I'm trying to animate something that spins / left to right, but whenever I call
spinLeft() or spinRight() then the animation always starts from frame 0.
In other words, I want to be able to say spin something 4 out of 10 frames, stop, then
spin in the opposite direction, FROM frame 4. Right now, it resets to frame 0.
var textures = [SKTexture]() // Loaded with 10 images later on.
var sprite = SKSpriteNode()
func spinLeft() {
let action = SKAction.repeatForever(.animate(with: textures, timePerFrame: 0.1))
sprite.run(action)
}
func spinRight() {
let action = SKAction.repeatForever(.animate(with: textures, timePerFrame: 0.1)).reversed()
sprite.run(action)
}
You could do this (Syntax may be a little off, but you get the point):
The key here is the .index(of: ... ) which will get you the index.
func spinUp() {
let index = textures.index(of: sprite.texture)
if index == textures.count - 1 {
sprite.texture = textures[0]
}
else {
sprite.texture = textures[index + 1]
}
}
func spinDown() {
let index = textures.index(of: sprite.texture)
if index == 0 {
sprite.texture = textures[textures.count - 1]
}
else {
sprite.texture = textures[index - 1]
}
}
func changeImage(_ isUp: Bool, _ amountOfTime: CGFloat) {
let wait = SKAction.wait(duration: amountOfTime)
if isUp {
run(wait) {
self.imageUp()
}
}
else {
run(wait) {
self.imageDown()
}
}
}
If you use something like a swipe gesture recognizer, you can use it's direction to set the isUp Bool value and the velocity of that swipe for the amountOfTime for the changeImage function.
The changeImage will only change the image once, so you will need to handle this somewhere else, or create another function if you want it to continuously spin or die off eventually.
Hope this helps!
Related
I am working on a small SpriteKit game.
I have a "Tips" section on the Home Screen that I want to pulse in and out, each time displaying different Tips.
I have a method that works, which I wrote myself, but it's messy and I'm sure there's an better way it could be done. I was hoping someone could show me a way that maybe I missed (or went a long way around doing).
This is how I currently do it:
func createTipsLabels(){
//create SKLabelNodes
//add properties to Labels
//tip1Label... etc
//tip2Label... etc
//tip3Label... etc
//now animate (or pulse) in tips label, one at a time...
let tSeq = SKAction.sequence([
SKAction.runBlock(self.fadeTip1In),
SKAction.waitForDuration(5),
SKAction.runBlock(self.fadeTip1Out),
SKAction.waitForDuration(2),
SKAction.runBlock(self.fadeTip2In),
SKAction.waitForDuration(5),
SKAction.runBlock(self.fadeTip2Out),
SKAction.waitForDuration(2),
SKAction.runBlock(self.fadeTip3In),
SKAction.waitForDuration(5),
SKAction.runBlock(self.fadeTip3Out),
SKAction.waitForDuration(2),
])
runAction(SKAction.repeatActionForever(tSeq)) //...the repeat forever
}
//put in separate methods to allow to be called in runBlocks above
func fadeTip1In() { tip1Label.alpha = 0; tip1Label.runAction(SKAction.fadeInWithDuration(1)) ; print("1") }
func fadeTip1Out(){ tip1Label.alpha = 1; tip1Label.runAction(SKAction.fadeOutWithDuration(1)); print("2") }
func fadeTip2In() { tip2Label.alpha = 0; tip2Label.runAction(SKAction.fadeInWithDuration(1)) ; print("3") }
func fadeTip2Out(){ tip2Label.alpha = 1; tip2Label.runAction(SKAction.fadeOutWithDuration(1)); print("4") }
func fadeTip3In() { tip3Label.alpha = 0; tip3Label.runAction(SKAction.fadeInWithDuration(1)) ; print("5") }
func fadeTip3Out(){ tip3Label.alpha = 1; tip3Label.runAction(SKAction.fadeOutWithDuration(1)); print("6") }
How can I optimise this?
There is no need to create multiple labels nor do multiple actions, just create an array of what you want to do, and iterate through it.
func createTipsLabels()
{
let tips = ["1","2","3","4","5"];
var tipCounter = 0
{
didSet
{
if (tipCounter >= tips.count)
{
tipCounter = 0;
}
}
}
tipLabel.alpha = 0;
let tSeq = SKAction.sequence([
SKAction.runBlock({[unowned self] in self.tipLabel.text = tips[tipCounter]; print(tips[tipCounter]); tipCounter+=1;}),
SKAction.fadeInWithDuration(1),
SKAction.waitForDuration(5),
SKAction.fadeOutWithDuration(1),
SKAction.waitForDuration(2)
])
tipLabel.runAction(SKAction.repeatActionForever(tSeq)) //...the repeat forever
}
I am trying to write a routine to roll a die. I want the face to change several times before landing on the final number. The code below does not show the die changing faces. I added the sleep statement in hopes that it would give it time to update but it just stays with the initial face until the end and then shows the final face. Is there a statement to add after changing the texture to force the view to update?
func rollDice() {
var x: Int
for var i = 0; i < 50; i++
{
x = GKRandomSource.sharedRandom().nextIntWithUpperBound(6)
let texture = dice[0].faces[x]
let action:SKAction = SKAction.setTexture(texture)
pieces[3].runAction(action)
pieces[3].texture = dice[0].faces[x]
NSThread.sleepForTimeInterval(0.1)
print(x)
}
}
As has been pointed out in the comments, the screen only redraws on the main thread. Therefore, you could let the dice rolls take place on a background thread, and redraw the screen on the main thread:
func rollDice() {
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND, 0)) {
for i in 0..<50 {
let x = GKRandomSource.sharedRandom().nextIntWithUpperBound(6)
dispatch_async(dispatch_get_main_queue) {
let texture = dice[0].faces[x]
let action:SKAction = SKAction.setTexture(texture)
pieces[3].runAction(action)
pieces[3].texture = dice[0].faces[x]
NSThread.sleepForTimeInterval(0.1)
print(x)
}
}
}
}
Thank you for the help. After reading some about Timers, I came up with the following code:
func rollDice() {
rollCount = 0
timer = NSTimer.scheduledTimerWithTimeInterval(0.05, target:self, selector: "changeDie", userInfo: nil, repeats: true)
}
func changeDie () {
x = GKRandomSource.sharedRandom().nextIntWithUpperBound(6)
print(x)
let texture = dice[0].faces[x]
let action:SKAction = SKAction.setTexture(texture)
pieces[3].runAction(action)
++rollCount
if rollCount == 20 {
timer.invalidate()
}
}
I am automating an app using UI Testing in Xcode 7. I have a scrollview with XCUIElements (including buttons, etc) all the way down it. Sometimes the XCUIElements are visible, sometimes they hidden too far up or down the scrollview (depending on where I am on the scrollview).
Is there a way to scroll items into view or maybe tell if they are visible or not?
Thanks
Unfortunately Apple hasn't provided any scrollTo method or a .visible parameter on XCUIElement. That said, you can add a couple helper methods to achieve some of this functionality. Here is how I've done it in Swift.
First for checking if an element is visible:
func elementIsWithinWindow(element: XCUIElement) -> Bool {
guard element.exists && !CGRectIsEmpty(element.frame) && element.hittable else { return false }
return CGRectContainsRect(XCUIApplication().windows.elementBoundByIndex(0).frame, element.frame)
}
Unfortunately .exists returns true if an element has been loaded but is not on screen. Additionally we have to check that the target element has a frame larger than 0 by 0 (also sometimes true) - then we can check if this frame is within the main window.
Then we need a method for scrolling a controllable amount up or down:
func scrollDown(times: Int = 1) {
let topScreenPoint = app.mainWindow().coordinateWithNormalizedOffset(CGVector(dx: 0.5, dy: 0.05))
let bottomScreenPoint = app.mainWindow().coordinateWithNormalizedOffset(CGVector(dx: 0.5, dy: 0.90))
for _ in 0..<times {
bottomScreenPoint.pressForDuration(0, thenDragToCoordinate: topScreenPoint)
}
}
func scrollUp(times: Int = 1) {
let topScreenPoint = app.mainWindow().coordinateWithNormalizedOffset(CGVector(dx: 0.5, dy: 0.05))
let bottomScreenPoint = app.mainWindow().coordinateWithNormalizedOffset(CGVector(dx: 0.5, dy: 0.90))
for _ in 0..<times {
topScreenPoint.pressForDuration(0, thenDragToCoordinate: bottomScreenPoint)
}
}
Changing the CGVector values for topScreenPoint and bottomScreenPoint will change the scale of the scroll action - be aware if you get too close to the edges of the screen you will pull out one of the OS menus.
With these two methods in place you can write a loop that scrolls to a given threshold one way until an element becomes visible, then if it doesn't find its target it scrolls the other way:
func scrollUntilElementAppears(element: XCUIElement, threshold: Int = 10) {
var iteration = 0
while !elementIsWithinWindow(element) {
guard iteration < threshold else { break }
scrollDown()
iteration++
}
if !elementIsWithinWindow(element) { scrollDown(threshold) }
while !elementIsWithinWindow(element) {
guard iteration > 0 else { break }
scrollUp()
iteration--
}
}
This last method isn't super efficient, but it should at least enable you to find elements off screen. Of course if you know your target element is always going to be above or below your starting point in a given test you could just write a scrollDownUntil or a scrollUpUntill method without the threshold logic here.
Hope this helps!
Swift 5 Update
func elementIsWithinWindow(element: XCUIElement) -> Bool {
guard element.exists && !element.frame.isEmpty && element.isHittable else { return false }
return XCUIApplication().windows.element(boundBy: 0).frame.contains(element.frame)
}
func scrollDown(times: Int = 1) {
let mainWindow = app.windows.firstMatch
let topScreenPoint = mainWindow.coordinate(withNormalizedOffset: CGVector(dx: 0.5, dy: 0.05))
let bottomScreenPoint = mainWindow.coordinate(withNormalizedOffset: CGVector(dx: 0.5, dy: 0.90))
for _ in 0..<times {
bottomScreenPoint.press(forDuration: 0, thenDragTo: topScreenPoint)
}
}
func scrollUp(times: Int = 1) {
let mainWindow = app.windows.firstMatch
let topScreenPoint = mainWindow.coordinate(withNormalizedOffset: CGVector(dx: 0.5, dy: 0.05))
let bottomScreenPoint = mainWindow.coordinate(withNormalizedOffset: CGVector(dx: 0.5, dy: 0.90))
for _ in 0..<times {
topScreenPoint.press(forDuration: 0, thenDragTo: bottomScreenPoint)
}
}
func scrollUntilElementAppears(element: XCUIElement, threshold: Int = 10) {
var iteration = 0
while !elementIsWithinWindow(element: element) {
guard iteration < threshold else { break }
scrollDown()
iteration += 1
}
if !elementIsWithinWindow(element: element) {
scrollDown(times: threshold)
}
while !elementIsWithinWindow(element: element) {
guard iteration > 0 else { break }
scrollUp()
iteration -= 1
}
}
What i had to do to address this problem is to actually swipe up or down in my UI testing code. Have you tried this?
XCUIApplication().swipeUp()
Or you can also do WhateverUIElement.swipUp() and it will scroll up/down with respect to that element.
Hopefully they will fix the auto scroll or auto find feature so we don't have to do this manually.
You should check isHittable property.
If view is not hidden, the corresponding XCUIElement is hittable. But there is a caveat. "View 1" can be overlapped by "View 2", but the element corresponding to "View 1" can be hittable.
Since you have some XCUIElements in the bottom of the tableview (table footer view), the way of scrolling the tableview all the way to the bottom in the UI test, supposing your tableview has a lot data, is by tap().
.swipeUp() also does the job but the problem is when your test data is huge, it takes forever to swipe, as oppose to .tap() which directly jumps to the bottom of the tableView.
More specially:
XCUIElementsInTheBottomOrTableFooterView.tap()
XCTAssert(XCUIElementsInTheBottomOrTableFooterView.isHittable, "message")
Looks like this is a known bug :-(
https://forums.developer.apple.com/thread/9934
I created this game using sprite kit. During the game sprite nodes are moving. When the "Game Over" Label pops up, I would like the monster sprite node to stop moving or pause, but the rest of the scene to still move on. I know where to put the code, I just don't know how to write it. This is my monster code.
func addMonster() {
// Create sprite
let monster = SKSpriteNode(imageNamed: "box")
monster.setScale(0.6)
monster.physicsBody = SKPhysicsBody(rectangleOfSize: monster.size)
monster.physicsBody?.dynamic = true
monster.physicsBody?.categoryBitMask = UInt32(monsterCategory)
monster.physicsBody?.contactTestBitMask = UInt32(laserCategory)
monster.physicsBody?.collisionBitMask = 0
monster.name = "box"
var random : CGFloat = CGFloat(arc4random_uniform(320))
monster.position = CGPointMake(random, self.frame.size.height + 20)
self.addChild(monster)
}
EDIT
override func update(currentTime: CFTimeInterval) {
if isStarted == true {
if currentTime - self.lastMonsterAdded > 1 {
self.lastMonsterAdded = currentTime + 3.0
self.addMonster()
}
self.moveObstacle()
} else {
}
self.moveBackground()
if isGameOver == true {
}
}
If I understand your question correctly, you want to pause a single (or small number of) nodes. In that case...
monster.paused = true
Is probably what you want.
I have these four circles that are moving from the bottom of the screen to the top. I have another circle in the middle of the screen. The circle in the middle can move to the left and right by touching either the left or right side of the screen. I want the score to increment by one every time the circle in the middle of the screen dodges one of the other 4 circles that are coming up. How would I accomplish this? Thanks. This is the code I have that is not working for what I want it to do.
// This function is called on contact between physics objects
func didBeginContact(contact:SKPhysicsContact){
let node1:SKNode = contact.bodyB.node!
let node2:SKNode = contact.bodyB.node!
if primaryBall == contact.bodyA.node! {
primaryBall.physicsBody?.affectedByGravity = true
view?.scene?.paused = false
} else {
primaryBall.physicsBody?.affectedByGravity = false
}
if ballToDodge.size.height > -50 + primaryBall.size.height {
self.score++
highscoreLabel.text = String(score)
}
}
override func update(currentTime: CFTimeInterval) {
if ballToDodge.position.y < enemy.position.y {
self.score++
highscoreLabel.text = String(score)
}
}