Swift: Strange Collision Behavior - swift

I'm building a Breakout game (#cs193p) and I've got the beginnings of the general working set up: The bricks, ball, and paddle all draw as they should. The collisions sort of work as they should, except the collision boundaries appear to be sort of wrong. They're generally larger than the paths I've constructed them with, but not always.
I've set the elasticity of the ball to zero, so that it rests on the paddle, so that the discrepancy is clear. This screenshot shows the ball resting on the incorrect collision boundary of the paddle.
The bricks and the black area at the bottom respond a little differently. For the bricks, the ball seems to be colliding with the bottom row of bricks when it visually reaches the next row. I've got the bricks disappearing "correctly" so the collision is doubly confirmed by the bricks disappearing. The black area at the bottom (the space for panning to move the paddle) has a similar issue: the ball dips a little into this area before bouncing.
Here is, well, a bunch of code, because I don't know where the problem might lie.
From my BreakoutBehavior class (I'm leaving out the gravity section because it doesn't seem to be a part of the problem):
let collider: UICollisionBehavior = {
let collider = UICollisionBehavior()
collider.translatesReferenceBoundsIntoBoundary = true
return collider
}()
private let ballBehavior: UIDynamicItemBehavior = {
let behavior = UIDynamicItemBehavior()
behavior.allowsRotation = true
behavior.elasticity = 1.25
return behavior
}()
internal func addColliderBoundary(path: UIBezierPath, named name: String) {
collider.removeBoundary(withIdentifier: name as NSCopying)
collider.addBoundary(withIdentifier: name as NSCopying, for: path)
}
override init() {
super.init()
addChildBehavior(gravity)
addChildBehavior(collider)
addChildBehavior(ballBehavior)
}
internal func addItem (_ item: UIDynamicItem) {
gravity.addItem(item)
collider.addItem(item)
ballBehavior.addItem(item)
}
And here's some code from my BreakoutView class:
I'm giving you the paddle as just one example of a boundary problem, rather than also giving the bricks and pan area, to be more efficient. So of course some of the variables I refer to won't be present in my excerpts. Note that I've left out some things like adding the behavior to the animator, but know that everything is indeed working, I'm just having these boundary problems.
private var paddleSize: CGSize {
return CGSize(width: brickSize.width * 3, height: brickSize.height)
}
private var paddleOrigin: CGPoint {
let x = frame.midX - paddleSize.width / 2
let y = panOrigin.y - paddleSize.height
return CGPoint(x: x, y: y)
}
private func addBallAndPaddle () {
let paddleFrame = CGRect(origin: paddleOrigin, size: paddleSize)
let paddleView = UIView(frame: paddleFrame)
paddleView.backgroundColor = UIColor.white
paddleView.layer.borderWidth = 0.25
addSubview(paddleView)
paddle = paddleView
behavior.addColliderBoundary(path: UIBezierPath(rect: paddleFrame), named: Boundaries.paddle)
let ballFrame = CGRect(origin: ballOrigin, size: ballSize)
let ballView = UIView(frame: ballFrame)
ballView.backgroundColor = UIColor.white
ballView.layer.borderWidth = 0.25
addSubview(ballView)
behavior.addItem(ballView)
ball = ballView
}
private lazy var animator: UIDynamicAnimator = {
let animator = UIDynamicAnimator(referenceView: self.superview!)
animator.delegate = self
return animator
}()
private lazy var behavior: BreakoutBehavior = {
let behavior = BreakoutBehavior()
behavior.collider.collisionDelegate = self
return behavior
}()
And here's code from the BreakoutViewController. configureGameView() is called in viewDidLayoutSubviews
private func configureGameView () {
gameView.frame = topView.frame // topView is the view in IB
gameView.backgroundColor = UIColor.lightGray
gameView.addViews() // adds bricks, ball, paddle, pan area
firstTap.numberOfTapsRequired = 1
gameView.addGestureRecognizer(firstTap) // DOESN'T WORK
if let panView = gameView.panner {
panView.addGestureRecognizer(UIPanGestureRecognizer(target: gameView, action: #selector(gameView.movePaddle(_:))))
panView.addGestureRecognizer(firstTap) // DOESN'T WORK
}
}
Thanks!

Related

ARKit – How to know if 3d object is in the center of a screen?

I place 3d object in the world space. After that I try to move camera randomly. Then right now I need to know after I knew object has became inside frustum by isNode method, if the object is in center, top or bottom of camera view.
For a solution that's not a hack you can use the projectPoint: API.
It's probably better to work with pixel coordinates because this method uses the actual camera's settings to determine where the object appears on screen.
let projectedPoint = sceneView.projectPoint(self.sphereNode.worldPosition)
let xOffset = projectedPoint.x - screenCenter.x;
let yOffset = projectedPoint.y - screenCenter.y;
if xOffset * xOffset + yOffset * yOffset < R_squared {
// inside a disc of radius 'R' at the center of the screen
}
Solution
To achieve this you need to use a trick. Create new SCNCamera, make it a child of pointOfView default camera and set its FoV to approximately 10 degrees.
Then inside renderer(_:updateAtTime:) instance method use isNode(:insideFrustumOf:) method.
Here's working code:
import ARKit
class ViewController: UIViewController,
ARSCNViewDelegate,
SCNSceneRendererDelegate {
#IBOutlet var sceneView: ARSCNView!
#IBOutlet var label: UILabel!
let cameraNode = SCNNode()
let sphereNode = SCNNode()
let config = ARWorldTrackingConfiguration()
public func renderer(_ renderer: SCNSceneRenderer,
updateAtTime time: TimeInterval) {
DispatchQueue.main.async {
if self.sceneView.isNode(self.sphereNode,
insideFrustumOf: self.cameraNode) {
self.label.text = "In the center..."
} else {
self.label.text = "Out OF CENTER"
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
sceneView.allowsCameraControl = true
let scene = SCNScene()
sceneView.scene = scene
cameraNode.camera = SCNCamera()
cameraNode.camera?.fieldOfView = 10
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
self.sceneView.pointOfView!.addChildNode(self.cameraNode)
}
sphereNode.geometry = SCNSphere(radius: 0.05)
sphereNode.geometry?.firstMaterial?.diffuse.contents = UIColor.red
sphereNode.position.z = -1.0
sceneView.scene.rootNode.addChildNode(sphereNode)
sceneView.session.run(config)
}
}
Also, in this solution you may turn on an orthographic projection for child camera, instead of perspective one. It helps when a model is far from the camera.
cameraNode.camera?.usesOrthographicProjection = true
Here's how your screen might look like:
Next steps
The same way you can append two additional SCNCameras, place them above and below central SCNCamera, and test your object with two extra isNode(:insideFrustumOf:) instance methods.
I solved problem with another way:
let results = self.sceneView.hitTest(screenCenter!, options: [SCNHitTestOption.rootNode: parentnode])
where parentnode is the parent of target node, because I have multiple nodes.
func nodeInCenter() -> SCNNode? {
let x = (Int(sceneView.projectPoint(sceneView.pointOfView!.worldPosition).x - sceneView.projectPoint(sphereNode.worldPosition).x) ^^ 2) < 9
let y = (Int(sceneView.projectPoint(sceneView.pointOfView!.worldPosition).y - sceneView.projectPoint(sphereNode.worldPosition).y) ^^ 2) < 9
if x && y {
return node
}
return nil
}

Entity-Component in Swift

I am trying to build a simple iOS game using entity-component architecture similar to what is described here.
What I would like to achieve in my game is when a user touches the screen, detect where the touch occurred and move all entities of one type towards a specific direction (direction depends on where the user touched, right of screen = up, left of screen = down).
So far, the game is really simple and I am only getting started, but I am stuck in this simple functionality:
My issue is that an SKAction is supposed to run on all entities of a type, but happens at all.
Before I redesigned my game to an ECS approach, this worked fine.
Here is the GKEntity subclass that I declared in Lines.swift:
class Lines: GKEntity {
override init() {
super.init()
let LineSprite = SpriteComponent(color: UIColor.white, size: CGSize(width: 10.0, height: 300))
addComponent(LineSprite)
// Set physics body
if let sprite = component(ofType: SpriteComponent.self)?.node {
sprite.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: sprite.size.width, height: sprite.size.height))
sprite.physicsBody?.isDynamic = false
sprite.physicsBody?.restitution = 1.0
sprite.physicsBody?.friction = 0.0
sprite.physicsBody?.linearDamping = 0.0
sprite.physicsBody?.angularDamping = 0.0
sprite.physicsBody?.mass = 0.00
sprite.physicsBody?.affectedByGravity = false
sprite.physicsBody?.usesPreciseCollisionDetection = true
sprite.physicsBody?.categoryBitMask = 0b1
sprite.zPosition = 10
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
In TouchesBegan I am calling the function Move(XAxisPoint: t.location(in: self)) which is declared in GameScene and here is what Move() does:
///Determines direction of movement based on touch location, calls MoveUpOrDown for movement
func move(XAxisPoint: CGPoint){
let Direction: SKAction
let Key: String
if XAxisPoint.x >= 0 {
Direction = SKAction.moveBy(x: 0, y: 3, duration: 0.01)
Key = "MovingUp"
} else {
Direction = SKAction.moveBy(x: 0, y: -3, duration: 0.01)
Key = "MovingDown"
}
moveUpOrDown(ActionDirection: Direction, ActionKey: Key)
}
///Moves sprite on touch
func moveUpOrDown(ActionDirection: SKAction, ActionKey: String) {
let Line = Lines()
if let sprite = Line.component(ofType: SpriteComponent.self)?.node {
if sprite.action(forKey: ActionKey) == nil {
stopMoving()
let repeatAction = SKAction.repeatForever(ActionDirection)
sprite.run(repeatAction, withKey: ActionKey)
}
}
}
///Stops movement
func stopMoving() {
let Line = Lines()
if let sprite = Line.component(ofType: SpriteComponent.self)?.node {
sprite.removeAllActions()
}
}
I am guessing there is some issue with this line of code Line.component(ofType: SpriteComponent.self)?.node but the compiler doesn't throw any errors and I am not sure where my mistake is.
Any help/guidance will be greatly appreciated!
The issue is the following line in MoveUpOrDown and StopMoving
let Line = Lines()
It's creating a new Lines object then telling it to run an action. Since it's new, it hasn't been added to the scene so it isn't drawn or acted on.
You should be getting an existing Lines object and modifying that instead of creating a new one.
As a side note, the common convention for naming methods and variables is to use camelCase which means MoveUpOrDown should be moveUpOrDown. On the other hand SnakeCase is used For classes structs and protocols so SpriteComponent is current. That allows you to know at a glance whether your working with a type or a variable.

Why when I use SKSpriteNode with an image it doesn't bounce but when I use SKShapeNode it does work?

I am very new to Swift and I am trying to create a ball that bounces up and down. When I use:
import Foundation
import SpriteKit
class Ball {
let movingObject: SKShapeNode
init() {
movingObject = SKShapeNode(circleOfRadius: 25)
movingObject.physicsBody = SKPhysicsBody(circleOfRadius: 25)
movingObject.physicsBody?.affectedByGravity = true
movingObject.physicsBody?.restitution = 1
movingObject.physicsBody?.linearDamping = 0
}
}
it works fine. However, when I try to use an image, it doesn't bounce.
class Ball {
let movingObject: SKSpriteNode
let picture: String
init(picture: String) {
self.picture = picture
movingObject = SKSpriteNode(imageNamed: picture)
movingObject.physicsBody = SKPhysicsBody(circleOfRadius: movingObject.size.width * 0.5)
movingObject.physicsBody?.affectedByGravity = true
movingObject.physicsBody?.restitution = 1
movingObject.physicsBody?.linearDamping = 0
}
}
The only difference between your two physics bodies is the radius. Therefore, this has to be the problem.
Try setting the radius to 25 like you did with the shape node to confirm, then try to reason about why movingObject.size.width * 0.5 isn't coming out to a reasonable value. You can set a breakpoint and use the debugger to print movingObject.size to help.
About the SKSpriteNode sources:
/**
Initialize a sprite with an image from your app bundle (An SKTexture is created for the image and set on the sprite. Its size is set to the SKTexture's pixel width/height)
The position of the sprite is (0, 0) and the texture anchored at (0.5, 0.5), so that it is offset by half the width and half the height.
Thus the sprite has the texture centered about the position. If you wish to have the texture anchored at a different offset set the anchorPoint to another pair of values in the interval from 0.0 up to and including 1.0.
#param name the name or path of the image to load.
*/
public convenience init(imageNamed name: String)
In the first case you use 25 as radius, in the next you must check if movingObject.size.width` * 0.5 is a valid measure.
When you are in debug phases try to help yourself by turning on the showsPhysics property:
Code of example:
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsPhysics = true
...
}
}
You can easily view the physicBody boundaries of your objects and you can notice it immediately if something is wrong.

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).

Accessibility (Voice Over) with Sprite Kit

I'm attempting to add support for Voice Over accessibility in a puzzle game which has a fixed board. However, I'm having trouble getting UIAccessibilityElements to show up.
Right now I'm overriding accessibilityElementAtIndex, accessibilityElementCount and indexOfAccessibilityElement in my SKScene.
They are returning an array of accessible elements as such:
func loadAccessibleElements()
{
self.isAccessibilityElement = false
let pieces = getAllPieces()
accessibleElements.removeAll(keepCapacity: false)
for piece in pieces
{
let element = UIAccessibilityElement(accessibilityContainer: self.usableView!)
element.accessibilityFrame = piece.getAccessibilityFrame()
element.accessibilityLabel = piece.getText()
element.accessibilityTraits = UIAccessibilityTraitButton
accessibleElements.append(element)
}
}
Where piece is a subclass of SKSpriteNode and getAccessibilityFrame is defined:
func getAccessibilityFrame() -> CGRect
{
return parentView!.convertRect(frame, toView: nil)
}
Right now one (wrongly sized) accessibility element seems to appear on the screen in the wrong place.
Could someone point me in the right direction?
Many thanks
EDIT:
I've tried a hack-ish work around by placing a UIView over the SKView with UIButton elements in the same location as the SKSpriteNodes. However, accessibility still doesn't want to work. The view is loaded as such:
func loadAccessibilityView()
{
view.isAccessibilityElement = false
view.accessibilityElementsHidden = false
skView.accessibilityElementsHidden = false
let accessibleSubview = UIView(frame: view.frame)
accessibleSubview.userInteractionEnabled = true
accessibleSubview.isAccessibilityElement = false
view.addSubview(accessibleSubview)
view.bringSubviewToFront(accessibleSubview)
let pieces = (skView.scene! as! GameScene).getAllPieces()
for piece in pieces
{
let pieceButton = UIButton(frame: piece.getAccessibilityFrame())
pieceButton.isAccessibilityElement = true
pieceButton.accessibilityElementsHidden = false
pieceButton.accessibilityTraits = UIAccessibilityTraitButton
pieceButton.setTitle(piece.getText(), forState: UIControlState.Normal)
pieceButton.setBackgroundImage(UIImage(named: "blue-button"), forState: UIControlState.Normal)
pieceButton.alpha = 0.2
pieceButton.accessibilityLabel = piece.getText()
pieceButton.accessibilityFrame = pieceButton.frame
pieceButton.addTarget(self, action: Selector("didTap:"), forControlEvents: UIControlEvents.TouchUpInside)
accessibleSubview.addSubview(pieceButton)
}
UIAccessibilityPostNotification(UIAccessibilityScreenChangedNotification, nil)
}
The buttons are placed correctly, however accessibility just isn't working at all. Something seems to be preventing it from working.
I've searched in vain for a description of how to implement VoiceOver in Swift using SpriteKit, so I finally figured out how to do it. Here's some working code that converts a SKNode to an accessible pushbutton when added to a SKScene class:
// Add the following code to a scene where you want to make the SKNode variable named “leave” an accessible button
// leave must already be initialized and added as a child of the scene, or a child of other SKNodes in the scene
// screenHeight must already be defined as the height of the device screen, in points
// Accessibility
private var accessibleElements: [UIAccessibilityElement] = []
private func nodeToDevicePointsFrame(node: SKNode) -> CGRect {
// first convert from frame in SKNode to frame in SKScene's coordinates
var sceneFrame = node.frame
sceneFrame.origin = node.scene!.convertPoint(node.frame.origin, fromNode: node.parent!)
// convert frame from SKScene coordinates to device points
// sprite kit scene origin is in lower left, accessibility device screen origin is at upper left
// assumes scene is initialized using SKSceneScaleMode.Fill using dimensions same as device points
var deviceFrame = sceneFrame
deviceFrame.origin.y = CGFloat(screenHeight-1) - (sceneFrame.origin.y + sceneFrame.size.height)
return deviceFrame
}
private func initAccessibility() {
if accessibleElements.count == 0 {
let accessibleLeave = UIAccessibilityElement(accessibilityContainer: self.view!)
accessibleLeave.accessibilityFrame = nodeToDevicePointsFrame(leave)
accessibleLeave.accessibilityTraits = UIAccessibilityTraitButton
accessibleLeave.accessibilityLabel = “leave” // the accessible name of the button
accessibleElements.append(accessibleLeave)
}
}
override func didMoveToView(view: SKView) {
self.isAccessibilityElement = false
leave.isAccessibilityElement = true
}
override func willMoveFromView(view: SKView) {
accessibleElements = []
}
override func accessibilityElementCount() -> Int {
initAccessibility()
return accessibleElements.count
}
override func accessibilityElementAtIndex(index: Int) -> AnyObject? {
initAccessibility()
if (index < accessibleElements.count) {
return accessibleElements[index] as AnyObject
} else {
return nil
}
}
override func indexOfAccessibilityElement(element: AnyObject) -> Int {
initAccessibility()
return accessibleElements.indexOf(element as! UIAccessibilityElement)!
}
Accessibility frames are defined in the fixed physical screen coordinates, not UIView coordinates, and transforming between them is kind of tricky.
The device origin is the lower left of the screen, with X up, when the device is in landscape right mode.
It's a pain converting, I've no idea why Apple did it that way.