Code inside SKAction run action not executing - swift

The code block inside a SKAction.run action never executes for some reason.
To clarify, it's the two lines inside of startAction that never run for some reason even though the other lines do run.
Putting breakpoints on those lines prove those lines never execute.
Any clue why?
// Set first frame
let firstFrame = frames[0]
let animationNode = SKSpriteNode(texture: firstFrame)
animationNode.position = CGPoint(x: x, y: y)
// Set start action
let startAction = SKAction.run({
gAudio.playSound(file: .TestSound) // Never runs
self.animationLayer.addChild(animationNode) // Never runs
})
// Set rest of animation
let timePerFrame = 0.5
let animationAction = SKAction.animate(with: frames, timePerFrame: timePerFrame, resize: false, restore: true)
let removeAction = SKAction.removeFromParent()
let animationSequence = SKAction.sequence([startAction, animationAction, removeAction])
// Run animation
animationNode.run(animationSequence)

Actions will not fire for a node until it is placed on the scene, you have a chicken and egg dilemma going on here. You want to add the node (egg) to the scene (chicken) after the node (egg) exists in the world (chicken gives birth to the same egg). You need to have somethings else place the node on the scene, then the node will be able to run the actions.
Place your start action on your scene, and not your node, and it should start running

Related

How do I get SK sequences to run in swift

I found this pretty useful code online but I'm having trouble getting it to run. The variable names are all correct and I've used print statements to make sure it does make it to this function. It just doesn't seem to run the sequence on the Label nodes. Thanks
func fadeOutInfoText(){
infoLabel1.removeAllActions()
infoLabel2.removeAllActions()
speechIcon.removeAllActions()
let wait:SKAction = SKAction.wait(forDuration: 0.5)
let fade:SKAction = SKAction.fadeAlpha(to: 0, duration: 0.5)
let run:SKAction = SKAction.run {
self.infoLabel1.text = ""
self.infoLabel2.text = ""
self.infoLabel1.alpha = 1
self.infoLabel2.alpha = 1
self.speechIcon.alpha = 1
self.speechIcon.isHidden = true
}
let seq:SKAction = SKAction.sequence([wait,fade,run])
let seq2:SKAction = SKAction.sequence([wait,fade])
infoLabel1.run(seq)
infoLabel2.run(seq2)
speechIcon.run(seq2)
}
NOTE: This would be a comment (not enough reputation to do so yet :)
Executing the above code line-for-line (and adding in the nodes in an empty scene) gives what appears to be the desired result. Presumably you are not calling this function from the scene's update(_:) method, for this keeps the labels and speech icon from doing anything since the actions are removed before the scene performs the actions (see here). Make sure you aren't removing all actions and changing the alpha of the labels before this set of actions can complete elsewhere.
This is a sample code for Sequence.
let sprite = SKSpriteNode(imageNamed:"Spaceship")
let scale = SKAction.scale(to: 0.1, duration: 0.5)
let fade = SKAction.fadeOut(withDuration: 0.5)
let sequence = SKAction.sequence([scale, fade])
sprite.run(sequence)
Let me know it is useful or not.

Pathfinding no longer works after blocking and unblocking path

I have a map with obstacles that can be placed by the user. And sprites that move from the right of the map to the left.
As the user places obstacles they're added to my game's graph (GKObstacleGraph) and each time I check if a path from the start point to the end point is available. If it's not, it means the user has blocked the path entirely, so I remove the placed obstacle.
That should open the path up again, however it doesn't. It's as if the obstacle is still there.
I have a debug function which loops through all the obstacles in my graph node, showing me visually where they are. It runs each time I add an obstacle. And after I place an obstacle that blocks the path (which is then removed immediately) it shows that there is no obstacle there. The path is clear.
func createObstacle(coordinates: CCCordinates) {
let tX = -game.mapSize.widthHalf + (coordinates.x*game.tileSize.value) + (game.tileSize.valueHalf)
let tY = game.mapSize.heightHalf - (coordinates.y*game.tileSize.value) - (game.tileSize.valueHalf)
let obstacle = CCObstacle(color: color.red, size: game.obstacleSize.size)
obstacle.position = CGPoint(x: tX, y: tY)
let polygonObstacle = getPolygonObstacleForSpriteNode(obstacle)
game.graph.addObstacles([polygonObstacle])
let pathClear = checkPath()
print("Path Clear: \(pathClear)")
if pathClear {
let texture = SKTexture(imageNamed: "obstacle")
obstacle.texture = texture
obstacle.coordinates = coordinates
obstacle.name = "obstacle:\(obstacle.coordinates.convertToString())"
obstacle.zPosition = 5
for var i = 0; i < game.sprites.count; i++ {
let sprite = game.sprites[i]
updatePathForSprite(sprite)
}
panels.map.addChild(obstacle)
} else {
game.graph.removeObstacles([polygonObstacle])
print("removedObstacle")
}
drawAllObstacleOutlines()
}
This code works perfectly until pathClear returns false and the code in else runs. Even though the obstacle is removed from the graph (and the drawAllObstacleOutlines() function confirms that) pathClear always returns false afterwards.
Unless I use:
game.graph.removeAllObstacles()
If I replace the removeObstacles([]) line with that line above. It lets me place obstacles again. (It works even if I add back all the obstacles that were removed, excluding the one that blocked the path.)
The function updatePathForSprite basically calls this one below:
func getPathForNodeToEndPoint(startPoint: CGPoint) -> [GKGraphNode] {
let startNode = GKGraphNode2D(point: float2(Float(startPoint.x), Float(startPoint.y)))
let endNode = GKGraphNode2D(point: float2(Float(game.finishPoint.x), Float(game.finishPoint.y)))
game.graph.connectNodeUsingObstacles(startNode, ignoringBufferRadiusOfObstacles: game.outerTileObstacles)
game.graph.connectNodeUsingObstacles(endNode, ignoringBufferRadiusOfObstacles: game.outerTileObstacles)
let path:[GKGraphNode2D] = game.graph.findPathFromNode(startNode, toNode: endNode) as! [GKGraphNode2D]
game.graph.removeNodes([startNode, endNode])
return path
}
Does anyone know what's going on here?
EDIT: I may have found something weird.
When I add the following lines above the drawAllObstacleOutlines() line:
print("Obstacles \(game.graph.obstacles.count)")
print("Nodes \(game.graph.nodes!.count)")
It increases as I add obstacles... In my case, nodes is 404 and obstacles is 101, however when I place the obstacle that blocks the path, the output is: obstacles 101, Nodes 0
For some reason it's removing all the other nodes in the graph, even though I only removed one obstacle.

How to wait for a duration before a sequence is run?

I'm making a game with SpriteKit, and when it starts, I have nodes that spawn and fall from the top of the screen:
let wait = SKAction.waitForDuration(0.2, withRange: 0.19)
let spawn = SKAction.runBlock {
self.addTears()
}
let sequence = SKAction.sequence([wait, spawn])
self.runAction(SKAction.repeatActionForever(sequence))
Before these nodes spawn, I want to wait for a duration of 1 second, but only when the game starts. I tried to add a waitForDuration before I run the sequence but it didn't work.
Try:
let otherWait = SKAction.waitForDuration(1)
let otherSequence = SKAction.sequence([otherWait, SKAction.repeatActionForever(sequence)])
runAction(otherSequence)

Spawning a Spritekit node at a random time

I'm making a game where I have a node that is spawning and falling from the top of the screen. However I want to make the nodes spawn at random time intervals between a period of 3 seconds. So one spawns in 1 second, the next in 2.4 seconds, the next in 1.7 seconds, and so forth forever. I am struggling with what the code should be for this.
Code I currently have for spawning node:
let wait = SKAction.waitForDuration(3, withRange: 2)
let spawn = SKAction.runBlock { addTears()
}
let sequence = SKAction.sequence([wait, spawn])
self.runAction(SKAction.repeatActionForever(spawn))
The code for my addTears() function is:
func addTears() {
let Tears = SKSpriteNode (imageNamed: "Tear")
Tears.position = CGPointMake(Drake1.position.x, Drake1.position.y - 2)
Tears.zPosition = 3
addChild(Tears)
//gravity
Tears.physicsBody = SKPhysicsBody (circleOfRadius: 150)
Tears.physicsBody?.affectedByGravity = true
//contact
Tears.physicsBody = SKPhysicsBody (circleOfRadius: Tears.size.width/150)
Tears.physicsBody!.categoryBitMask = contactType.Tear.rawValue
Tears.physicsBody!.contactTestBitMask = contactType.Bucket.rawValue
}
It's not advisable that you use NSTimer with SpriteKit (see SpriteKit - Creating a timer). Instead, to generate random times you could use SKAction.waitForDuration:withRange:
Creates an action that idles for a randomized period of time.
When the action executes, the action waits for the specified amount of
time, then ends...
Each time the action is executed, the action computes a new random
value for the duration. The duration may vary in either direction by
up to half of the value of the durationRange parameter...
To spawn nodes at random times you could combine waitForDuration:withRange with runBlock: together in an SKAction sequence. For example:
// I'll let you adjust the numbers correctly...
let wait = SKAction.wait(forDuration: 3, withRange: 2)
let spawn = SKAction.run {
// Create a new node and it add to the scene...
}
let sequence = SKAction.sequence([wait, spawn])
self.run(SKAction.repeatForever(sequence))
// self in this case would probably be your SKScene subclass.

Why is my node slowing down when it collects a coin?

My game basically is a jumping game when you tap the screen the heroNode jumps and collects coins coming from the right part of the screen. When it collects the coin the hero node slows down and it goes out of the view. Why does this happen? Heres the code I have.
func coins() {
let moveToLeft = SKAction.moveByX(-self.size.width, y: 0, duration: 2.0)
let repeatMoveToLeft = SKAction.repeatActionForever(moveToLeft)
let removeFromScene = SKAction.removeFromParent()
let sequenceThisMoveAndRemove = SKAction.sequence([repeatMoveToLeft, removeFromScene])
goldCoins.position = CGPointMake(self.size.width / 0.6, self.size.height / 2)
goldCoins.zPosition = 15
goldCoins.setScale(0.9)
goldCoins.runAction(sequenceThisMoveAndRemove)
addChild(goldCoins)
goldCoins.physicsBody = SKPhysicsBody(circleOfRadius: 5)
goldCoins.physicsBody?.affectedByGravity = false
goldCoins.physicsBody?.allowsRotation = false
goldCoins.physicsBody?.categoryBitMask = GoldCoinCategory
goldCoins.physicsBody?.contactTestBitMask = HeroCategory
goldCoins.physicsBody?.collisionBitMask = 0
func addHero() {
let anim = SKAction.animateWithTextures([heroTextureOne, heroTextureTwo], timePerFrame: 0.2)
let run = SKAction.repeatActionForever(anim)
theHero = SKSpriteNode(texture: heroTextureOne)
theHero.runAction(run)
theHero.physicsBody = SKPhysicsBody(circleOfRadius: 50)
theHero.physicsBody?.affectedByGravity = true
theHero.physicsBody?.allowsRotation = false
theHero.physicsBody?.categoryBitMask = HeroCategory
theHero.setScale(0.5)
theHero.position = CGPointMake(self.size.width / 4.0, self.size.height / 2.0)
theHero.zPosition = 15
addChild(theHero)
}
if firstBody.categoryBitMask == HeroCategory && sixthBody.categoryBitMask == GoldCoinCategory {
sixthBody.node!.removeFromParent()
One possibility is that you're making a lot of gold coins that never get removed from the scene graph, and that's bogging down your performance.
Look at your first four lines of coins(). You create a forever-repeating action, and then create a sequence with the forever-repeating action and then the "remove from scene" action. A sequence performs the given actions in order, but a forever-repeating action will never end, so that "remove from scene" action will never be triggered.
So when you addChild( goldCoins ), those coins are never going to go away. And the only other way they can apparently be removed is with a collision. So if you play the game, and if a lot of goldCoins get added, then you're going to have an unbounded number of coins in play. After a while, having enough of those coins, all running actions, could cause your game to slow down.
Another possibility is that all you're removing is the sprite node and not the physics body from the simulation. This is suggested by that last line you included. If you remove the node, the coin will disappear, but the physics body will still be in play, still affecting other physics bodies. If you want to fully remove the coin - and its effect on the physics simulation - you'll need to remove its physics body, too.