Sprite Kit - Sometimes ball disappearing from the screen? - swift

I'm new with sprite kit. I have tried simple ball bouncing game with 2 player, another is tracking the ball slowly. But I have discovered a problem. When I move the line to ball (with edge) ball disappearing from the screen. Another times not a problem, ball bouncing. What is the problem?
I have one GameScene, sks and ViewController. My sprite nodes coming from sks. If someone explain this case. It would be better. I have attached what I did below.
My GameScene:
class GameScene: SKScene {
var ball = SKSpriteNode()
var enemy = SKSpriteNode()
var main = SKSpriteNode()
override func didMove(to view: SKView) {
ball = self.childNode(withName: "ball") as! SKSpriteNode
enemy = self.childNode(withName: "enemy") as! SKSpriteNode
main = self.childNode(withName: "main") as! SKSpriteNode
ball.physicsBody?.applyImpulse(CGVector(dx: -20, dy: -20))
ball.physicsBody?.linearDamping = 0
ball.physicsBody?.angularDamping = 0
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 1
self.physicsBody = border
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
main.run(SKAction.moveTo(x: location.x, duration: 0.2))
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
main.run(SKAction.moveTo(x: location.x, duration: 0.2))
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 0.5))
}
View controller:
class GameViewController: UIViewController {
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
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
}
}
override var prefersStatusBarHidden: Bool {
return true
}
Pad settings:
Ball settings:
Some updates
I have tried some messages in update function, then encountered with same case ball goes outside from left side of the device (using iPhone 6S)
2016-12-08 14:27:54.436485 Pong[14261:3102941] fatal error: ball out of left bounds: file

You're pinching the ball against the wall, with the enemy. This means that the force is eventually enough to create enough speed of ball movement/force to overcome the physics system, so it pops through the wall. If you make your enemy stop before it pinces the ball against the wall, you should be fine.
This 'pincing' is occurring because of this line of code:
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 0.5))
This is making the enemy chase the ball, which is a good idea for a ball game, but for the way it's being moved is wrong. Using an Action means the enemy has infinite force applied to it, and is aiming for the middle of the ball.
So when the ball gets to the wall, it's stopped against a physics object with infinite static force, then this enemy comes along and applies infinite force from the other side... and the ball either pops inside the bounds of the enemy, or over the other side of the wall, because it's being crushed by infinite forces.
So you either need to take very good care of how you control the enemy with Actions, or use forces to control the enemy, as these won't be infinite, and the physics system will be able to push back on the enemy.

How easy is it to reproduce the problem? In update(), print the ball's position to see where it is when it has 'disappeared'. (this will produce a lot of output, so be warned).
From what you've posted, it doesn't look like the ball is set to collide with the border, meaning the ball will not react (i.e. bounce off) the border and the border itself is immobile (as it's an edge-based physics body). This, combined with a high ball velocity (from a hard hit) might make it possible that you have hit the ball so hard with the 'main' sprite that it's gone through the border - using preciseCollisionDetection=true might resolve this but give the border a category first and add this to the ball's collisionBitMask.

here is an example of what Steve is saying (in your .update())
if ball.position.x > frame.maxX { fatalError(" ball out of right bounds") }
if ball.position.x < frame.minX { fatalError(" ball out of left bounds") }
if ball.position.y > frame.maxY { fatalError(" ball out of top bounds") }
if ball.position.y < frame.minY { fatalError(" ball out of bottom bounds) }
you could also just spam your debug window:
print(ball.position)
This will help you to find out what is going on--if your ball is flying through the boundary, or if it's getting destroyed somewhere, or some other possible bug.
As a workaround (for now) I would just replace the above "fatalError" with "ball.position = CGPoint(x: 0, y: 0)" or some other position to "reset" the ball in case of it getting lost.
You could even store it's last position in a variable, then restore it to that should the above if-statements trigger.
var lastBallLocation = CGPoint(x: 0, y: 0) // Just to initialize
override func update( prams ) {
if ball.position.x > frame.maxX { ball.position = lastBallLocation }
// .. copy the other three cases
lastBallLocation = ball.position // update only on successful position
Or, you could try making the walls thicker (use a shape node or spritenode and lay them on the outside of the frame such as the walls of a house, and your view on screen is the "room")
each wall also has a physics body for bouncing:

Related

Swift SpriteKit add physics to user-drawn line

I want to create a game in which the player draws a line with physics, similar to the game Happy Glass.
What I have tried:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self)
touchPosition = location
}
}
func draw(pos: CGPoint){
let node = SKSpriteNode(imageNamed: "circle")
node.position = CGPoint(x: pos.x, y: pos.y)
node.size = CGSize(width: 10, height: 10)
node.physicsBody = SKPhysicsBody(circleOfRadius: node.frame.width / 2)
//set up the physics
self.addChild(node)
}
override func didSimulatePhysics() {
if touching{
draw(pos: touchPosition)
}
}
So I basically change the touchPosition variable every time a touch is moved(when the user drags their finger across the screen) then I have didSimulatePhysics as repeating timer to add small circles at the touchPosition with physics on them.
The Problem:
This all works. The only problem is that they are too spread out. I want it to be a continuous line but the touchesMoved method is not recognizing enough touches so it looks like this.
Is there a way to recognize touches more frequently so I can fill an entire line or some way to possibly do this with a CGPath? I just can't have these gaps in between these points basically because I can't have other nodes with physicBodies falling between the cracks.
The other thing is that the points are constantly moving off the screen with a SKAction, so I can just draw a CGPath line from the current touch to the last touch because the point from the last touch will have moved slightly so i'm kind of confused in what to do and any suggestions would be helpful.
Thanks

Sprite Nodes Phasing

I am trying to make a maze app. The goal is to move a ball (drag the ball with your finger) through a "maze" like level which has traps and other dangers. However, when I made it so the ball/player moves when its dragged, it started to now phase though the other sprite nodes instead of staying inside of the level. How can I make it so it doesn't go outside of the level?
Code:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKSpriteNode()
var danger1 = SKSpriteNode()
var danger2 = SKSpriteNode()
var goal = SKSpriteNode()
override func didMove(to view: SKView) {
ball = self.childNode(withName: "ball") as! SKSpriteNode
danger1 = self.childNode(withName: "danger1") as! SKSpriteNode
danger2 = self.childNode(withName: "danger2") as! SKSpriteNode
goal = self.childNode(withName: "goal") as! SKSpriteNode
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 0
print("x: \(ball.position.x), y: \(ball.position.y)")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
ball.position.x = location.x
ball.position.y = location.y
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
Screenshot of game:
Maze Level
You need to set up a collisionBitMask for your nodes and set up your desired collision rules accordingly (i.e. prevent ball from clipping through the maze walls or dangers):
I'd recommend looking at the corresponding apple developer docs: https://developer.apple.com/documentation/spritekit/skphysicsbody/1520003-collisionbitmask
This other question's answer may also prove helpful: What are Sprite Kit's "Category Mask" and "Collision Mask"?
This was also a video that I found helpful when learning about bitmasks for detecting collisions & contact between SKSpriteNodes: https://youtu.be/467Doas5J6I?t=1114
*Edit*
You will also need to set up contact detection via contactTestBitMask so that you know when the ball has contacted the wall, at which point you can implement logic to ‘drop’ it from the dragging gesture. As #Steve Ives correctly noted, the dragging will override the collision physics and you would still get clipping without this.
Your major problem is you are moving your ball directly, ala hand of god.
What you need to do is play by the systems rules. Instead of applying the position directly, set the velocity of your ball to push your ball to where your finger is. This requires some math:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
//set the location's coordinate system to match the ball
let location = touch.location(in: ball.parent)
let angle = atan2(location.x,location.y)
let velocity = 1.0f //(change this to whatever speed you want your ball to move at)
ball.velocity = CGVector(velocity * cos(angle),velocity * sin(angle)) // you may have to swap around the sin/-sin/cos/-cos to get it the way you like it, I am assuming at angle 0 your ball is facing right, and it rotates in a counter clockwise direction)
}
}
Now your ball will forever be pushed towards the touching point.
To avoid bouncing, make sure you set the restitution to 0 on the physics body so that it loses all of its energy when it hits a wall.
Also check categoryBitmask is of some power of 2 on all objects that require physics (1 works in your example) so that it can collide with whatever is in its way

Make Infinite Obstacles Moving to the Left in a SpriteKit Game

I have a SpriteKit game with a ball that can be thrown and dragged. When it is thrown, the SKCamera follows it. What I want is shown in the picture below:
How can I build this kind of obstacle?
One approach could be that you create a function that adds SKShapeNode which is your obstacle. You could keep list of your obstacle with an array where you append all your obstacles and remove first obstacle every time it disappears from view. That way your node count will stay low and you can have an infinite amount of obstacles.
Here is a sample code which creates new obstacles when player pass the most right obstacle in the game world.
private var obstacles = [SKShapeNode]()
private func addObstacle() {
// Create obstacle aka SKShapeNode
let obstacle = SKShapeNode(rectOf: CGSize(width: 50, height: 50))
obstacle.fillColor = SKColor.white
// If this is first obstacle, position it just beyond right side of the view. If not, get rightmost obstacles position and make a little gap between it and new obstacle.
if let lastObstacle = self.obstacles.last {
obstacle.position = CGPoint(x: lastObstacle.frame.maxX + self.frame.width/2, y: 0)
} else {
obstacle.position = CGPoint(x: self.frame.width/2 + obstacle.frame.width, y: 0)
}
// SKShapeNode have physicsbody where you can define categorybitmask etc
obstacle.physicsBody?.categoryBitMask = ...
// Add obstacle to the scene
self.addChild(obstacle)
// Add obstacle to array so we can keep record of those
self.obstacles.append(obstacle)
}
override func update(_ currentTime: TimeInterval) {
// If the rightmost obstacle come visible, create new obstacle
if let lastObstacle = self.obstacles.last {
if lastObstacle.frame.minX < self.camera.frame.maxX {
self.addObstacle()
}
}
// If arrays first obstacle is out of view, remove it from view and array
if (self.obstacles.first?.frame.maxX ?? 0) < self.camera.frame.minX {
self.obstacles.first?.removeFromParent()
self.obstacles.removeFirst()
}
}

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).

Sprite Kit Remove SKNode From Parent When Off Screen

I would like to know how to remove my SKNodes when they are off screen to help my game run more smoothly.
How To Do This On Sprite Kit
Thanks So Much
Here is an easy solution in Swift 4:
class GameScene: SKScene {
let s = SKLabelNode(fontNamed: "Chalkduster")
override func didMove(to view: SKView) {
s.text = "test"
s.fontSize = 50
addChild(s)
let moveRight = SKAction.moveBy(x: 40, y: 0, duration: 0.5)
s.run(SKAction.repeatForever(moveRight))
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if ((s.parent != nil) && !intersects(s)) {
s.removeFromParent()
print("Sprite removed.")
}
}
}
You have a sprite (in this case a SKLabelNode but any sprite node will do) that is moving horizontally and you want to delete this sprite once is out of the frame bounds.
You can use the intersects function to check this and then remove that sprite from its parent. I have also checked that the sprite has a parent before removing it (by checking if s.parent is not nil) as we wish to remove the sprite only once.
https://stackoverflow.com/a/24195006/2494064
Here is a link to an answer that removes nodes that go off the top of the screen. You would just have to replicate this to cover the entire border and set all of the walls to have the same contactBitMask values.
Basically the logic is to remove the SKSpriteNodes when they contact physicsbodies that you have resting just outside the visible screen.