How to activate This Class to another - swift

I have a question about using another class in my main GameplayScene. What I am trying to do is make the motions of the X-axis of the phone move the character left and right. Here is what I have in my MotionClass.swift
import SpriteKit
import CoreMotion
class MotionClass: SKScene {
var player: Player?
var motionManager = CMMotionManager()
var destX: CGFloat = 0.0
override func sceneDidLoad() {
motionManager.accelerometerUpdateInterval = 0.2
motionManager.startAccelerometerUpdates(to: OperationQueue.current!) { (data, error) in
if let myData = data {
let currentX = self.player?.position.x
if myData.acceleration.x > 0.2 {
self.destX = currentX! + CGFloat(myData.acceleration.x * 100)
print("Tilted Right")
} else {
if myData.acceleration.x < -0.2 {
self.destX = currentX! + CGFloat(myData.acceleration.x * 100)
print("Tilted Left")
}
}
}
}
}
override func update(_ currentTime: TimeInterval) {
let action = SKAction.moveTo(x: destX, duration: 1)
self.player?.run(action)
}
}
Now I'm trying to call this class in my GameplayScene.swift in the motionBegan function, but I don't know how to go about doing that. I have the variable 'grapple' as MotionClass? but I don't know where to go from there. Could anyone give a good an example on doing this?

I think you may be confused about the purpose of an SKScene subclass, which is what your MotionClass currently is. (The main idea) is to only use one SKScene at a time: if you need stuff from MotionClass then you should just make it a plain class, not an SKScene subclass.
I think you may also need to familiarize yourself a bit more with OOP as well... Outside of static properties / functions, you don't "call" a class, you instantiate it ( you make an object :] )
So, if you have goodies in MotionClass that you want to access in GamePlayClass, you need a reference to a MotionClass object
This can be done with a simple global variable... I suggest putting it into your GameViewController.swift:
// Here is a global reference to an 'empty' motion class object..
var global_motionClassObject = MotionClass()
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// ...
if let view = self.view as! SKView? else {
let scene = MotionClass(size: view.frame.size)
// Assign our global to the new scene just made:
global_motionClassObject = scene
scene.scaleMode = .aspectFit
view.presentScene(scene)
}
// ...
}
Now inside of your GamePlayClass, or wherever else, you can access MotionClass by calling global_motionClassObject
However, this may not give the desired results because I'm worried you may need to restructure your MotionClass into something other than an SKScene :)

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.

Swift - Sprite Kit Physics - Toggle Dynamic to true and false

I have a simple app where I'm creating a shape dynamically. This shape has physics, but starts out with it's dynamics set to false (as intended).
var dot = SKSpriteNode(imageNamed: "ShapeDot.png");
override func sceneDidLoad() {
dot.name = "MyShapeDot";
dot.size = CGSize(width: 10,height: 10);
dot.position = CGPoint(x: 0, y: 0);
dot.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(dot.size.width/2))
dot.physicsBody?.isDynamic = false;
dot.physicsBody?.allowsRotation = false;
dot.physicsBody?.pinned = false;
dot.physicsBody?.affectedByGravity = true;
//add to spritekit scene
self.addChild(dot)
}
The shape is successfully added to the .sks and the controller (I see it on the screen). Then on a tap gesture I'm calling a function to turn on dynamics for the physics sprite node.
func MyTapGesture(){
dot.physicsBody?.isDynamic = true;
}
The MyTapGesture is being called (I debugged that it triggers), but the shape doesn't become dynamic and start using gravity... Does anyone know what I'm missing???
I'm calling the MyTapGesture from my interfaceController... It's wired up as so
let gameScene = GameScene();
#IBOutlet weak var spriteTapGestures: WKTapGestureRecognizer!
#IBAction func onSpriteTap(_ sender: Any) {
NSLog("tap")
gameScene. MyTapGesture()
}
Within the MyTapGesture I've also tried print(dot) and it outputs the following:
name:'MyShapeDot' texture:[<SKTexture> 'ShapeDot.png' (128 x 128)] position:{0, 0} scale:{1.00, 1.00} size:{10, 10} anchor:{0.5, 0.5} rotation:0.00
This leads me to believe it should work and I'm calling the right reference of the class that's attached to the object. But it doesn't work. If I call MyTapGesture() within the update func of the SpriteKit class where my dot was created
override func update(_ currentTime: TimeInterval) {
MyTapGesture()
}
It works and the dynamics update! ...so for some reason my tap gesture must be calling a wrong reference or something??? So confused since the debug shows the correct data printed for the shape that I created...
To solve this - I realized that my gameScene var in my interface controller didn't have the correct reference. So I instantiated it as nil:
var gameScene : GameScene?;
And then assigned the variable in the interface controllers awake func
if let scene = GameScene(fileNamed: "GameScene") {
gameScene = scene
}

Losing reference to GameViewController from inside SpriteKit when moving between scenes - want to move between SKScene and UITableView

I have a simple (multi scene) spritekit game and would like to implement and display a settings screen using a UITableViewContoller. I am close but keep losing my reference to the games view controller when i change scene, which means i can only segue to the UITableViewController on the first scene when my game starts. I'm hoping someone can help. I setup the UITableView in the storyboard and setup a segue to the tableview from my GameViewController in there.
I have the following set up in my GameViewController file:
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene
if let scene = SKScene(fileNamed: "MenuScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
//I'VE ADDED THIS
if let gameScene = scene as? MenuScene {
gameScene.viewController = self
}
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
}
}
func showSettings() {
performSegue(withIdentifier: "openSettings", sender: self)
}
which gives me a reference to the GameViewController from my SKScene. I then load the UITableViewController from my SKScene in spritekit when a user touches an SKLabelNode. A simpler version of my MenuScene code looks something like this:
class MenuScene: SKScene {
var viewController: GameViewController?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
let touch:UITouch = touches.first!
let positionInScene = touch.location(in: self)
let touchedNode = self.atPoint(positionInScene)
if let name = touchedNode.name
{
let transition:SKTransition = SKTransition.fade(withDuration: 0.75)
var scene:SKScene = SKScene()
if (name == "settingsBTN"){
viewController?.showSettings()
}
else if (name == "randomBTN"){
scene = StarScene(size: self.size)
scene.backgroundColor = SKColor.black
self.view?.presentScene(scene, transition: transition)
}
}
}
}//end of MenuScene
The table view is presented fine when i tap the settingsBTN when first starting the game. however, if i visit another scene in my game (e.g. by pressing randomBTN) and return back to the menu scene i can no longer segue to the Settings view as i have lost the reference to the viewcontroller (it shows as nil) so i can't call the showSettings method in the GameViewController that performs the segue (presumably because i set up the reference to the view controller in the view controller itself).
I can't figure out how to maintain the reference to my GameViewController so i can present the settings screen at any point. Please could someone help.
There are two simple methods to call a GameViewController function from other classes: through a delegate or by making the class instance static.
// DELEGATE
//
// GameViewController.swift
protocol GameView_Delegate
{
func show_ui()
}
class GameViewController: UIViewController, GameView_Delegate
{
override func viewDidLoad()
{
// ...
if let view = self.view as! SKView?
{
if let scene = SKScene(fileNamed: "MenuScene")
{
scene.scaleMode = .aspectFill
// pass GameViewController reference
scene.gv_delegate = self
}
view.presentScene(scene)
}
// ...
}
func show_ui()
{
// show ui
// ...
}
}
// MenuScene.swift
class MenuScene: SKScene
{
var gv_delegate : GameView_Delegate!
func settings()
{
// call function show_ui from GameViewController
gv_delegate.show_ui()
}
func game_scene()
{
let transition = SKTransition.fade(with: UIColor.white, duration: 1.0)
let next_scene = GameScene()
next_scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
next_scene.scaleMode = self.scaleMode
next_scene.size = self.size
// before moving to next scene, we must pass the delegate, so we
// don't lose the connection with the GameViewController
next_scene.gv_delegate = gv_delegate
self.view?.presentScene(next_scene, transition: transition)
}
}
// GameScene.swift
class GameScene: SKScene
{
var gv_delegate : GameView_Delegate!
func settings()
{
// call function show_ui from GameViewController
gv_delegate.show_ui()
}
func main_scene()
{
let transition = SKTransition.fade(with: UIColor.white, duration: 1.0)
let next_scene = MainScene()
next_scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
next_scene.scaleMode = self.scaleMode
next_scene.size = self.size
// before moving to next scene, we must pass the delegate, so we
// don't lose the connection with the GameViewController
next_scene.gv_delegate = gv_delegate
self.view?.presentScene(next_scene, transition: transition)
}
}
When you enter a new scene, for example GameScene, the old scene MainScene in our case is deallocated (all variables emptied, all references destroyed) and a new GameScene instance is created and displayed on screen. If afterwards you want to exit that scene and enter MainScene, a new instance of that class will be created with the GameViewController reference empty. We should reference it again or pass the reference before exiting the scene (as in my example).
// STATIC
//
// GameViewController.swift
class GameViewController: UIViewController
{
static var shared : GameViewController!
override func viewDidLoad()
{
super.viewDidLoad()
GameViewController.shared = self
// ...
}
func show_ui()
{
// show ui
// ...
}
}
// MenuScene.swift
class MenuScene: SKScene
{
func settings()
{
// call function show_ui from GameViewController
GameViewController.shared.show_ui()
}
}
Read pros/cons of each method and chose the one that suits your app the best. Also, avoid using UIKit inside SpriteKit.

Swift/SpriteKit: Attempting to reach a function/method in a class from another class not working

I have a function in my ScoreSystem class named addScore. The function adds 1 point to the game, updates the SKLabelNode to the current score and in turn calls the function startNewLevel every 25 points.
func addScore(scene: SKScene) {
gameScore += 1
scoreLabel.text = "\(gameScore)"
if CGFloat(gameScore).truncatingRemainder(dividingBy: 25) == 0 {
NotificationCenter.default.post(name: Notification.Name.init("start_new_level"), object: nil)
GameScreen().displayLevel(scene: scene)
}
}
The function gets called every time a torpedo that has been fired hits the enemy. I now want to add a new level where meteors (SKSpriteNode) have to be avoided. I have several SKActions in a sequence to accomplish this. Essentially, the SKSpriteNode moves from the top of the screen, reaches below the screen and gets deleted. If the meteor reaches the bottom of the screen means that it has been avoided by the player.
I'm attempting to call the function addScore but it doesn't update.
Here is the function:
let scoreSystem = ScoreSystem()
func spawnMeteor() {
let randomXStart = CGFloat.random(min: gameArea.minX, max: gameArea.maxX)
let startPoint = CGPoint(x: randomXStart, y: scene.size.height * 1.2)
let endPoint = CGPoint(x: randomXStart, y: -scene.size.height * 0.2)
let meteor = SKSpriteNode(imageNamed: "meteor")
meteor.name = "Meteor"
meteor.zPosition = 2
meteor.position = startPoint
let moveMeteor = SKAction.move(to: endPoint, duration: 3)
let deleteEnemy = SKAction.removeFromParent()
let score = SKAction.run(addToScore)
let meteorSequence = SKAction.sequence([
moveMeteor,
score,
deleteEnemy])
scene.addChild(meteor)
meteor.run(meteorSequence)
}
I have tried a function addToScore like this:
func addToScore() {
scoreSystem.addScore(scene: scene!)
}
And also tried this
func addToScore() {
NotificationCenter.default.post(name: Notification.Name.init("add_to_score"), object: nil)
}
When trying this second alternative, I add the following to the GameScene
override func sceneDidLoad() {
super.sceneDidLoad()
NotificationCenter.default.addObserver(forName: Notification.Name.init("add_to_score"), object: nil, queue: OperationQueue.main) { [weak self] (notification) in
self?.scoreSystem.addScore(scene: self!)
}
}
I removed several lines from the spawnMeteor() function so not to clog the space with unnecessary lines of code. I have yet to figure out how to call that function using SKAction.run(). Can someone point me in the right direction?
You are passing along a lot of information to your functions, probably too much.
I would suggest either you implement Protocols or Notifications to handle your information, personally I prefer protocols so my example will be protocols.
I am making some assumptions about your code because not all of it is presented in your question...
protocol ScoreSystemDelegate: class {
func displayLevel()
}
class ScoreSystem: SKNode {
weak var scoreSystemDelegate: ScoreSystemDelegate!
//your init func and any other funcs in this class (unknown)
func addScore(scene: SKScene) {
gameScore += 1
scoreLabel.text = "\(gameScore)"
if CGFloat(gameScore).truncatingRemainder(dividingBy: 25) == 0 {
NotificationCenter.default.post(name: Notification.Name.init("start_new_level"), object: nil)
//GameScreen().displayLevel(scene: scene)
self.scoreSystemDelegate.displayLevel()
}
}
}
in your class that creates the scoreSystem (assuming GameScene)...
class GameScene: SKScene, ScoreSystemDelegate {
let scoreSystem = ScoreSystem()
//assign GameScene as the delegate of ScoreSystem that way the 2 can communicate
scoreSystem.scoreSystemDelegate = self
func displayLevel() {
//do whatever you do when you display the level
}
}
now your spawn meteor func should work as you have coded because addScore no longer takes a scene property, nice thing about this approach is that you can make any object a delegate of ScoreSystem it doesn't have to be a scene.

Integer value not updating

I am creating a game and I am trying to keep a record of all enemy's killed but my SKLabel node is not updating. Here's how I'm implementing it
class GameScene: SKScene, SKPhysicsContactDelegate {
var Enemy1KillCounter:Int = 0
var Enemy1KillCounterLabel = SKLabelNode ()
override func didMoveToView(view: SKView) {
createEnemyKilledLabel()
}
func createEnemyKilledLabel() {
Enemy1KillCounterLabel.text = "\(Enemy1KillCounter)"
Enemy1KillCounterLabel.fontSize = 65
Enemy1KillCounterLabel.fontColor = SKColor .blackColor()
Enemy1KillCounterLabel.position = CGPointMake(400, 400)
self.addChild(Enemy1KillCounterLabel)
}
func updateEnemy1KillCounter() {
Enemy1KillCounter = Enemy1KillCounter + 1
print(Enemy1KillCounter)
}
// I use the next method because i call this method in my enemy class
when the enemy is "killed"
func Enemy1DieG () {
updateEnemy1KillCounter()
}
Does anybody know why my label is not being updated?
When you update Enemy1KillCounter, you also need to update the Enemy1KillCounterLabel.text with the new value. Besides, I don't see where your createEnemyKilledLabel() is called. Make sure it is called somewhere.
A side note - variable names typically start with lowercase, like enemy1KillCounterLabel. Following the standards makes the code easier to read by others...
Update your label text after updating your Enemy1KillCounter variable.
func updateEnemy1KillCounter() {
Enemy1KillCounter = Enemy1KillCounter + 1
Enemy1KillCounterLabel.text = "\(Enemy1KillCounter)"
print(Enemy1KillCounter)
}