Apply impulse depending on rotation - Swift - swift

I am currently creating a 2D game in which I have a cannon staying at the bottom of the screen that fires projectiles to some targets in the upper part of the screen. The user can rotate the cannon in order to aim for the targets. I want the projectile to be fired to the location that the canon faces. I have no idea how to do that and I need your help... Heres my code ->
import SpriteKit
class GameScene: SKScene {
var canon = SKSpriteNode()
var projectile = SKSpriteNode()
var touching = false
var locked = false
var location = CGPoint()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
projectile.position = canon.position
projectile.color = UIColor.whiteColor()
projectile.size = CGSize(width: 50, height: 50)
projectile.physicsBody?.affectedByGravity = false
projectile.physicsBody?.linearDamping = 1
projectile.physicsBody?.dynamic = true
addChild(projectile)
canon.zPosition = 2
canon = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 50, height: 200))
canon.position = CGPoint(x: self.size.width/2.0, y: 10)
addChild(canon)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
touching = true
let touch = touches.first as UITouch!
location = touch.locationInView(self.view)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
rotateCanon(location.x)
projectile.zRotation = canon.zRotation
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
touching = false
}
func rotateCanon(locationx:CGFloat) {
if locationx <= frame.width/5 && touching {
print(1)
canon.runAction(SKAction.rotateByAngle(0.01, duration: 0.1))
}
if locationx > frame.width/5 && touching {
print(2)
canon.runAction(SKAction.rotateByAngle(-0.01, duration: 0.1))
}
}
}`
Thanks a lot if you can help that would be awesome :D

Related

SpriteKit creating a button issues

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.
}
}

How to prevent SKShapeNode handled with touch position from going beyond a circle path?

I'm using SpriteKit for iOS app with Swift.
I made a small SKShapeNode("ball") and a big circle path("room"), and I want a SKShapeNode to stay within the circle.
Here is my code:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var isFingerOnBall = false
var ball: SKShapeNode!
var room: SKShapeNode!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
if let body = physicsWorld.body(at: touchLocation) {
if body.node!.name == "ball" {
isFingerOnBall = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
if isFingerOnBall {
ball.position = touchLocation
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
isFingerOnBall = false
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
let radius:CGFloat = 60
// BALL
ball = SKShapeNode(circleOfRadius: radius)
ball.name = "ball"
ball.fillColor = .red
ball.strokeColor = .clear
ball.position = CGPoint(x: 0, y: 150)
ball.physicsBody = SKPhysicsBody(circleOfRadius: radius)
ball.physicsBody?.isDynamic = true
scene?.addChild(ball)
// ROOM
room = SKShapeNode(circleOfRadius: radius * 5)
room.name = "room"
room.strokeColor = .white
room.lineWidth = 10
room.position = CGPoint(x: 0, y: 0)
room.physicsBody = SKPhysicsBody(edgeLoopFrom: room.path!)
room.physicsBody?.isDynamic = false
scene?.addChild(room)
}
}
I expected the room's SKPhysicsBody would limit the ball go out beyond the path,
OK image
but when my finger drags the ball out of the circle(room), it goes out too.
No good image
Thanks in advance.
There is a few ways to do this although the simplest I can think of is to replace you didMove(to view: SKView) method with this:
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsBody = SKPhysicsBody(edgeLoopFrom: self.frame)
// BALL
let ball = SKShapeNode(circleOfRadius: 10)
ball.fillColor = .yellow
ball.strokeColor = .yellow
ball.lineWidth = 5
ball.physicsBody = SKPhysicsBody(circleOfRadius: 10)
ball.physicsBody?.isDynamic = true
ball.physicsBody?.affectedByGravity = true
ball.physicsBody?.categoryBitMask = 1
ball.physicsBody?.collisionBitMask = 2
ball.physicsBody?.contactTestBitMask = 0
addChild(ball)
// ROOM
let room = SKShapeNode(circleOfRadius: 200)
room.fillColor = .clear
room.strokeColor = .red
room.lineWidth = 5
room.physicsBody = SKPhysicsBody(edgeLoopFrom: room.path!)
room.physicsBody?.isDynamic = false
room.physicsBody?.affectedByGravity = false
room.physicsBody?.categoryBitMask = 2
room.physicsBody?.collisionBitMask = 0
room.physicsBody?.contactTestBitMask = 0
addChild(room)
}
Basically you just need to set the PhysicsBody CategoryBitMask and Collision Bit mask. Also don't assign a solid physics body notice the use of the "edgeFromLoop" to make the rooms physic body.
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
if isFingerOnBall {
let roomRadius: CGFloat = 200
let hyp = sqrt(touchLocation.x * touchLocation.x + touchLocation.y * touchLocation.y)
if abs(hyp) > roomRadius {
ball.position = ball.position
} else {
ball.position = touchLocation
}
}
}
Here you are getting the hypotenuse of the new touch point and checking to see that its greater then the radius of the room. If it is then the position of the ball remains the same, if not then update the ball position as normal.
Hope this helps and enjoy

Objects Position Not Matching Up (Spritekit)

I am building a spritekit game and have just started the project. I have a circle on the screen which starts in the center, and when i drag my finger from the circle outward, it will show a dotted line/bezierpath connected to the ball which will help the user see where it is aiming the ball. When the user lifts their finger, the ball will shoot in the opposite direction of the aim line. (Think a game like soccer stars or pool). The issue is that the maneuver works the first time when everything starts in the middle: I drag my finger and the ball shoots in opposite direction then stops. But when I try it again, the position of the aiming line says it is the same as the ball (It should be), but then it shows up like an inch away from the ball on the screen. I feel like this may be an issue that the scene(s) behind the objects may not be the same size? But I'm confused because I think I'm only using one scene.
GameViewController viewDidLoad:
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
scene.size = view.bounds.size
//scene.anchorPoint = CGPoint(x: 0.0, y: 0.0)
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
GameScene Code (Doubt you need all of it but whatever):
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKShapeNode(circleOfRadius: 35)
var touchingBall = false
var aimLine = SKShapeNode()
var startAimPoint = CGPoint()
var endAimPoint = CGPoint()
let damping:CGFloat = 0.94
override func didMove(to view: SKView) {
ball.fillColor = SKColor.orange
ball.name = "ball"
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
var physicsBody = SKPhysicsBody(circleOfRadius: 35)
ball.physicsBody = physicsBody
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.friction = 10.0
ball.position = CGPoint(x: frame.midX, y: frame.midY)
self.addChild(ball)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("TOUCHES BEGAN.")
for touch in touches {
print("TB: \(touchingBall)")
let location = touch.location(in: self)
let node : SKNode = self.atPoint(location)
if node.name == "ball" {
// touched inside node
if ball.physicsBody!.angularVelocity <= 0.0{
touchingBall = true
startAimPoint = ball.position
print(touchingBall)
}
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
print("TOCUHES MOVED.")
for touch in touches {
let location = touch.location(in: self)
if touchingBall{
endAimPoint = location
assignAimLine(start: startAimPoint, end: endAimPoint)
print("Moving touched ball")
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touches ended. \(touchingBall)")
if touchingBall == true{
ball.physicsBody!.applyImpulse(CGVector(dx: -(endAimPoint.x - startAimPoint.x) * 3, dy: -(endAimPoint.y - startAimPoint.y) * 3))
}
touchingBall = false
aimLine.removeFromParent()
print(touchingBall)
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touches cancelled. \(touchingBall)")
if touchingBall == true{
ball.physicsBody!.applyImpulse(CGVector(dx: -(endAimPoint.x - startAimPoint.x) * 3, dy: -(endAimPoint.y - startAimPoint.y) * 3))
}
touchingBall = false
aimLine.removeFromParent()
print(touchingBall)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
print(ball.physicsBody!.velocity)
let dx2 = ball.physicsBody!.velocity.dx * damping
let dy2 = ball.physicsBody!.velocity.dy * damping
ball.physicsBody!.velocity = CGVector(dx: dx2, dy: dy2)
}
func assignAimLine(start: CGPoint, end: CGPoint){
aimLine.removeFromParent()
var bezierPath = UIBezierPath()
bezierPath.move(to: start)
bezierPath.addLine(to: shortenedEnd(startPoint: start, endPoint: end))
var pattern : [CGFloat] = [10.0, 10.0]
let dashed = SKShapeNode(path: bezierPath.cgPath.copy(dashingWithPhase: 2, lengths: pattern))
aimLine = dashed
aimLine.position = ball.position
aimLine.zPosition = 0
self.addChild(aimLine)
}
func hypotenuse(bp: UIBezierPath) -> Double{
var a2 = bp.cgPath.boundingBox.height * bp.cgPath.boundingBox.height
var b2 = bp.cgPath.boundingBox.width * bp.cgPath.boundingBox.width
return Double(sqrt(a2 + b2))
}
func hypotenuse(startP: CGPoint, endP: CGPoint) -> Double{
var bezierPath = UIBezierPath()
bezierPath.move(to: startP)
bezierPath.addLine(to: endP)
return hypotenuse(bp: bezierPath)
}
func shortenedEnd(startPoint: CGPoint, endPoint: CGPoint) -> CGPoint{
var endTemp = endPoint
//while hypotenuse(startP: startPoint, endP: endTemp) > 150{
endTemp = CGPoint(x: endTemp.x / 1.01, y: endTemp.y / 1.01)
//}
return endTemp
}
func addTestPoint(loc: CGPoint, color: UIColor){
var temp = SKShapeNode(circleOfRadius: 45)
temp.fillColor = color
temp.position = loc
self.addChild(temp)
}
}
I tried printing the frame size for the scene and it says 400 something x 700 something (I am testing on iPhone 6 Plus), and it says the UIScreen is same size so i don't know what issue is. Overall, I just need the aiming line to be on the center of the circle more than just the first time I try the maneuver. Thanks.
Like I mentioned in the comments, your problem was how you were laying out your paths. The code below makes the path relative to the ball instead of absolute to the scene. I also fixed the issue with creating new shapes every time.
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var ball = SKShapeNode(circleOfRadius: 35)
var touchingBall = false
var aimLine = SKShapeNode()
var endAimPoint = CGPoint()
override func didMove(to view: SKView) {
ball.fillColor = SKColor.orange
ball.name = "ball"
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
physicsWorld.gravity = CGVector(dx: 0.0, dy: 0.0)
ball.position = CGPoint(x: frame.midX, y: frame.midY)
let physicsBody = SKPhysicsBody(circleOfRadius: 35)
physicsBody.affectedByGravity = false
physicsBody.friction = 10.0
physicsBody.linearDamping = 0.94
ball.physicsBody = physicsBody
self.addChild(ball)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("TOUCHES BEGAN.")
for touch in touches {
print("TB: \(touchingBall)")
let location = touch.location(in: self)
let node : SKNode = self.atPoint(location)
if node.name == "ball" {
// touched inside node
if ball.physicsBody!.angularVelocity <= 0.0{
touchingBall = true
aimLine.path = nil
self.addChild(aimLine)
print(touchingBall)
}
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
print("TOCUHES MOVED.")
for touch in touches {
let location = touch.location(in: self)
if touchingBall{
endAimPoint = self.convert(location, to: ball)
assignAimLine(end: endAimPoint)
print("Moving touched ball")
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touches ended. \(touchingBall)")
if touchingBall == true{
ball.physicsBody!.applyImpulse(CGVector(dx: -(endAimPoint.x) * 3, dy: -(endAimPoint.y) * 3))
}
touchingBall = false
aimLine.removeFromParent()
print(touchingBall)
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touches cancelled. \(touchingBall)")
if touchingBall == true{
ball.physicsBody!.applyImpulse(CGVector(dx: -(endAimPoint.x) * 3, dy: -(endAimPoint.y) * 3))
}
touchingBall = false
aimLine.removeFromParent()
print(touchingBall)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
print(ball.physicsBody!.velocity)
//let dx2 = ball.physicsBody!.velocity.dx * damping
//let dy2 = ball.physicsBody!.velocity.dy * damping
//ball.physicsBody!.velocity = CGVector(dx: dx2, dy: dy2)
}
func assignAimLine(end: CGPoint){
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint.zero)
bezierPath.addLine(to: end)
let pattern : [CGFloat] = [10.0, 10.0]
aimLine.position = ball.position
aimLine.path = bezierPath.cgPath.copy(dashingWithPhase: 2, lengths: pattern)
aimLine.zPosition = 0
}
func addTestPoint(loc: CGPoint, color: UIColor){
var temp = SKShapeNode(circleOfRadius: 45)
temp.fillColor = color
temp.position = loc
self.addChild(temp)
}
}

How to move sprite relative to its original position with touch in spritekit

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))
}
}
}

Bullet Firing In Direction Of Tap

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]];
}