Swift 3 Repeat Spawning of SKNode - swift

I have a SKNode that spawns and moves across the screen. It all works as intended. I am, however, unsure how to make this occur multiple times. My desire is for the 'barrels' to spawn every 2 seconds. You can see my attempt in the code below.
class GameScene : SKScene, SKPhysicsContactDelegate {
var Player = SKSpriteNode()
var Ground = SKSpriteNode()
var Roof = SKSpriteNode()
var Background = SKSpriteNode()
let Obstacle1 = SKSpriteNode(imageNamed: "Fire Barrel 1")
override func didMove(to view: SKView) {
// Create Background Color
backgroundColor = bgColor
// Set World Gravity
self.physicsWorld.gravity = CGVector(dx: 0.0, dy: -4.0)
// Create Player
Player = SKSpriteNode(imageNamed: "Player")
Player.setScale(0.5)
Player.position = CGPoint(x: -self.frame.width / 2 + 100, y: -Player.frame.height / 2)
self.addChild(Player)
// Create Ground
Ground = SKSpriteNode(imageNamed: "BGTileBtm")
Ground.anchorPoint = CGPoint(x: 0,y: 0.5)
Ground.position = CGPoint(x: -self.frame.width / 2, y: -self.frame.height / 2)
self.addChild(Ground)
// Create Roof
Roof = SKSpriteNode(imageNamed: "BGTileTop")
Roof.anchorPoint = CGPoint(x: 1,y: 1)
Roof.position = CGPoint(x: -self.frame.width / 2, y: self.frame.height / 2 - Roof.frame.height)
Roof.zRotation = CGFloat(M_PI)
self.addChild(Roof)
// Set Physics Rules
Player.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Player"), size: Player.size)
Player.physicsBody!.affectedByGravity = true
Player.physicsBody!.allowsRotation = false
Ground.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ground"), size: Ground.size)
Ground.physicsBody!.affectedByGravity = false
Ground.physicsBody!.isDynamic = false
// Obstacle
func addObstacle1(){
Obstacle1.position = CGPoint(x: self.frame.width / 2, y: -self.frame.height / 2 + Obstacle1.frame.height)
Obstacle1.zPosition = 1
addChild(Obstacle1)
let distance = CGVector(dx: -self.frame.width, dy: 0)
let moveDistance = SKAction.move(by: distance, duration: 5)
Obstacle1.run(moveDistance)
}
let spawnObstacles = SKAction(addObstacle1())
let delay = SKAction.wait(forDuration: 2)
let sequence = SKAction.sequence([delay, spawnObstacles])
run(SKAction.repeatForever(sequence))
}

Begin with putting the addObstacle outside of didMove method. Then put the following in your didMove method:
_ = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(addObstacle1), userInfo: nil, repeats: true)
It should repeat your addObstacle every two seconds :)

Related

SpriteKit - didBegin contact is called 30 times instead of 1 time

I am making a little FlappyBird clone and have got everything working as it should until I changed the physics body of the bird to be exact to the texture. Now what it does is when it flies through the gap in the pipes it counts 30 points instead of just 1 point.
This only happens when I use the texture exact physics body which I need because the bird isn't round nor rectangular.
How would I go about making the collision so it only collides once with each gap node. I have tried setting the categoryBitBask to 0 after the contact but then all the gaps after don't add to the point count anymore at all.
Here is the full game code:
var score = 0
class GameScene: SKScene, SKPhysicsContactDelegate {
var bird = SKSpriteNode()
var bg = SKSpriteNode()
var ground = SKSpriteNode()
var scoreLabel = SKLabelNode(fontNamed: "Candice")
var gameOverLabel = SKLabelNode(fontNamed: "Candice")
var countbg = SKSpriteNode()
var timer = Timer()
enum ColliderType: UInt32 {
case Bird = 1
case Object = 2
case Gap = 4
}
var gameOver = false
let swooshSound = SKAction.playSoundFileNamed("sfx_swooshing.wav", waitForCompletion: false)
let pointSound = SKAction.playSoundFileNamed("sfx_point.wav", waitForCompletion: false)
let hitSound = SKAction.playSoundFileNamed("sfx_hit.wav", waitForCompletion: false)
#objc func makePipes() {
let movePipes = SKAction.move(by: CGVector(dx: -2 * self.frame.width, dy: 0), duration: TimeInterval(self.frame.width / 150))
let removePipes = SKAction.removeFromParent()
let moveAndRemovePipes = SKAction.sequence([movePipes, removePipes])
let gapHeight = bird.size.height * 2.8
let movementAmount = arc4random() % UInt32(self.frame.height) / 2
let pipeOffset = CGFloat(movementAmount) - self.frame.height / 4
let pipeTexture = SKTexture(imageNamed: "pipe1.png")
let pipe1 = SKSpriteNode(texture: pipeTexture)
pipe1.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + pipeTexture.size().height / 2 + gapHeight / 2 + pipeOffset)
pipe1.zPosition = 2
pipe1.run(moveAndRemovePipes)
pipe1.physicsBody = SKPhysicsBody(rectangleOf: pipeTexture.size())
pipe1.physicsBody!.isDynamic = false
pipe1.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
pipe1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
pipe1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(pipe1)
let pipe2Texture = SKTexture(imageNamed: "pipe2.png")
let pipe2 = SKSpriteNode(texture: pipe2Texture)
pipe2.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY - pipeTexture.size().height / 2 - gapHeight / 2 + pipeOffset)
pipe2.zPosition = 2
pipe2.run(moveAndRemovePipes)
pipe2.physicsBody = SKPhysicsBody(rectangleOf: pipe2Texture.size())
pipe2.physicsBody!.isDynamic = false
pipe2.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
pipe2.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
pipe2.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(pipe2)
let gap = SKNode()
gap.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + pipeOffset)
gap.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 1, height: gapHeight))
gap.physicsBody!.isDynamic = false
gap.run(moveAndRemovePipes)
gap.physicsBody!.contactTestBitMask = ColliderType.Bird.rawValue
gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue
self.addChild(gap)
}
func didBegin(_ contact: SKPhysicsContact) {
if gameOver == false {
if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
score += 1
scoreLabel.text = String(format: "%05d", score)
run(pointSound)
} else {
self.speed = 0
run(hitSound)
gameOver = true
timer.invalidate()
bird.removeFromParent()
let changeSceneAction = SKAction.run(changeScene)
self.run(changeSceneAction)
}
}
}
//MARK: Change to Game Over Scene
func changeScene(){
let sceneToMoveTo = GameOverScene(size: self.size)
sceneToMoveTo.scaleMode = self.scaleMode
let myTransition = SKTransition.fade(withDuration: 0.5)
self.view!.presentScene(sceneToMoveTo, transition: myTransition)
}
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
setupGame()
}
func setupGame() {
timer = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(self.makePipes), userInfo: nil, repeats: true)
let groundTexture = SKTexture(imageNamed: "ground.png")
let moveGroundAnimation = SKAction.move(by: CGVector(dx: -groundTexture.size().width, dy: 0), duration: 7)
let shiftGroundAnimation = SKAction.move(by: CGVector(dx: groundTexture.size().width, dy: 0), duration: 0)
let moveGroundForever = SKAction.repeatForever(SKAction.sequence([moveGroundAnimation, shiftGroundAnimation]))
var i: CGFloat = 0
while i < 3 {
ground = SKSpriteNode(texture: groundTexture)
ground.position = CGPoint(x: self.size.width * i, y: self.size.height / 7.65)
ground.zPosition = 3
ground.run(moveGroundForever)
self.addChild(ground)
i += 1
}
let bottom = SKNode()
bottom.position = CGPoint(x: self.frame.midX, y: self.size.height / 7)
bottom.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: self.frame.width, height: 1))
bottom.physicsBody!.isDynamic = false
bottom.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
bottom.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
bottom.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(bottom)
let bgTexture = SKTexture(imageNamed: "bg.png")
bg = SKSpriteNode(texture: bgTexture)
bg.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
bg.size = self.frame.size
bg.zPosition = 1
self.addChild(bg)
let birdTexture = SKTexture(imageNamed: "flappy1.png")
let bird2Texture = SKTexture(imageNamed: "flappy2.png")
let bird3Texture = SKTexture(imageNamed: "flappy3.png")
let bird4Texture = SKTexture(imageNamed: "flappy4.png")
let bird5Texture = SKTexture(imageNamed: "flappy5.png")
let bird6Texture = SKTexture(imageNamed: "flappy6.png")
let animation = SKAction.animate(with: [birdTexture, bird2Texture, bird3Texture, bird4Texture, bird5Texture, bird6Texture], timePerFrame: 0.1)
let makeBirdFlap = SKAction.repeatForever(animation)
bird = SKSpriteNode(texture: birdTexture)
bird.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
bird.setScale(1)
bird.zPosition = 6
bird.run(makeBirdFlap)
self.addChild(bird)
bird.physicsBody = SKPhysicsBody.init(circleOfRadius: birdTexture.size().height / 2)
//bird.physicsBody = SKPhysicsBody(texture: birdTexture, size: birdTexture.size())
bird.physicsBody!.isDynamic = false
bird.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
bird.physicsBody!.categoryBitMask = ColliderType.Bird.rawValue
bird.physicsBody!.collisionBitMask = ColliderType.Bird.rawValue
let countbg = SKSpriteNode(imageNamed: "count_bg.png")
countbg.position = CGPoint(x: self.size.width / 4.8, y: self.size.height * 0.94)
countbg.setScale(0.8)
countbg.zPosition = 4
addChild(countbg)
scoreLabel.fontSize = 80
scoreLabel.text = String(format: "%05d", score)
scoreLabel.fontColor = SKColor(red: 218/255, green: 115/255, blue: 76/255, alpha: 1)
scoreLabel.position = CGPoint(x: self.size.width / 4, y: self.size.height * 0.94)
scoreLabel.zPosition = 5
addChild(scoreLabel)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if gameOver == false {
bird.physicsBody!.isDynamic = true
bird.physicsBody!.velocity = CGVector(dx: 0, dy: 0)
bird.physicsBody!.applyImpulse(CGVector(dx: 0, dy: 280))
//run(swooshSound)
} else {
gameOver = false
score = 0
self.speed = 1
self.removeAllChildren()
setupGame()
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
If you would be using RxSwift, you would be able to easily get rid of those extra events easily by using debounce() or throttle() or distinctUntilChanged(). If you are willing to try this approach, give RxSpriteKit framework a go. Otherwise, store a timestamp of the last contact and ignore the following contacts until some time period elapses.

Trail of nodes along a path as in hello world

hi I have a node traveling back and forth along a path. I am trying to integrate the moving shapeNode as in the hello world example to trail my moving node. I'm using a trigger from frame update to trigger the copying of the shape node. And using the position of the travelling node.
The problem is that the trail has some sort of offset and i don't know where its coming from. I have tried to compensate but to no avail. I'm wondering if it might have anything to do with the actions. Thanks for reading.
I have tried looking at this link but i cannot translate
Here is my code so far
spriteKit xcode 9 swift 4 iPad Air
// GameScene.swift
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var borderBody = SKPhysicsBody()
var myMovingNode = SKSpriteNode()
var trailNode : SKShapeNode?
override func didMove(to view: SKView) {
//Define Border
borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
physicsWorld.contactDelegate = self
//Define myMovingNode
myMovingNode = SKSpriteNode(imageNamed: "greenball")
myMovingNode.size.width = 50
myMovingNode.size.height = 50
let myMovingNodeBody:CGSize = CGSize(width: 50, height: 50)
myMovingNode.physicsBody = SKPhysicsBody.init(rectangleOf: myMovingNodeBody)
myMovingNode.zPosition = 2
addChild(myMovingNode)
//Make Path for myMovingNode to travel
let myPath = CGMutablePath()
myPath.move(to: CGPoint(x: 30, y: 30))
myPath.addLine(to: CGPoint(x: 500, y: 500))
/*This is another path to try*/
// myPath.addCurve(to: CGPoint(x: 800, y: 700), control1: CGPoint(x: 500, y: 30), control2: CGPoint(x: 50, y: 500))
/*This draws a line along myPath*/
let myLine = SKShapeNode(path: myPath)
myLine.lineWidth = 10
myLine.strokeColor = .green
myLine.glowWidth = 0.5
myLine.zPosition = 2
addChild(myLine)
/*This sets myMovingNode running along myPath*/
let actionForward = SKAction.follow(myPath, asOffset: false, orientToPath: true, duration: 10)
let actionReverse = actionForward.reversed()
let wait = SKAction.wait(forDuration: 1)
let actionSequence = SKAction.sequence([actionForward, wait, actionReverse, wait])
myMovingNode.run(SKAction.repeatForever(actionSequence))
/*This defines TrailNode and its actions*/
trailNode = SKShapeNode.init(rectOf: CGSize.init(width: 20, height: 20), cornerRadius: 10)
if let trailNode = trailNode {
trailNode.lineWidth = 1
trailNode.fillColor = .cyan
trailNode.run(SKAction.sequence([SKAction.wait(forDuration: 5),
SKAction.fadeOut(withDuration: 3),
SKAction.removeFromParent()]))
}//Eo if Let
}//eo overdrive
func timeFunction (){/*This is controlled by func update*/
let n = trailNode?.copy() as! SKShapeNode?
/*this is where i'm trying to compensate*/
let movingNodeX = myMovingNode.position.x
let movingNodeY = myMovingNode.position.y
let movingNodeOffSet = CGPoint(x: movingNodeX - 0, y: movingNodeY - 0)
n?.position = movingNodeOffSet
myMovingNode.addChild(n!)
}
var frameCounter = 0
override func update(_ currentTime: TimeInterval) {
// print( "Called before each frame is rendered")
if frameCounter == 10{frameCounter = 0; timeFunction()}
frameCounter = frameCounter + 1
}
}//class GameScene
hi in answer to my own question. It was the simplest. On the last line change from
myMovingNode.addChild(n!) to addChild(n!)

How to rotate sprites around a joint

I need to make the arms and hands rotate around the center of the hook, as shown in the image below without them separating or changing their shape (no changes in the angles between arms and hands just rotation at A), as in the image below:
I tried rotating the arms but this made them separate and change form. You can check out my code below:
let hookCategoryName = "hook"
let leftArmCategoryName = "leftArm"
let rightArmCategoryName = "rightArm"
let leftHandCategoryName = "leftHand"
let rightHandCategoryName = "rightHand"
let hookCategory : UInt32 = 0x1 << 0
let leftArmCategory : UInt32 = 0x1 << 1
let rightArmCategory : UInt32 = 0x1 << 2
let leftHandCategory : UInt32 = 0x1 << 3
let rightHandCategory : UInt32 = 0x1 << 4
extension Int {
var degreesToRadians: Double { return Double(self) * .pi / 180 }
}
extension FloatingPoint {
var degreesToRadians: Self { return self * .pi / 180 }
var radiansToDegrees: Self { return self * 180 / .pi }
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var hook = SKSpriteNode(imageNamed: "hook")
var leftArm = SKSpriteNode(imageNamed: "arm")
var rightArm = SKSpriteNode(imageNamed: "arm")
var leftHand = SKSpriteNode(imageNamed: "leftHand")
var rightHand = SKSpriteNode(imageNamed: "rightHand")
override func didMove(to view: SKView) {
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
var yellowBg = SKSpriteNode(imageNamed: "yellowBg")
yellowBg.position = CGPoint(x: frame.midX, y: frame.midY)
yellowBg.zPosition = 2
addChild(yellowBg)
hook.position = CGPoint(x: frame.midX, y: frame.midY + frame.midY/2)
hook.zPosition = 5
hook.name = hookCategoryName
hook.physicsBody = SKPhysicsBody(rectangleOf: hook.frame.size)
hook.physicsBody?.categoryBitMask = hookCategory
hook.physicsBody?.isDynamic = false
addChild(hook)
rightArm.anchorPoint = CGPoint(x: 0.5, y: 1)
rightArm.position = hook.position
rightArm.zPosition = 5
rightArm.name = rightArmCategoryName
rightArm.physicsBody = SKPhysicsBody(rectangleOf: rightArm.frame.size)
rightArm.physicsBody?.categoryBitMask = rightArmCategory
rightArm.physicsBody!.isDynamic = true
addChild(rightArm)
leftArm.anchorPoint = CGPoint(x: 0.5, y: 1)
leftArm.position = hook.position
leftArm.zPosition = 5
leftArm.name = leftArmCategoryName
leftArm.physicsBody = SKPhysicsBody(rectangleOf: leftArm.frame.size)
leftArm.physicsBody?.categoryBitMask = leftArmCategory
leftArm.physicsBody!.isDynamic = true
addChild(leftArm)
// leftHand
leftHand.anchorPoint = CGPoint(x: 0.5, y: 0.5)
leftHand.position = CGPoint(x: leftArm.frame.minX - 22, y: leftArm.frame.minY + 7) //CGPoint(x: armLeft.position.x, y: armLeft.position.y)
leftHand.zPosition = 5
leftHand.name = leftHandCategoryName
leftHand.physicsBody = SKPhysicsBody(rectangleOf: leftHand.frame.size)
leftHand.physicsBody?.categoryBitMask = leftHandCategory
leftHand.zRotation = CGFloat(Double(-30).degreesToRadians)//CGFloat(-Double.pi/6)
//armLeft.physicsBody?.categoryBitMask = armCategory
leftHand.physicsBody!.isDynamic = true
addChild(leftHand)
// rightHand
rightHand.anchorPoint = CGPoint(x: 0.5, y: 0.5)
rightHand.position = CGPoint(x: rightArm.frame.minX + 30, y: rightArm.frame.minY + 7) //CGPoint(x: armLeft.position.x, y: armLeft.position.y)
rightHand.zPosition = 5
rightHand.name = rightHandCategoryName
rightHand.physicsBody = SKPhysicsBody(rectangleOf: rightHand.frame.size)
rightHand.physicsBody?.categoryBitMask = rightHandCategory
rightHand.zRotation = CGFloat(Double(30).degreesToRadians)//CGFloat(-Double.pi/6)
//armLeft.physicsBody?.categoryBitMask = armCategory
rightHand.physicsBody!.isDynamic = true
addChild(rightHand)
leftArm.zRotation = CGFloat(Double(-45).degreesToRadians)
rightArm.zRotation = CGFloat(Double(45).degreesToRadians)
rightHand.physicsBody?.contactTestBitMask = rightHandCategory
leftHand.physicsBody?.contactTestBitMask = leftHandCategory
rightHand.physicsBody?.collisionBitMask = rightHandCategory
leftHand.physicsBody?.collisionBitMask = leftHandCategory
let hookAndRightArmJoint = SKPhysicsJointPin.joint(withBodyA: hook.physicsBody!, bodyB: rightArm.physicsBody!, anchor: CGPoint(x: hook.position.x, y: self.rightArm.frame.maxY))
self.physicsWorld.add(hookAndRightArmJoint)
let hookAndLeftArmJoint = SKPhysicsJointPin.joint(withBodyA: hook.physicsBody!, bodyB: leftArm.physicsBody!, anchor: CGPoint(x: hook.position.x, y: self.leftArm.frame.maxY))
self.physicsWorld.add(hookAndLeftArmJoint)
let armsFixedJoint = SKPhysicsJointFixed.joint(withBodyA: leftArm.physicsBody!, bodyB: rightArm.physicsBody!, anchor: CGPoint.zero)
self.physicsWorld.add(armsFixedJoint)
//left arm and hand joint
let leftArmAndHandJoint = SKPhysicsJointPin.joint(withBodyA: leftArm.physicsBody!, bodyB: leftHand.physicsBody!, anchor: CGPoint(x: self.leftArm.frame.minX, y: self.leftArm.frame.minY)/*CGPoint(x: armLeft.position.x, y: self.armLeft.frame.minY)*/)
self.physicsWorld.add(leftArmAndHandJoint)
//right arm and hand joint
let rightArmAndHandJoint = SKPhysicsJointPin.joint(withBodyA: rightArm.physicsBody!, bodyB: rightHand.physicsBody!, anchor: CGPoint(x: self.rightArm.frame.maxX, y: self.rightArm.frame.minY)/*CGPoint(x: armLeft.position.x, y: self.armLeft.frame.minY)*/)
self.physicsWorld.add(rightArmAndHandJoint)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
hook.run(SKAction.rotate(byAngle: CGFloat(Double(60).degreesToRadians), duration: 0.5))
}
}
Also rotating the hook has no effect on the arms and hands as seen in the image below when the above code is run:
How can I get the rotation in the image first image?
You can make the arms and hands children of a common parent node. You could create a blank SKNode for just this purpose like so:
let armsParent = SKNode()
Then instead of adding the arms and hands as children to the scene directly, add them as children of armsParent like so:
armsParent.addChild(leftArm)
armsParent.addChild(rightArm) // same for hands...
Then you can simply rotate armsParent with an SKAction to achieve what you want.
OR, to make it even simpler, you could just add the arms and hands as children to hook directly like this:
hook.addChild(leftArm) // same for other arm and hands...
Since the arms and hands are children of hook or armParent their positions will now be determined relative to their parent. So you might have to change all your .position = initialization code to accommodate this.

Swift 3 Expect Argument Error

I am creating some functions in order to make a game similar to Flappy Bird. I am a complete beginner and am trying to understand everything fully as I go before moving on. I have been able to get my obstacle to move but when I attempt to put it into a function to allow me more flexibility later on with multiple obstacles I receive an error.
'Cannot convert type '()' to expected argument type 'SKAction'
class GameScene : SKScene, SKPhysicsContactDelegate {
var Player = SKSpriteNode()
var Ground = SKSpriteNode()
var Roof = SKSpriteNode()
var Background = SKSpriteNode()
let Obstacle1 = SKSpriteNode(imageNamed: "Fire Barrel 1")
override func didMove(to view: SKView) {
// Create Background Color
backgroundColor = bgColor
// Set World Gravity
self.physicsWorld.gravity = CGVector(dx: 0.0, dy: -4.0)
// Create Player
Player = SKSpriteNode(imageNamed: "Player")
Player.setScale(0.5)
Player.position = CGPoint(x: -self.frame.width / 2 + 100, y: -Player.frame.height / 2)
self.addChild(Player)
// Create Ground
Ground = SKSpriteNode(imageNamed: "BGTileBtm")
Ground.anchorPoint = CGPoint(x: 0,y: 0.5)
Ground.position = CGPoint(x: -self.frame.width / 2, y: -self.frame.height / 2)
self.addChild(Ground)
// Create Roof
Roof = SKSpriteNode(imageNamed: "BGTileTop")
Roof.anchorPoint = CGPoint(x: 1,y: 1)
Roof.position = CGPoint(x: -self.frame.width / 2, y: self.frame.height / 2 - Roof.frame.height)
Roof.zRotation = CGFloat(M_PI)
self.addChild(Roof)
// Set Physics Rules
Player.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Player"), size: Player.size)
Player.physicsBody!.affectedByGravity = true
Player.physicsBody!.allowsRotation = false
Ground.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ground"), size: Ground.size)
Ground.physicsBody!.affectedByGravity = false
Ground.physicsBody!.isDynamic = false
// Obstacle
func addObstacle1(){
Obstacle1.position = CGPoint(x: self.frame.width / 2, y: -self.frame.height / 2 + Obstacle1.frame.height)
Obstacle1.zPosition = 1
addChild(Obstacle1)
}
func moveObstacle1(){
let distance = CGVector(dx: -self.frame.width, dy: 0)
let moveDistance = SKAction.move(by: distance, duration: 5)
run(moveDistance)
}
addObstacle1()
Obstacle1.run(moveObstacle1())
}
Change the declaration of moveObstacle1 to this:
func moveObstacle1() -> SKAction{
let distance = CGVector(dx: -self.frame.width, dy: 0)
let moveDistance = SKAction.move(by: distance, duration: 5)
return moveDistance
}
EDIT:
Regarding your comment,
run is a method. When you call it, it runs the SKAction you passed in. That's it! What you are trying to do is run(moveObstacle1()). What does that mean exactly? How can you pass a method call as a parameter? At runtime, the return value of moveObstacle1() is passed to run. In other words, for run(moveObstacle1()) to compile, moveObstacle1() must return a value using the return statement. And that value must be of type SKAction, since that's the thing you're passing to run.
return is used to return a value from a moveObstacle1(), so that you can call run(moveObstacle1()).
run is just a regular old method.
Change:
Obstacle1.run()
To:
Obstacle1.run(SKAction(moveObstacle1()))
The error message is pretty clear, you need to pass a SKAction to your SKSpriteNode.
Edit
import SpriteKit
import GameplayKit
class GameScene : SKScene, SKPhysicsContactDelegate {
var Player = SKSpriteNode()
var Ground = SKSpriteNode()
var Roof = SKSpriteNode()
var Background = SKSpriteNode()
let Obstacle1 = SKSpriteNode(imageNamed: "Spaceship")
let sprite = SKSpriteNode(imageNamed:"Spaceship")
override func didMove(to view: SKView) {
// Create Background Color
backgroundColor = UIColor.green
// Set World Gravity
self.physicsWorld.gravity = CGVector(dx: 0.0, dy: -4.0)
// Create Player
Player = SKSpriteNode(imageNamed: "Player")
Player.setScale(0.5)
Player.position = CGPoint(x: -self.frame.width / 2 + 100, y: -Player.frame.height / 2)
self.addChild(Player)
// Create Ground
Ground = SKSpriteNode(imageNamed: "BGTileBtm")
Ground.anchorPoint = CGPoint(x: 0,y: 0.5)
Ground.position = CGPoint(x: -self.frame.width / 2, y: -self.frame.height / 2)
self.addChild(Ground)
// Create Roof
Roof = SKSpriteNode(imageNamed: "BGTileTop")
Roof.anchorPoint = CGPoint(x: 1,y: 1)
Roof.position = CGPoint(x: -self.frame.width / 2, y: self.frame.height / 2 - Roof.frame.height)
Roof.zRotation = CGFloat(M_PI)
self.addChild(Roof)
// Set Physics Rules
Player.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Player"), size: Player.size)
Player.physicsBody!.affectedByGravity = true
Player.physicsBody!.allowsRotation = false
Ground.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ground"), size: Ground.size)
Ground.physicsBody!.affectedByGravity = false
Ground.physicsBody!.isDynamic = false
sprite.size = CGSize(width:50, height: 50)
sprite.position = CGPoint(x:self.frame.midX, y:self.frame.midY);
self.addChild(sprite)
Obstacle1.run(SKAction(moveObstacle1()))
}
func moveObstacle1(){
let action = SKAction.moveTo(x: self.frame.size.width * 2, duration: 20)
sprite.run(action)
}
}

Sprite-kit Main Character Picker

I am using swift 2 and sprite-kit. I was wondering how I would make a choose character scene for my player to choose a character to play in the game, I have the scene set up, but I don't know how to integrate multiple characters, that can be chosen as the one to play? Any references or sample code would be appreciated.
in GameScene() i have
//plane = SKSpriteNode(imageNamed: "plane")
plane.size = CGSize(width: 80, height: 80)
plane.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 4)
plane.physicsBody = SKPhysicsBody(circleOfRadius: plane.frame.height / 2)
//plane.physicsBody = SKPhysicsBody(texture: plane.texture!, size: plane.size)
plane.physicsBody?.affectedByGravity = true
plane.physicsBody?.dynamic = true
plane.zPosition = 2
self.addChild(plane)'
in settings() i have
func mainScene(){
mainSceenButton = SKSpriteNode(imageNamed: "mainMenu")
mainSceenButton.size = CGSizeMake(200, 100)
mainSceenButton.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + self.frame.height / 3)
self.addChild(mainSceenButton)
plane = SKSpriteNode(imageNamed: "plane")
plane.size = CGSizeMake(50, 50)
plane.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + 100 )
self.addChild(plane)
plane1 = SKSpriteNode(imageNamed: "plane1")
plane1.size = CGSizeMake(50, 50)
plane1.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 )
self.addChild(plane1)
plane2 = SKSpriteNode(imageNamed: "plane2")
plane2.size = CGSizeMake(50, 50)
plane2.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 - 100 )
self.addChild(plane2)
}
override func didMoveToView(view: SKView) {
mainScene()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let mainMenuScene = StartScene(fileNamed: "StartScene")
for touch in touches{
let location = touch.locationInNode(self)
if mainSceenButton.containsPoint(location){
self.scene?.view?.presentScene(mainMenuScene!, transition: SKTransition.fadeWithDuration(1.0))
}
if plane1.containsPoint(location){
GameScene().plane = SKSpriteNode(imageNamed: "plane1")
} else {
GameScene().plane = SKSpriteNode(imageNamed: "plane")
}
}
}'
Really too broad of a question, but here's how I have seen this done in the past (and done myself)
Create a subclass of SKSpriteNode to make your custom player class.
When initializing change the texture of the node depending on what they select.
You could try using NSUserDefaults to save the users selection in Settings touchesBegan.
let defaults = NSUserDefaults.standardUserDefaults()
if plane.containsPoint(location) {
defaults.setObject("plane", forKey: "userPlane")
} else if plane1.containsPoint(location) {
defaults.setObject("plane1", forKey: "userPlane")
} else if plane2.containsPoint(location) {
defaults.setObject("plane2", forKey: "userPlane")
}
Then in GameScene, retrieve the selection when creating the plane.
let defaults = NSUserDefaults.standardUserDefaults()
if let userPlane = defaults.stringForKey("userPlane") {
plane = SKSpriteNode(imageNamed: userPlane)
}
In your code you are trying to set the plane on a new instance of GameScene, but that selection will be lost as soon as you exit the settings scene.