SKView background color won't change - swift

I am running into a problem with my SKView where I am trying to create the illusion of a black circle closing in on my character and then the black circle opening up of the character in a new location. After looking stuff up it appears to be called an oval iris transition. My ViewController looks like this:
import UIKit
import SceneKit
import SpriteKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scene = GameScene(size: view.bounds.size)
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .ResizeFill
skView.presentScene(scene)
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
I think this code is working fine, but when I create the GameScene the problems start. I will only show the important parts of the class, since it gets pretty extensive.
//View Did Load
override func didMoveToView(view: SKView) {
let backgroundImage = SKSpriteNode(imageNamed: "ground")
backgroundImage.size = self.scene!.size
backgroundImage.zPosition = -1
backgroundImage.position = CGPoint(x: frame.size.width/2, y: frame.size.height/2)
backgroundImage.zPosition = -1
addChild(backgroundImage)
moveJoystick = SKView(frame: CGRect(x: 0, y: size.height - size.width * 0.2, width: size.width * 0.2, height: size.width * 0.2))
moveJoystick.layer.backgroundColor = SKColor.blackColor().CGColor
moveJoystick.layer.borderColor = SKColor.blueColor().CGColor
moveJoystick.layer.borderWidth = 25
moveJoystick.alpha = 1
self.view?.addSubview(moveJoystick)
attackJoystick = SKView(frame: CGRect(x: size.width * 0.8, y: size.height - size.width * 0.2, width: size.width * 0.2, height: size.width * 0.2))
attackJoystick.backgroundColor = UIColor.redColor()
attackJoystick.alpha = 0.25
self.view?.addSubview(attackJoystick)
}
This code ends up creating two views. The moveJoystick view has a blue outline and a grey/white interior. The attackJoystick has a faint grey/white interior because of the the alpha. This shows that only the borderColor property is correctly changing.
QUESTION: I am wondering if there is anyway to change the background color of my SKViews?

Related

Animating a 360 degree rotation around another view's center point

I'm making a loading spinner animation that pushes a view out from the middle, and then rotates all the way around the center view back to it's original location. This is what I am trying to achieve:
The inner arrow moves the view away from the center. I've already achieved this, the part I am stuck on is then rotating the view around the center view. I've read various other StackOverflow posts but have not been close to achieving this.
Code so far:
UIView.animate(withDuration: 0.5) {
self.topView.transform = CGAffineTransform(translationX: 20, y: -20)
} completion: { _ in
self.topView.setAnchorPoint(self.centerView.center)
// Rotate
}
}
Here is how I am setting the anchor point of the view. I'm using this as the view disappears when setting its anchor point otherwise.
func setAnchorPoint(_ point: CGPoint) {
var newPoint = CGPoint(x: bounds.size.width * point.x, y: bounds.size.height * point.y)
var oldPoint = CGPoint(x: bounds.size.width * layer.anchorPoint.x, y: bounds.size.height * layer.anchorPoint.y);
newPoint = newPoint.applying(transform)
oldPoint = oldPoint.applying(transform)
var position = layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
layer.position = position
layer.anchorPoint = point
}
Once the full 360 rotation is complete I would then need to move the view back in towards the center, completing the animation.
For the part when the loading view rotates around the circle view, you can use a UIBezierPath and create a CAKeyframeAnimation based on its path.
Take a look at this implementation. Hope it helps.
class LoadingViewController: UIViewController {
var circlePath: UIBezierPath!
lazy var loader = makeLoader()
lazy var centerView = makeCenterView()
override func viewDidLoad() {
super.viewDidLoad()
setup()
}
func makeLoader() -> UIButton {
let padding: CGFloat = 100
let width = self.view.frame.width - (2 * padding)
let b = UIButton(frame: CGRect(x: padding, y: 200, width: width, height: 50))
b.addTarget(self, action: #selector(didTap), for: .touchUpInside)
b.backgroundColor = .blue
return b
}
func makeCenterView() -> UIView {
let width: CGFloat = 20
let height: CGFloat = 20
let x = self.view.center.x - width/2
let y = self.view.center.y - height/2
let view = UIView(frame: CGRect(x: x, y: y, width: width, height: height))
view.backgroundColor = .green
return view
}
func setup() {
//create a UIBezierPath with a center that is at the center of the green view and a radius that has a length as the distance between the green view and the blue view.
let arcCenterX = centerView.center.x
let arcCenterY = centerView.center.y
let arcCenter = CGPoint(x: arcCenterX, y: arcCenterY)
let radius = arcCenterY - loader.center.y
let startAngle = -CGFloat.pi/2
let endAngle = CGFloat.pi*(1.5)
let arcPath = UIBezierPath(arcCenter: arcCenter, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
self.circlePath = arcPath
self.view.addSubview(loader)
self.view.addSubview(centerView)
}
#objc func didTap() {
//create a CAKeyframeAnimation with a path that matches the UIBezierPath above.
let loadAnimation = CAKeyframeAnimation(keyPath: "position")
loadAnimation.path = self.circlePath.cgPath
loadAnimation.calculationMode = .paced
loadAnimation.duration = 2.0
loadAnimation.rotationMode = .rotateAuto
loadAnimation.repeatCount = Float(CGFloat.greatestFiniteMagnitude)
loader.layer.add(loadAnimation, forKey: "circleAnimation")
}
}

My SKTexture is size wrong for my SKSpriteNode

I have a 200 x 100 box-like menu button SKSpriteNode declared below.
menuBtn.size = CGSize(width: scrWidth * 1.5, height: 100)
menuBtn.texture = SKTexture(image: UIImage(named: "menuBtn")!)
The problem is, the hitbox for the button is still right, and the width of the SKTexture is fine, but the height of the SKTexture is around 1/2 the size of the actual menuBtn. It is a png, and I've checked and there's no clear textures around the sprite (just the transparent png ones), what am I doing wrong?
Pic of button: https://imgur.com/a/8BtXGLC
Pic of button in App: https://imgur.com/a/ZfW3xDL
Pic of how I want it to look: https://imgur.com/a/2zlSv8y
The texture's png image size is 1044x1044 if that has any impact.
First of all, make sure you are sending the correct size to your scene from GameViewController to your scene, in this example GameScene.
// without .sks
class GameViewController: UIViewController
{
override func viewDidLoad()
{
super.viewDidLoad()
// ...
if let view = self.view as! SKView?
{
let scene = GameScene()
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFit
// Set anchorPoint and pass scene.size
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
scene.size = view.bounds.size
// Present the scene
view.presentScene(scene)
}
// ...
}
// with .sks
class GameViewController: UIViewController
{
override func viewDidLoad()
{
super.viewDidLoad()
// ...
if let view = self.view as! SKView?
{
if let scene = SKScene(fileNamed: "GameScene.sks")
{
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFit
// Pass scene.size
scene.size = view.bounds.size
// Present the scene
view.presentScene(scene)
}
}
// ...
}
In your GameScene create the object. I recommend working in screenWidth and screenHeight when you create objects so they scale to all iOS devices.
class GameScene: SKScene
{
override func didMove(to view: SKView)
{
// ...
// scene width / height
let sceneWidth = size.width
let sceneHeight = size.height
// object
let menu : SKSpriteNode = SKSpriteNode()
menu.texture = SKTexture(imageNamed: "menu")
menu.size = CGSize(width: sceneWidth * 0.75, height: 100)
let y_pos : CGFloat = -sceneHeight * 0.5 + menu.size.height * 0.5
menu.position = CGPoint(x: 0, y: y_pos)
menu.zPosition = 1
addChild(menu)
// ...
}
}
The problem I had was that there were extra transparent pixels in my base image, all I had to do was remove them with GIMP.

How to place SKSpriteNode in front of CAShapeLayer?

I want to display a SKSpriteNode in front of a CAShapeLayer and this is the code that I am using :
import SpriteKit
import GameplayKit
import UIKit
class GameScene: SKScene {
let progressLayer = CAShapeLayer()
override func didMove(to view: SKView) {
let circle = UIView(frame: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height))
view.addSubview(circle)
view.sendSubview(toBack: circle)
progressLayer.frame = view.bounds
progressLayer.path = progressPath.cgPath
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.strokeColor = UIColor.green.cgColor
progressLayer.lineWidth = 20.0
let animation2 = CABasicAnimation(keyPath: "strokeEnd")
animation2.fromValue = 0.0
animation2.toValue = 1.0
animation2.duration = 1
animation2.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
progressLayer.add(animation2, forKey: "drawLineAnimation")
circle.layer.addSublayer(progressLayer)
var popup = SKSpriteNode(imageNamed: "popupWorking.png")
popup.anchorPoint = CGPoint(x: 0.5, y: 0.5)
popup.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
popup.size = CGSize(width: 400, height: 200)
popup.zPosition = 10
self.addChild(popup)
}
}
But when I run the code, the CAShapeLayer appears in front of the SKSpriteNode, how do I make the SKSpriteNode appear in front of the CAShapeLayer?
You'll need to change your view hierarchy at the view controller level. By default the view controller's view is an SKView. If you want to place a different UIView behind your SKView, you will need to adjust the view hierarchy.
Modify the view controller's view to be a UIView instead of an SKView. Then, add your shape layer's view as a subview to this main view. After that, add your SKView as a subview of the main view.
Your new view hierarchy should look like this:
View Controller
– view (UIView)
- circle view (UIView with your CAShapeLayer as a sublayer)
- spritekit view (SKView)
While it is possible to combine UIKit and SpriteKit in this way, it may be easier to stay within the SpriteKit world and recreate the circle animation using SKSpriteNodes instead of a CAShapeLayer.
Here is a playground that shows one way of doing it. I followed suggestion by #nathan .
Yellow line is drawn using SKShapeNode. The red shadow needs to be animated behind it and hence uses CAShapeLayer. (Note: I needed to mix the two as animating shadow path would be much more complicated in pure Sprite)
import SpriteKit
import PlaygroundSupport
private func invert(_ path: CGMutablePath) -> CGPath {
var rotation = CGAffineTransform(scaleX: 1.0, y: -1.0);
return path.copy(using: &rotation)!;
}
let bounds = CGRect(x: 0, y: 0, width: 400, height: 200)
let uiview = UIView(frame: bounds)
let pathview = UIView(frame: bounds)
let skview = SKView(frame: bounds)
PlaygroundPage.current.liveView = uiview
// Define the path
let path: CGMutablePath = CGMutablePath();
path.move(to: CGPoint(x:0, y:0))
path.addLine(to: CGPoint(x:200, y:100))
// Use CAShapeLayer to draw the red line
var pathLayer: CAShapeLayer = CAShapeLayer()
pathLayer.position = CGPoint(x: uiview.bounds.minX, y: uiview.bounds.minY + 200)
pathLayer.path = invert(path)
pathLayer.strokeColor = UIColor.red.cgColor
pathLayer.fillColor = nil
pathLayer.lineWidth = 10.0
pathLayer.lineJoin = kCALineJoinBevel
pathLayer.lineCap = kCALineCapRound
pathLayer.zPosition = 3;
let strokeAnimation = CABasicAnimation(keyPath: "strokeAnimation")
strokeAnimation.duration = 2;
strokeAnimation.fromValue = 0;
pathview.layer.addSublayer(pathLayer);
pathLayer.add(strokeAnimation, forKey: "strokePath");
uiview.addSubview(pathview)
//Use SKShapeNode to draw the yellow line
let pathShape: SKShapeNode = SKShapeNode(path: path);
pathShape.strokeColor = .white;
pathShape.lineWidth = 2.0;
pathShape.zPosition = 20;
// Create SK Scene
let scene = SKScene(size: CGSize(width: 400, height: 200))
scene.scaleMode = SKSceneScaleMode.aspectFill
scene.size = skview.bounds.size
scene.addChild(pathShape);
scene.backgroundColor = UIColor.clear;
skview.backgroundColor = UIColor.clear
skview.presentScene(scene);
uiview.insertSubview(skview, aboveSubview: pathview)

how to scale the window to fit in all devices?

I want to know how can I scale the window to fit with the same size in all diveces. The problem is that in some diveces the objects doesnt cover the same space of how I want.
I have my scaleMode = .ResizeFill but the problem is that if I make it .AspectFill it doesnt appear in the correct place. I think that the problem is that I added a new container on the scene, but I dont know how to solve it.
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .ResizeFill
scene.position = view.center
skView.presentScene(scene)
}
}
override func didMoveToView(view: SKView) {
/* Setup your scene here */
scaleMode = .ResizeFill
node.position = view.center
// 3) Add the container to the scene
//addChild(node)
// 4) Set the sprite's x position
sprite.position = CGPointMake(radius, 0)
// 5) Add the sprite to the container
node.addChild(sprite)
// 6) Rotate the container
rotate()
sprite.color = UIColor.whiteColor()
sprite.colorBlendFactor = 1.0
sprite.zPosition = 4.0
circulo = SKSpriteNode(imageNamed: "circuloFondo2")
circulo.size = CGSize(width: 294, height: 294)
circulo.color = UIColor(red: 0.15, green: 0.15, blue: 0.15, alpha: 1)
circulo.colorBlendFactor = 1
circulo.alpha = 0.35
circulo.position = view.center
self.addChild(circulo)
circulo.zPosition = 1
}
The issue might be in code where you draw circle,You might be drawing
the circle with same radius for all screen sizes.
Instead of drawing the circle with the same radius, you need to
provide dynamic radius of the circle according to the device width.
Replace this
circulo.size = CGSize(width: 294, height: 294)
Use following snippet
let padding:CGFloat = 40.0
circulo.size = CGSize(width:view.frame.size.width - padding , height: view.frame.size.width - padding)

Is there a way to make a responsive layer node?

I'm new to SpriteKit, I've searched for the answer to this but can't seem to find one.
Is there a way to make a node that will expand to fit whatever device you're on?
Right now I'm creating layers with either a concrete dimension or a ratio. What I'd like to do is create an expandable rectangle, attach a physics body to it and have that be the boundary for my game.
what I'm currently doing:
gamescene.swift
override func didMoveToView(view: SKView) {
let maxAspectRatio: CGFloat = 16.0 / 9.0
let maxAspectRatioheight = size.width / maxAspectRatio
let playableMargin: CGFloat = (size.height - maxAspectRatioheight) / 2
let playableRect = CGRect(x: 0, y: playableMargin, width: size.width, height: size.height - playableMargin * 2)
physicsBody = SKPhysicsBody(edgeLoopFromRect: playableRect)
}
but I've experimented with using a background as well:
// declared with the other fields outside method
var background = SKSpriteNode(imageNamed: "background")
//inside didMoveToView
let bounds = SKNode()
bounds.physicsBody = SKPhysicsBody(edgeLoopFromRect:
CGRect(x: 0, y: 0,
width: background.size.width,
height: background.size.height))
bounds.physicsBody!.categoryBitMask = PhysicsCategory.Boundary
bounds.physicsBody!.friction = 0
worldNode.addChild(bounds)
Any tips would be greatly appreciated!