I am making an app in Xcode 7 using Swift and SpriteKit. My idea is to have a spaceship that moves with the finger, or basically just follows it, yet I'm having trouble. This is the code:
import Foundation
import SpriteKit
class secondScene: SKScene {
override func didMoveToView(view: SKView) {
// var timer = NSTimer.scheduledTimerWithTimeInterval(0.2, target: self, selector: Selector(spawnBullets()), userInfo: nil, repeats: true)
//buttons
let leftbutton = SKSpriteNode(imageNamed: "LeftArrow")
leftbutton.position = CGPoint(x: self.frame.size.width*0.2, y: self.frame.size.height*0.1)
leftbutton.size = CGSize(width: 220, height: 80)
leftbutton.color = SKColor.blueColor()
leftbutton.zPosition = 100
self.addChild(leftbutton)
let rightbutton = SKSpriteNode(imageNamed: "RightArrow")
rightbutton.position = CGPoint(x: self.frame.size.width*0.8, y: self.frame.size.height*0.1)
rightbutton.size = CGSize(width: 220, height: 80)
rightbutton.color = SKColor.blueColor()
rightbutton.zPosition = 100
self.addChild(rightbutton)
//spaceship
let spaceship = SKSpriteNode(imageNamed: "spaceship")
spaceship.zPosition = 100
spaceship.size = CGSize(width: 200, height: 120)
spaceship.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*0.15)
self.addChild(spaceship)
}
let spaceship = SKSpriteNode(imageNamed: "spaceship")
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
spaceship.position.x = location.x
}
}
}
I run this and to me it seems like my spaceship should follow my finger, yet it doesn't. It just stays in the position I specifies before. I've got no errors and I'm out of ideas. Any thoughts?
Remove this line in your spaceship code in didMoveToView
let spaceship = SKSpriteNode(imageNamed: "spaceship")
so that you are actually using the global property you created above touchesBegan.
You probably also want to include/move your code in touchesMoved.
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
spaceship.position.x = location.x
}
}
Hope this helps
Related
Im attempting to use some of the code from a solution found on this page for creating a button Create Button in SpriteKit: Swift
class GameScene: SKScene {
let button = SKSpriteNode(imageNamed: "yourImgName")
override func didMoveToView(view: SKView) {
button.name = "btn"
button.size.height = 100
button.size.width = 100
button.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + 50)
self.addChild(button)
//Adjust button properties (above) as needed
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let positionInScene = touch!.locationInNode(self)
let touchedNode = self.nodeAtPoint(positionInScene)
if let name = touchedNode.name {
if name == "btn" {
let yourNextScene = YourNextScene(fileNamed: "YourNextScene")
self.view?.presentScene(yourNextScene!)
}
}
}
}
and the current code that I have is supposed to make the player jump when the button is pressed, but nothing is currently happening when its pressed
import SwiftUI
import SpriteKit
import UIKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let button = SKSpriteNode(imageNamed: "playerOBJ")
let player = SKSpriteNode(imageNamed: "playerOBJ")
let playerRadius = player.frame.width / 2.0
player.position = CGPoint(x: 200, y: 500)
player.name = "Jimmy"
addChild(player)
player.physicsBody = SKPhysicsBody(circleOfRadius: playerRadius)
player.physicsBody?.allowsRotation = false
player.physicsBody?.friction = 0
player.physicsBody?.restitution = 0
player.zPosition = 100
// Button
button.name = "btn"
button.size.height = 100
button.size.width = 100
button.position = CGPoint(x: 100, y: 100)
self.addChild(button)
// Physics
physicsBody = SKPhysicsBody(edgeLoopFrom: frame.inset(by: UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)))
Timer.scheduledTimer(withTimeInterval: 2, repeats: true) { _ in
player.physicsBody?.applyForce(CGVector(dx: 100, dy: 1000))
}
func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let positionInScene = touch!.location(in: self)
let touchedNode = self.atPoint(positionInScene)
if let name = touchedNode.name {
if name == "btn" {
player.physicsBody?.applyForce(CGVector(dx: 0, dy: 10000))
}
}
}
}
override func update(_ currentTime: TimeInterval) { }
}
I'm thinking that maybe this is an issue with the press not being resitered at all but I'm not fully sure
Your main problem is you put all of your code inside the didMove function. You put the touchesBegan function inside the didMove function. When the didMove function finishes, touchesBegan goes away so none of your touches are going to be handled in the game.
You also declared the button and the player as local variables inside the didMove function.
override func didMove(to view: SKView) {
let button = SKSpriteNode(imageNamed: "playerOBJ")
let player = SKSpriteNode(imageNamed: "playerOBJ")
// Rest of function omitted
}
When the didMove function finishes, the button and player go away too. You also have the same image name for the player and button.
The fix is to make the button and player variables properties of the GameScene class. Move touchesBegan out of the didMove function too.
class GameScene: SKScene {
// Declare button and player here.
var button = SKSpriteNode()
var player = SKSpriteNode()
override func didMove(to view: SKView) {
// Initialize button, player, and everything else here.
}
func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Code in touchesBegan func goes here.
}
}
I am struggling with one issue. Global declaration of my sprite so that I can interact with it. In this game, I have created a local sprite called enemy featured below:
func spawnEnemy() {
let enemy = SKSpriteNode(imageNamed: "as")
let yPosition = CGFloat(frame.maxY - enemy.size.height)
let getXvalue = GKRandomDistribution(lowestValue: Int(frame.minX + enemy.size.width), highestValue: Int(frame.maxX - enemy.size.width))
let xPosition = CGFloat(getXvalue.nextInt())
enemy.position = CGPoint(x: xPosition, y: yPosition)
enemy.name = "asteroid"
enemy.zPosition = 100
addChild(enemy)
let animationDuration:TimeInterval = 6
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: xPosition, y: 0), duration: animationDuration))
actionArray.append(SKAction.self.removeFromParent())
enemy.run(SKAction.sequence(actionArray))
}
I want to tap the enemy to make it disappear from the screen. The variable is declared locally and not globally so the touchesBegan function does not "see" enemy. However, when I move the statement:
let enemy = SKSpriteNode(imageNamed: "as")
outside of local declaration and into global. It works until the code tries to spawn in another enemy and i get an error of "Tried to add an SKNode who already has a parent" This is the code I have running in my view did load:
run(SKAction.repeatForever(SKAction.sequence([SKAction.run{self.spawnEnemy()
}, SKAction.wait(forDuration: 1.0)])))
Every time it spawns a new enemy it crashes and says that the SKNode already has a parent which i understand. However, for my game to function I need the player to be able to touch the individual instance of that enemy and remove it. Hence my code for
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in:self) {
let nodesArray = self.nodes(at:location)
if nodesArray.first?.name == "asteroid" {
print("Test")
enemy.removeFromParent()
print("Test Completed")
}
}
}
Now the error says unresolved use of "enemy" because the enemy is not global. I have been going back and forth on this issue for quite some time. If anyone has any potential solution or work around I would be very grateful, and thank you for your help.
Move your enemies to their own class and handle the touch for each of those enemies in their own class. This cleans up your GameScene and keeps your code more organized. You can now add as many instances of enemy as you want.
FYI not related to this question but somethings to consider after you get this working
when game over or level change or win make sure you have a clean up function to remove all enemies
you should strongly consider recycling your objects vs creating them on the fly...better performance
try to separate as much code to your objects class as possible
class enemy: SKSpriteNode {
init() {
super.init(texture: nil, color: .clear, size: CGSize.zero)
setup()
}
func setup() {
isUserInteractionEnabled = true
name = "asteroid"
zPosition = 100
let image = SKSpriteNode(imageNamed: "as")
imagine.zPosition = 1
addChild(image)
self.size = image.size
animate()
}
func animate() {
let animationDuration: TimeInterval = 6
let move = SKAction.move(to: CGPoint(x: xPosition, y: 0), duration: animationDuration)
let remover = SKAction.self.removeFromParent()
run(SKAction.sequence(move, remover))
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
removeFromParent()
}
}
class GameScene: SKScene {
override func didMove(to view: SKView) {
let sequence = SKAction.sequence([SKAction.run{ self.spawnEnemy()
}, SKAction.wait(forDuration: 1.0)])
run(SKAction.repeatForever(sequence))
}
func spawnEnemy() {
let enemy = Enemy()
let yPosition = CGFloat(frame.maxY - enemy.size.height)
let getXvalue = GKRandomDistribution(lowestValue: Int(frame.minX + enemy.size.width), highestValue: Int(frame.maxX - enemy.size.width))
let xPosition = CGFloat(getXvalue.nextInt())
enemy.position = CGPoint(x: xPosition, y: yPosition)
addChild(enemy)
}
}
I want to be able to pick up a SKSpriteNode and in effect "dangle" it with my finger. I've been experimenting with SKPhysicsJointPin but it doesn't seem to be delivering the desired result.
Here's the code I'm using:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
if !BeingMoved {
BeingMoved = true
TempDragNode.name = "TempDragNode"
TempDragNode.size = CGSize(width: 44, height: 44)
TempDragNode.physicsBody = SKPhysicsBody(circleOfRadius: 44)
TempDragNode.physicsBody?.affectedByGravity = false
addChild(TempDragNode)
TempDragNode.physicsBody?.allowsRotation = false
let PositionX = CGPoint(x: TempDragNode.position.x, y: TempDragNode.position.y+(TempDragNode.frame.height/2))
let PinJoint = SKPhysicsJointPin.joint(withBodyA: (childNode(withName: "Nutty")?.physicsBody)!, bodyB: TempDragNode.physicsBody!, anchor: PositionX)
scene?.physicsWorld.add(PinJoint)
}
TempDragNode.position = location
}
}
I looking to move a sprite relative to the player's touch. I am familiar with the moveTo SKActions, however I am wondering how to implement sprite movement where the sprite moves along with the user's touch movement.
For example, I have a sprite in the centre of the screen. If I apply a touch at the bottom of the screen and move my finger up , the sprite will move up from the centre(it's original position).
Thanks!
Try this :
import SpriteKit
class GameScene: SKScene {
var node = SKSpriteNode()
var nodePosition = CGPoint()
var startTouch = CGPoint()
override func didMove(to view: SKView) {
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// node set up
node = SKSpriteNode(color: .red, size: CGSize(width: 50, height: 50))
node.position = CGPoint.zero
self.addChild(node)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in: self){
startTouch = location
nodePosition = node.position
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
if let location = touch?.location(in: self){
node.run(SKAction.move(to: CGPoint(x: nodePosition.x + location.x - startTouch.x, y: nodePosition.y + location.y - startTouch.y), duration: 0.1))
}
}
}
So far, my app has a big ball in the middle and a small ball in the middle also. I would like to be able to tap anywhere on the screen and the small ball shoots in that direction. I've heard people say about creating vectors but I can't seem to get these working in swift 3. I am a beginner so sorry about a stupid question!
Here is my code:
var mainBall = SKSpriteNode(imageNamed: "Ball")
override func didMove(to view: SKView) {
mainBall.size = CGSize(width: 300, height: 300)
mainBall.position = CGPoint(x: frame.width / 2, y: frame.height / 2)
self.addChild(mainBall)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self)
print(position.x)
print(position.y)
}
for touch in (touches) {
touch.location(in: self)
let smallBall = SKSpriteNode(imageNamed: "Ball")
smallBall.position = mainBall.position
smallBall.size = CGSize(width: 100, height: 100)
smallBall.physicsBody = SKPhysicsBody(circleOfRadius: smallBall.size.width / 2)
smallBall.physicsBody?.affectedByGravity = false
self.addChild(smallBall)
}
}
You can use actions to animate SKSprideNodes:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let newPosition = touch.location(in: self)
...
//assuming self.smallBall exists and is visible already:
[self.smallBall runAction:[SKAction moveTo:newPosition duration:1.0]];
}