This is a part of GameScene.swift.
I want to make Background and Lives auto sizable. This is the code that works only for iPad. I want that it can work on iPhone and I don't know how to do, because of the function createLives.
import SpriteKit
import AVFoundation
class GameScene: SKScene {
var scoreLabel: SKLabelNode!
var score: Int = 0 {
didSet {
scoreLabel.text = "Score: \(score)"
}
}
var livesImages = [SKSpriteNode]()
var lives = 3
var activeSliceBG: SKShapeNode!
var activeSliceFG: SKShapeNode!
var activeSlicePoints = [CGPoint]()
var swooshSoundActive = false
override func didMoveToView(view: SKView) {
let background = SKSpriteNode(imageNamed:"sliceBackground")
background.position = CGPoint(x: 512, y: 384)
background.blendMode = .Replace
background.zPosition = -10
addChild(background)
physicsWorld.gravity = CGVector(dx: 0, dy: -6)
physicsWorld.speed = 0.85
createScore()
createLives()
createSlices()
}
func createScore(){
scoreLabel = SKLabelNode(fontNamed: "Chalkduster")
scoreLabel.text = "Score: 0"
scoreLabel.horizontalAlignmentMode = .Left
scoreLabel.fontSize = 48
addChild(scoreLabel)
}
func createLives() {
for i in 0 ..< 3 {
let spriteNode = SKSpriteNode(imageNamed: "sliceLife")
spriteNode.position = CGPoint(x: CGFloat(834 + (i * 70)), y: 720)
addChild(spriteNode)
livesImages.append(spriteNode)
}
}
Related
The SKSprite will only appear on the scene if .isDynamic = false otherwise it will not show up. Although it does not show up, it seems to be contacting with the other nodes in the scene.
I have tried playing around with the x and y values of the "lemming" node but this still results in it not appearing.
The Question:
What do I need to add or remove in order to make the "lemming" node be affected
by gravity, appear in the scene, and contact correctly with the "cliff" node?
In the GameScene.swift file:
//MARK: - Nodes
var background = SKSpriteNode()
var cliff = SKTexture()
var lemming = SKSpriteNode()
//MARK: -Catergories
let lemmingCatergory : UInt32 = 0x1 << 1
let cliffCatergory : UInt32 = 0x1 << 2
//MARK: - Start of game functions
override func didMove(to view: SKView) {
backgroundColor = UIColor.green
scaleMode = .aspectFit
size = UIScreen.main.bounds.size
physicsWorld.gravity = CGVector(dx: 0, dy: -9.81)
physicsWorld.contactDelegate = self
addBackground()
addCliff()
addLemming()
view.showsPhysics = true
}
//MARK: -Node customization
private func addBackground() {
background = SKSpriteNode(imageNamed: "background")
background.name = "Background"
background.position = CGPoint(x: frame.midX, y: frame.midY)
background.size = UIScreen.main.bounds.size
background.physicsBody = SKPhysicsBody(rectangleOf: background.frame.size)
background.physicsBody?.isDynamic = false
background.physicsBody?.affectedByGravity = false
addChild(background)
}
private func addCliff() {
var cliffNode : SKSpriteNode!
cliff = SKTexture(imageNamed: "cliff")
cliffNode = SKSpriteNode(texture: cliff)
cliffNode.name = "Cliff"
cliffNode.position = CGPoint(x: frame.midX, y: frame.midY)
cliffNode.size = UIScreen.main.bounds.size
cliffNode.physicsBody = SKPhysicsBody(texture: cliff, size: cliff.size())
cliffNode.physicsBody!.categoryBitMask = cliffCatergory
cliffNode.physicsBody!.collisionBitMask = lemmingCatergory
cliffNode.physicsBody!.contactTestBitMask = lemmingCatergory
cliffNode.physicsBody?.isDynamic = true
cliffNode.physicsBody?.affectedByGravity = false
cliffNode.physicsBody?.pinned = true
cliffNode.physicsBody?.allowsRotation = false
addChild(cliffNode)
}
private func addLemming() {
lemming = SKSpriteNode(imageNamed: "lemming")
lemming.size = CGSize(width: lemming.size.width / 15, height: lemming.size.height / 15)
lemming.position = CGPoint(x: 0.5, y: 0)
lemming.physicsBody = SKPhysicsBody(rectangleOf: lemming.frame.size)
lemming.physicsBody!.categoryBitMask = lemmingCatergory
lemming.physicsBody!.collisionBitMask = cliffCatergory
lemming.physicsBody!.contactTestBitMask = cliffCatergory
lemming.physicsBody?.isDynamic = true
lemming.physicsBody?.affectedByGravity = true
addChild(lemming)
}
func didBegin(_ contact: SKPhysicsContact) {
print("Body A: \(String(describing: contact.bodyA.node!.name))")
print("Body B: \(String(describing: contact.bodyB.node!.name))")
}
This is my GameScene code.
class GameScene: SKScene, SKPhysicsContactDelegate {
let orcWidth = UIScreen.main.bounds.width / 5
var orcCategory:UInt32 = 0x1 << 0
var knightCategory:UInt32 = 0x1 << 1
private var orc = SKSpriteNode()
private var knight = SKSpriteNode()
private var orcWalkingFrames: [SKTexture] = []
private var knightIdleFrames: [SKTexture] = []
private var knightAttackFrame: [SKTexture] = []
var background = SKSpriteNode(imageNamed: "game_background1")
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
setupbackground()
startGame()
}
func setupbackground() {
background.zPosition = 0
background.size = self.frame.size
background.position = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
addChild(background)
}
func startGame() {
buildRandomOrcs()
buildKnight()
}
func stopGame() {
}
func buildOrc(yposition: CGFloat) {
var orcWalkFrames: [SKTexture] = []
let orcAnimatedAtlas = SKTextureAtlas(named: "OrcWalking")
let numImages = orcAnimatedAtlas.textureNames.count
for i in 0...numImages - 1 {
let orcTextureName = "0_Orc_Walking_\(i)"
orcWalkFrames.append(orcAnimatedAtlas.textureNamed(orcTextureName))
}
self.orcWalkingFrames = orcWalkFrames
let firstFrameTexture = orcWalkingFrames[0]
orc = SKSpriteNode(texture: firstFrameTexture)
orc.name = "orc"
orc.position = CGPoint(x: frame.minX-orcWidth/2, y: yposition)
self.orc.zPosition = CGFloat(self.children.count)
orc.scale(to: CGSize(width: orcWidth, height: orcWidth))
orc.physicsBody = SKPhysicsBody(rectangleOf: orc.size, center: orc.position)
orc.physicsBody?.affectedByGravity = false
orc.physicsBody?.isDynamic = true
orc.physicsBody?.categoryBitMask = orcCategory
orc.physicsBody?.contactTestBitMask = knightCategory
orc.physicsBody?.collisionBitMask = knightCategory
addChild(orc)
walkOrc()
moveOrcForward()
}
func buildKnight() {
var knightIdleFrames: [SKTexture] = []
let knightIdleAtlas = SKTextureAtlas(named: "KnightIdle")
let numImages = knightIdleAtlas.textureNames.count
for i in 0...numImages - 1 {
let orcTextureName = "_IDLE_00\(i)"
knightIdleFrames.append(knightIdleAtlas.textureNamed(orcTextureName))
}
self.knightIdleFrames = knightIdleFrames
let firstFrameTexture = knightIdleFrames[0]
knight = SKSpriteNode(texture: firstFrameTexture)
knight.name = "knight"
knight.position = CGPoint(x: frame.maxX-orcWidth/2, y: frame.midY)
self.knight.zPosition = 1
knight.scale(to: CGSize(width: -orcWidth, height: orcWidth))
knight.physicsBody = SKPhysicsBody(rectangleOf: knight.size, center: knight.position)
knight.physicsBody?.affectedByGravity = false
knight.physicsBody?.isDynamic = false
knight.physicsBody?.categoryBitMask = knightCategory
knight.physicsBody?.contactTestBitMask = orcCategory
knight.physicsBody?.collisionBitMask = orcCategory
addChild(knight)
idleKnight()
}
func idleKnight() {
knight.run(SKAction.repeatForever(SKAction.animate(with: knightIdleFrames, timePerFrame: 0.1)))
}
func walkOrc() {
orc.run(SKAction.repeatForever(SKAction.animate(with: orcWalkingFrames,timePerFrame: 0.025)))
}
func moveOrcForward() {
orc.run(SKAction.repeatForever(SKAction.moveBy(x: 55, y: 0, duration: 0.25)))
}
func buildRandomOrcs () {
let wait = SKAction.wait(forDuration: TimeInterval(makeRandomNumberBetween(min: 0, max: 0)))
let spawn = SKAction.run {
self.buildOrc(yposition: self.makeRandomCGFloatNumber())
}
let spawning = SKAction.sequence([spawn,wait])
self.run(SKAction.repeat(spawning, count: 10))
}
func makeRandomCGFloatNumber() -> CGFloat {
let randomNumber = arc4random_uniform(UInt32((frame.maxY-orcWidth/2) - (frame.minY+orcWidth/2))) + UInt32(frame.minY+orcWidth/2)
return CGFloat(randomNumber)
}
func makeRandomNumberBetween (min: Int, max: Int) -> Int{
let randomNumber = arc4random_uniform(UInt32(max - min)) + UInt32(min)
return Int(randomNumber)
}
func didBegin(_ contact: SKPhysicsContact) {
let collision:UInt32 = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
if collision == orcCategory | knightCategory {
self.scene?.view?.isPaused = true
print("COLLIDED")
}
}
}
The problem is that the scene pauses almost 2-3 seconds after the collision.
I changed the position of knight and delay time changed.
For example, if I set position to frame.minX+orcWidth/2 there is no delay.
What is wrong with my code?
Your problem isn't things are being delayed, your problem is your bounding box is not where you think it is
use view.showPhysics = true to determine where your boxes are
once you realize they are in the wrong spots, go to this line
knight.physicsBody = SKPhysicsBody(rectangleOf: knight.size, center: knight.position)
and fix it
knight.physicsBody = SKPhysicsBody(rectangleOf: knight.size)
Do so for the rest of your bodies
My guess is that manipulations of SKView properties must happen on main thread, i.e.
DispatchQueue.main.async { [unowned self] in
self.scene?.view?.isPaused = true
print("COLLIDED")
}
I am trying to find a way to shoot more than one bullets as power up increases. Also it's only going up straight on the first 4 power ups, but I would like it to have a little angle as it reaches 5 and up.
Can someone help me implement that with the following codes I currently have?
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var player: SKSpriteNode!
var scoreLabel: SKLabelNode!
var score: Int = 0 {
didSet {
scoreLabel.text = "Score: \(score)"
}
}
var gameTimer: Timer!
var possibleAliens = ["alien", "alien2", "alien3"]
//bitmask for alien and torpedo's physics body
let alienCategory:UInt32 = 0x1 << 1
let photonTorpedoCategory:UInt32 = 0x1 << 0
//lives
var livesArray:[SKSpriteNode]!
//powerUp
var powerUp: Int = 1
//didMove
override func didMove(to view: SKView) {
addLives()
starField = SKEmitterNode(fileNamed: "Starfield")
starField.position = CGPoint(x: 0, y: 1472)
starField.advanceSimulationTime(10)
self.addChild(starField)
starField.zPosition = -1
player = SKSpriteNode(imageNamed: "shuttle")
player.position = CGPoint(x: self.frame.size.width / 3.6, y: player.size.height / 2 + 20)
self.addChild(player)
//physicsWorld
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
//score and scoreLabel
scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 80, y: self.frame.size.height - 60)
scoreLabel.fontName = "AmericanTypewriter-Bold"
scoreLabel.fontSize = 28
scoreLabel.fontColor = UIColor.white
score = 0
self.addChild(scoreLabel)
//create a timeInterval that can be changed depending on the difficulty
var timeInterval = 0.6
if UserDefaults.standard.bool(forKey: "hard"){
timeInterval = 0.2
}
//gameTimer
gameTimer = Timer.scheduledTimer(timeInterval: timeInterval, target: self, selector: #selector(addAlien), userInfo: nil, repeats: true)
//motion Manager initialization in didMove
motionManger.accelerometerUpdateInterval = 0.2
//creatingan acceleration data in didMove
motionManger.startAccelerometerUpdates(to: OperationQueue.current!) { (data: CMAccelerometerData?, error: Error?) in
if let accelerometerData = data{
let acceleration = accelerometerData.acceleration
self.xAcceleration = CGFloat(acceleration.x) * 0.75 + self.xAcceleration * 0.25
}
}
}
//func addLives
func addLives() {
//initialize livesArray from GameScene
livesArray = [SKSpriteNode]()
for live in 1 ... 3 {
let liveNode = SKSpriteNode(imageNamed: "shuttle")
liveNode.name = "live\(live)"
liveNode.position = CGPoint(x: self.frame.size.width - CGFloat((4-live)) * liveNode.size.width, y: self.frame.size.height - 60)
self.addChild(liveNode)
livesArray.append(liveNode)
}
}
//func addAlien
func addAlien() {
//using GK, pick possibleAliens[arrays] randomly, and shuffle
possibleAliens = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: possibleAliens) as! [String]
//bring the aliens to random position
let alien = SKSpriteNode(imageNamed: possibleAliens[0])
let randomAlienPosition = GKRandomDistribution(lowestValue: 0, highestValue: 414)
//make the position constant, use randomAlien and get next integer and use CGFloat then set alien position
let position = CGFloat(randomAlienPosition.nextInt())
alien.position = CGPoint(x: position, y: self.frame.size.height + alien.size.height)
//physicsBody of addAlien
alien.physicsBody = SKPhysicsBody(rectangleOf: alien.size)
alien.physicsBody?.isDynamic = true
alien.physicsBody?.categoryBitMask = alienCategory
alien.physicsBody?.contactTestBitMask = photonTorpedoCategory
alien.physicsBody?.collisionBitMask = 0
self.addChild(alien)
//make aliens move
let animationDuration: TimeInterval = 6
//SKAction to alien will make alien move from top to bottom of the screen, then remove alien from screen and from parent so it doesnt consume too much memory
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: position, y: -alien.size.height), duration: animationDuration))
//THIS ACTION WILL SEE IF IT REACHES THE FINAL DESTINATION BEFORE IT GETS ERASED AND TAKES A LIFE
//A RUN ACTION THAT WILL PLAY SOUND WHEN PLAYER LOSES SOUND.
actionArray.append(SKAction.run{
self.run(SKAction.playSoundFileNamed("loose.mp3", waitForCompletion: false))
if self.livesArray.count > 0 {
let liveNode = self.livesArray.first
liveNode!.removeFromParent()
self.livesArray.removeFirst()
if self.livesArray.count == 0{
let transition = SKTransition.flipHorizontal(withDuration: 0.5)
let gameOver = SKScene(fileNamed: "GameOverScene") as! GameOverScene
gameOver.score = self.score
self.view?.presentScene(gameOver, transition: transition)
}
}
})
actionArray.append(SKAction.removeFromParent())
//make a run function on the alien to pass allong actionArray
alien.run(SKAction.sequence(actionArray))
}
//fire fireTorpedo when tapped
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
fireTorpedo()
}
//func FireTorpedo or bullet
func fireTorpedo(){
//adds sound, image and position of the torpedo
self.run(SKAction.playSoundFileNamed("torpedo.mp3", waitForCompletion: false))
let torpedoNode = SKSpriteNode(imageNamed: "torpedo")
//powerUp switch
switch (powerUp)
{
case 1:
torpedoNode.position.x = player.position.x
torpedoNode.position.y = player.position.y
case 2:
torpedoNode.position.y = player.position.y
torpedoNode.position.x = player.position.x - 10
torpedoNode.position.x = player.position.x + 10
default:
print("out of torpedo ammo")
break
}
torpedoNode.position.y += 5
//add physicsBody for torpedo just like the aliens
torpedoNode.physicsBody = SKPhysicsBody(circleOfRadius: torpedoNode.size.width / 2)
torpedoNode.physicsBody?.isDynamic = true
torpedoNode.physicsBody?.categoryBitMask = photonTorpedoCategory
torpedoNode.physicsBody?.contactTestBitMask = alienCategory
torpedoNode.physicsBody?.collisionBitMask = 0
torpedoNode.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(torpedoNode)
//add animation like in alien
let animationDuration: TimeInterval = 0.3
//make torpedo move up and disappear
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: player.position.x, y: self.frame.size.height + 10), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
//run the torpedo
torpedoNode.run(SKAction.sequence(actionArray))
}
func didBegin(_ contact: SKPhysicsContact){
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
//check if two bodies touch
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask{
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
//to findout which body is the torpedo and which is alien
if (firstBody.categoryBitMask & photonTorpedoCategory) != 0 && (secondBody.categoryBitMask & alienCategory) != 0 {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as? SKSpriteNode, alienNode: secondBody.node as? SKSpriteNode)
}
}
func torpedoDidCollideWithAlien (torpedoNode: SKSpriteNode?, alienNode: SKSpriteNode?){
if let explosion = SKEmitterNode(fileNamed: "Explosion"){
if let alien = alienNode{
explosion.position = alien.position
}
self.addChild(explosion)
self.run(SKAction.playSoundFileNamed("explosion.mp3", waitForCompletion: false))
if let torpedo = torpedoNode{
torpedo.removeFromParent()
}
if let alien = alienNode{
alien.removeFromParent()
}
//see the explosion effect longer and not disappear immediately with run function with action and completion handler
self.run(SKAction.wait(forDuration: 2)){
explosion.removeFromParent()
}
//add and update score
score += 5
}
}
override func didSimulatePhysics() {
player.position.x += xAcceleration * 50
if player.position.x < -20 {
player.position = CGPoint(x: self.size.width + 20, y: player.position.y)
} else if player.position.x > self.size.width + 20 {
player.position = CGPoint(x: -20, y: player.position.y)
}
}
}
I'm working on a game, and I'm using spritekit and Swift.
This is my code:
import SpriteKit
struct collision {
static let arrow:UInt32 = 0x1 << 1
static let runner:UInt32 = 0x1 << 2
static let target:UInt32 = 0x1 << 3
static let targetCenter:UInt32 = 0x1 << 4
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var person = SKSpriteNode()
var box = SKSpriteNode()
var screenSize:CGSize!
var gameScreenSize:CGSize!
var gameStarted:Bool = false
var moveAndRemove = SKAction()
var boxVelocity:NSTimeInterval = 5.5
override func didMoveToView(view: SKView) {
self.physicsWorld.gravity = CGVectorMake(0, -1.0)
self.physicsWorld.contactDelegate = self
screenSize = self.frame.size
gameScreenSize = view.frame.size
createPerson()
}
func createPerson() -> Void {
person.texture = SKTexture(imageNamed:"person")
person.setScale(1.0)
person.size = CGSize(width: 80, height: 80)
person.position = CGPoint(x: screenSize.width / 2, y: 150)
person.physicsBody = SKPhysicsBody(rectangleOfSize: person.size)
person.physicsBody?.affectedByGravity = false
person.physicsBody?.dynamic = false
self.addChild(person)
}
func createTarget() -> Void {
box = SKSpriteNode()
box.size = CGSize(width: 70, height: 100)
box.setScale(1.0)
box.position = CGPoint(x: (screenSize.width / 3) * 2, y: screenSize.height + box.size.height)
box.texture = SKTexture(imageNamed: "box")
box.physicsBody? = SKPhysicsBody(rectangleOfSize: box.size)
box.physicsBody?.categoryBitMask = collision.target
box.physicsBody?.collisionBitMask = collision.arrow
box.physicsBody?.contactTestBitMask = collision.targetCenter
box.physicsBody?.affectedByGravity = false
box.physicsBody?.dynamic = true
box.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(box)
let distance = CGFloat(self.frame.height - box.frame.height)
let moveTargets = SKAction.moveToY(-distance, duration: boxVelocity)
let removeTargets = SKAction.removeFromParent()
moveAndRemove = SKAction.sequence([moveTargets,removeTargets])
box.runAction(moveAndRemove)
}
func createBall() ->Void {
let ball = SKSpriteNode()
ball.size = CGSize(width: 20, height: 22)
ball.zPosition = 5
let moveToXY = CGPoint(x: self.size.width, y: self.size.height)
ball.texture = SKTexture(imageNamed: "ball")
ball.position = CGPointMake(person.position.x + ball.size.width, person.position.y + ball.size.height)
ball.physicsBody? = SKPhysicsBody(rectangleOfSize: ball.size)
ball.physicsBody?.categoryBitMask = collision.arrow
ball.physicsBody?.collisionBitMask = collision.target
ball.physicsBody?.affectedByGravity = false
ball.physicsBody?.dynamic = true
ball.physicsBody?.usesPreciseCollisionDetection = true
let action = SKAction.moveTo(moveToXY, duration: 1.5)
let delay = SKAction.waitForDuration(1.5)
ball.runAction(SKAction.sequence([action,delay]))
self.addChild(ball)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if gameStarted == false {
gameStarted = true
let spawn = SKAction.runBlock { () in
self.createTarget()
}
let delay = SKAction.waitForDuration(1.5)
let spawnDelay = SKAction.sequence([spawn, delay])
let spanDelayForever = SKAction.repeatActionForever(spawnDelay)
self.runAction(spanDelayForever)
} else {
createBall()
boxVelocity -= 0.1
}
}
func didBeginContact(contact: SKPhysicsContact) {
print("Detect")
}
func didEndContact(contact: SKPhysicsContact) {
print("end detect")
}
override func update(currentTime: CFTimeInterval) {
}
}
But when I run the game, the collision between objects does not. I'm trying to solve a while, but found nothing. Can someone help me?
Project files.
Try with these to modifications:
box.physicsBody = SKPhysicsBody(rectangleOfSize: box.size)
box.physicsBody?.categoryBitMask = collision.target
box.physicsBody?.collisionBitMask = collision.arrow
box.physicsBody?.contactTestBitMask = collision.targetCenter
and
ball.physicsBody = SKPhysicsBody(rectangleOfSize: ball.size)
ball.physicsBody?.categoryBitMask = collision.arrow
ball.physicsBody?.collisionBitMask = collision.target
ball.physicsBody?.contactTestBitMask = collision.target
Note the absence of "?" while you init the physicsBody and the new contactTestBitMask
The code below when run on a device that’s flat on the table shows a red circle (the 'ball') and a line.
When I gently tip the device the circle moves towards the line. When it reaches the line, it stops which is the expected and desired behaviour.
BUT if I keep tipping, the circle moves through the line. I’ve been trying for 2 days to work out why grrr I just want the circle to hit the line and not go through it.
Any ideas? Anything to do with the line being an 'edge'?
Cheers,
Andy
import SpriteKit
import CoreMotion
class GameScene: SKScene, SKPhysicsContactDelegate {
var ball : SKShapeNode!
var line : SKShapeNode!
var motionManager = CMMotionManager()
var destX : CGFloat!
var destY : CGFloat!
let ballRadius = CGFloat(20.0)
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
physicsWorld.contactDelegate = self
ball = SKShapeNode(circleOfRadius: ballRadius)
ball.fillColor = UIColor.redColor()
ball.position = CGPoint(x: frame.size.width/4, y: frame.size.height / 2)
destX = frame.size.width/4
destY = frame.size.height / 2
ball.physicsBody = SKPhysicsBody(circleOfRadius: ballRadius)
addChild(ball)
line = SKShapeNode()
var lineStart = CGPoint(x: frame.size.width/2, y: 0)
var lineEnd = CGPoint(x: frame.size.width/2, y: frame.size.height)
var linePoints = [lineStart, lineEnd]
var linePos : CGMutablePathRef = CGPathCreateMutable()
CGPathAddLines(linePos, nil, linePoints, 2)
line.path = linePos
line.strokeColor = UIColor.blackColor()
line.physicsBody = SKPhysicsBody(edgeFromPoint: lineStart, toPoint: lineEnd)
addChild(line)
}
override func update(currentTime: NSTimeInterval) {
moveBall()
}
func moveBall() {
motionManager.startAccelerometerUpdatesToQueue(
NSOperationQueue.currentQueue(), withHandler: {
data, error in
var currentX = self.ball.position.x
var currentY = self.ball.position.y
self.destY = currentY - CGFloat(data.acceleration.x * 100)
self.destX = currentX + CGFloat(data.acceleration.y * 100)
}
)
ball.position = CGPoint(x: destX, y: destY)
}
}
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let skView = self.view as! SKView
let scene = GameScene(size: CGSizeMake(
skView.bounds.size.width, skView.bounds.size.height))
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}