!.velocity.dy * damping
ball.physicsBody!.velocity = CGVector(dx: dx2, dy: dy2)
}
func assignAimLine(start: CGPoint, end: CGPoint){
aimLine.removeFromParent()
var bezierPath = UIBezierPath()
bezierPath.move(to: start)
bezierPath.addLine(to: shortenedEnd(startPoint: start, endPoint: end))
var pattern : [CGFloat] = [10.0, 10.0]
let dashed = SKShapeNode(path: bezierPath.cgPath.copy(dashingWithPhase: 2, lengths: pattern))
aimLine = dashed
aimLine.position = ball.position
aimLine.zPosition = 0
self.addChild(aimLine)
}
func hypotenuse(bp: UIBezierPath) -> Double{
var a2 = bp.cgPath.boundingBox.height * bp.cgPath.boundingBox.height
var b2 = bp.cgPath.boundingBox.width * bp.cgPath.boundingBox.width
return Double(sqrt(a2 + b2))
}
func hypotenuse(startP: CGPoint, endP: CGPoint) -> Double{
var bezierPath = UIBezierPath()
bezierPath.move(to: startP)
bezierPath.addLine(to: endP)
return hypotenuse(bp: bezierPath)
}
func shortenedEnd(startPoint: CGPoint, endPoint: CGPoint) -> CGPoint{
var endTemp = endPoint
//while hypotenuse(startP: startPoint, endP: endTemp) > 150{
endTemp = CGPoint(x: endTemp.x / 1.01, y: endTemp.y / 1.01)
//}
return endTemp
}
func addTestPoint(loc: CGPoint, color: UIColor){
var temp = SKShapeNode(circleOfRadius: 45)
temp.fillColor = color
temp.position = loc
self.addChild(temp)
}
}
I tried printing the frame size for the scene and it says 400 something x 700 something (I am testing on iPhone 6 Plus), and it says the UIScreen is same size so i don't know what issue is. Overall, I just need the aiming line to be on the center of the circle more than just the first time I try the maneuver. Thanks.
Like I mentioned in the comments, your problem was how you were laying out your paths. The code below makes the path relative to the ball instead of absolute to the scene. I also fixed the issue with creating new shapes every time.
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKShapeNode(circleOfRadius: 35)
var touchingBall = false
var aimLine = SKShapeNode()
var endAimPoint = CGPoint()
override func didMove(to view: SKView) {
ball.fillColor = SKColor.orange
ball.name = "ball"
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
ball.position = CGPoint(x: frame.midX, y: frame.midY)
let physicsBody = SKPhysicsBody(circleOfRadius: 35)
physicsBody.affectedByGravity = false
physicsBody.friction = 10.0
physicsBody.linearDamping = 0.94
ball.physicsBody = physicsBody
self.addChild(ball)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("TOUCHES BEGAN.")
for touch in touches {
print("TB: \(touchingBall)")
let location = touch.location(in: self)
let node : SKNode = self.atPoint(location)
if node.name == "ball" {
// touched inside node
if ball.physicsBody!.angularVelocity <= 0.0{
touchingBall = true
aimLine.path = nil
self.addChild(aimLine)
print(touchingBall)
}
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
print("TOCUHES MOVED.")
for touch in touches {
let location = touch.location(in: self)
if touchingBall{
endAimPoint = self.convert(location, to: ball)
assignAimLine(end: endAimPoint)
print("Moving touched ball")
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touches ended. \(touchingBall)")
if touchingBall == true{
ball.physicsBody!.applyImpulse(CGVector(dx: -(endAimPoint.x) * 3, dy: -(endAimPoint.y) * 3))
}
touchingBall = false
aimLine.removeFromParent()
print(touchingBall)
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touches cancelled. \(touchingBall)")
if touchingBall == true{
ball.physicsBody!.applyImpulse(CGVector(dx: -(endAimPoint.x) * 3, dy: -(endAimPoint.y) * 3))
}
touchingBall = false
aimLine.removeFromParent()
print(touchingBall)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
print(ball.physicsBody!.velocity)
//let dx2 = ball.physicsBody!.velocity.dx * damping
//let dy2 = ball.physicsBody!.velocity.dy * damping
//ball.physicsBody!.velocity = CGVector(dx: dx2, dy: dy2)
}
func assignAimLine(end: CGPoint){
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint.zero)
bezierPath.addLine(to: end)
let pattern : [CGFloat] = [10.0, 10.0]
aimLine.position = ball.position
aimLine.path = bezierPath.cgPath.copy(dashingWithPhase: 2, lengths: pattern)
aimLine.zPosition = 0
}
func addTestPoint(loc: CGPoint, color: UIColor){
var temp = SKShapeNode(circleOfRadius: 45)
temp.fillColor = color
temp.position = loc
self.addChild(temp)
}
}

My initial pipes are different from the following pipes

I'm making a game where the ball is suppose to go through some pipes, and when the player touches the pipes, the game stops. Kind of like flappy bird. The only problem I have is that the initial pipes blocks the entire screen, while the rest of the pipes are placed and randomized exactly as I want. How is this possible?
This is the ball class:
import SpriteKit
struct ColliderType {
static let Ball: UInt32 = 1
static let Pipes: UInt32 = 2
static let Score: UInt32 = 3
}
class Ball: SKSpriteNode {
func initialize() {
self.name = "Ball"
self.zPosition = 1
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.height /
2)
self.setScale(0.7)
self.physicsBody?.affectedByGravity = false
self.physicsBody?.categoryBitMask = ColliderType.Ball
self.physicsBody?.collisionBitMask = ColliderType.Pipes
self.physicsBody?.contactTestBitMask = ColliderType.Pipes |
ColliderType.Score
}
}
This is the Random Class:
import Foundation
import CoreGraphics
public extension CGFloat {
public static func randomBetweenNumbers(firstNum: CGFloat, secondNum:
CGFloat) -> CGFloat {
return CGFloat(arc4random()) / CGFloat(UINT32_MAX) * abs(firstNum -
secondNum) + firstNum
}
}
This is the GameplayScene:
import SpriteKit
class GameplayScene: SKScene {
var ball = Ball()
var pipesHolder = SKNode()
var touched: Bool = false
var location = CGPoint.zero
override func didMove(to view: SKView) {
initialize()
}
override func update(_ currentTime: TimeInterval) {
moveBackgrounds()
if (touched) {
moveNodeToLocation()
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event:
UIEvent?) {
touched = true
for touch in touches {
location = touch.location(in:self)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event:
UIEvent?) {
touched = false
}
override func touchesMoved(_ touches: Set<UITouch>, with event:
UIEvent?) {
for touch in touches {
location = touch.location(in: self)
}
}
func initialize() {
createBall()
createBackgrounds()
createPipes()
spawnObstacles()
}
func createBall() {
ball = Ball(imageNamed: "Ball")
ball.initialize()
ball.position = CGPoint(x: 0, y: 0)
self.addChild(ball)
}
func createBackgrounds() {
for i in 0...2 {
let bg = SKSpriteNode(imageNamed: "BG")
bg.anchorPoint = CGPoint(x: 0.5, y: 0.5)
bg.zPosition = 0
bg.name = "BG"
bg.position = CGPoint(x: 0, y: CGFloat(i) * bg.size.height)
self.addChild(bg)
}
}
func moveBackgrounds() {
enumerateChildNodes(withName: "BG", using: ({
(node, error) in
node.position.y -= 15
if node.position.y < -(self.frame.height) {
node.position.y += self.frame.height * 3
}
}))
}
func createPipes() {
pipesHolder = SKNode()
pipesHolder.name = "Holder"
let pipeLeft = SKSpriteNode(imageNamed: "Pipe")
let pipeRight = SKSpriteNode(imageNamed: "Pipe")
pipeLeft.name = "Pipe"
pipeLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
pipeLeft.position = CGPoint(x: 350, y: 0)
pipeLeft.xScale = 1.5
pipeLeft.physicsBody = SKPhysicsBody(rectangleOf: pipeLeft.size)
pipeLeft.physicsBody?.categoryBitMask = ColliderType.Pipes
pipeLeft.physicsBody?.affectedByGravity = false
pipeLeft.physicsBody?.isDynamic = false
pipeRight.name = "Pipe"
pipeRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
pipeRight.position = CGPoint(x: -350, y: 0)
pipeRight.xScale = 1.5
pipeRight.physicsBody = SKPhysicsBody(rectangleOf: pipeRight.size)
pipeRight.physicsBody?.categoryBitMask = ColliderType.Pipes
pipeRight.physicsBody?.affectedByGravity = false
pipeRight.physicsBody?.isDynamic = false
pipesHolder.zPosition = 5
pipesHolder.position.y = self.frame.height + 100
pipesHolder.position.x = CGFloat.randomBetweenNumbers(firstNum:
-250, secondNum: 250)
pipesHolder.addChild(pipeLeft)
pipesHolder.addChild(pipeRight)
self.addChild(pipesHolder)
let destination = self.frame.height * 3
let move = SKAction.moveTo(y: -destination, duration:
TimeInterval(10))
let remove = SKAction.removeFromParent()
pipesHolder.run(SKAction.sequence([move, remove]), withKey: "Move")
}
func spawnObstacles() {
let spawn = SKAction.run({ () -> Void in
self.createPipes()
})
let delay = SKAction.wait(forDuration: TimeInterval(1.5))
let sequence = SKAction.sequence([spawn, delay])
self.run(SKAction.repeatForever(sequence), withKey: "Spawn")
}
func moveNodeToLocation() {
// Compute vector components in direction of the touch
var dx = location.x - ball.position.x
// How fast to move the node. Adjust this as needed
let speed:CGFloat = 0.1
// Scale vector
dx = dx * speed
ball.position = CGPoint(x:ball.position.x+dx, y: 0)
}
}

Swift Multi Touch for two nodes

This is how I made my nodes to move when you tap on the left and the right side of the screen but how can I make them separate when one finger in on the left side and the other on the right side ?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let location = (touches.first)?.location(in: self.view)
if (location?.x)! < (self.view?.bounds.size.width)!/2 {
player1.run(SKAction.moveTo(x: 0 + player1.size.width / 2, duration: 0.1))
player2.run(SKAction.moveTo(x: 0 + player1.size.width + player2.size.width / 2, duration: 0.1))
} else {
player1.run(SKAction.moveTo(x: self.frame.width - player1.size.width - player2.size.width / 2, duration: 0.1))
player2.run(SKAction.moveTo(x: self.frame.width - player1.size.width / 2, duration: 0.1))
}
}
To enable the multiple touch on your game , you should use : view.isMultipleTouchEnabled = true. Here you can find the API references
Then, if you present your scene from a SKS file, usually the anchorPoint setted is (0.5,0.5) so to work with my example below be sure to add this line in your GameViewController:
scene.anchorPoint = CGPoint.zero
before the line view.presentScene(scene) to have your anchorPoint setted to 0 for your current scene.
You should also think to "protect" your action from multiple calls especially when you launch these actions from the touch event delegate methods. This can be possible with action(forKey: where you check if an action is running or not.
I have made a more detailed example to show you how it can be possible to obtain the multitouch for your actions in Sprite-kit:
import SpriteKit
class GameScene: SKScene {
private var player1 : SKSpriteNode!
private var player2 : SKSpriteNode!
override func didMove(to view: SKView) {
self.player1 = SKSpriteNode.init(color: .red, size: CGSize(width:50,height:50))
self.player2 = SKSpriteNode.init(color: .yellow, size: CGSize(width:50,height:50))
addChild(player1)
addChild(player2)
self.player1.position=CGPoint(x:self.frame.width/2,y:(self.frame.height/2)+100)
self.player2.position=CGPoint(x:self.frame.width/2,y:(self.frame.height/2)-100)
if let view = self.view {
view.isMultipleTouchEnabled = true
}
}
func rightActions() {
if (player1.action(forKey: "right") == nil) {
player1.run(SKAction.moveTo(x: 0 + player1.size.width / 2, duration: 0.1),withKey:"right")
}
if (player2.action(forKey: "right") == nil) {
player2.run(SKAction.moveTo(x: 0 + player1.size.width + player2.size.width / 2, duration: 0.1),withKey:"right")
}
}
func leftActions() {
if (player1.action(forKey: "left") == nil) {
player1.run(SKAction.moveTo(x: self.frame.width - player1.size.width - player2.size.width / 2, duration:0.1) ,withKey:"left")
}
if (player2.action(forKey: "left") == nil) {
player2.run(SKAction.moveTo(x: self.frame.width - player1.size.width / 2, duration: 0.1),withKey:"left")
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
let touch = t as UITouch
let location = touch.location(in: self)
let touchedNode = self.atPoint(location)
let tapCount = touch.tapCount
print("tapCount: \(tapCount) - touchedNode:\(touchedNode) - location:\(location)")
location.x < (self.size.width/2) ? rightActions() : leftActions()
}
}
}

Bullet Firing In Direction Of Tap

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]];
}