Here i created a menu class which contains a few items. I want to display these sprites in the main class. I experimented with this by creating an object associating with the sknode class in the touches began method, but when i added the menu object in the main class using the addChild thing, nothing showed up.
class menu:SKNode {
let background = SKSpriteNode(imageNamed:"background")
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override init(){
super.init()
var fixedSize = self.frame.width/11
background.size = CGSizeMake(self.frame.width-fixedSize, self.frame.size.height-fixedSize)
background.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2)
self.addChild(background)
}
}
//In the main method i said let settings = menu() self.addChild(settings) nothing shows up
The frame property of an SKNode is equal to CGRectZero, so when you try to set the size of your background node it will also end up as CGRectZero.
An easy fix to your problem would be to add custom initializer and call that with the size of the scene.
class menu:SKNode {
let background = SKSpriteNode(imageNamed:"background")
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
init(size: CGSize) {
super.init()
var fixedSize = size.width/11
background.size = CGSizeMake(size.width-fixedSize, size.height-fixedSize)
background.position = CGPointMake(size.width/2, size.height/2)
self.addChild(background)
}
}
Related
Good day, In Spritekit my code fails because I am obliged by GKComponent to implement:
a. a "required init" I do not need.
b. At run time it calls this instead of my normal init() and fails.
c. super.init(coder: aDecoder) does not solve my problem of calling it
Question: A Solution to call my init instead of this forced required init
In other answers suggest a solution to use super.init(coder: aDecoder) but it has not solved my problem of not calling it.
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
//This code is supposed to add a simple eplipse under the sprite to make //a shadow effect by making it a GKComponent and add it to a GKEntity.
import Foundation
import GameplayKit
import SpriteKit
//GKEntity to add GKComponents
class Entity: GKEntity{
//A variable that is a GKComponent defined as ShadowComponent: GKComponent
var shadow: ShadowComponent
//My init
override init() {
shadow = ShadowComponent(size: CGSize(width: 50, height: 50), offset: CGPoint(x: 0, y: -20))
super.init()
addComponent(shadow)
}
//Forced by compiler to have it
**required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}**
}
The required init is required by the system; it will be called when the system autoload your component. With the interface builder for example. You can take a look at this answer for more informations. Is your entity added in the Scene editor?
So you need to focus on the way your Entity is created. If you want to call your custom init, you need to init it programmatically.
I can suggest to make the required init work, if you want to keep using your Entity in your Scene editor:
required init?(coder aDecoder: NSCoder) {
shadow = ShadowComponent(size: CGSize(width: 50, height: 50), offset: CGPoint(x: 0, y: -20))
super.init(coder: aDecoder)
addComponent(shadow)
}
All variables need to have a value assigned to it before init. Because your shadow does not have a value, the compiler is forcing you to override required init so that you can give shadow a value.
To fix this, just make shadow lazy:
lazy var shadow =
{
[unowned self] in
let shadow = ShadowComponent(size: CGSize(width: 50, height: 50), offset: CGPoint(x: 0, y: -20))
addComponent(shadow)
return shadow
}()
Then, the first time shadow is used, it will create and add the component for you.
The only reason we need to made it lazy is because of the addComponent aspect of it. Your code could be written like this to avoid having to use a lazy, but you would need to call a function to add your component.
let shadow = ShadowComponent(size: CGSize(width: 50, height: 50), offset: CGPoint(x: 0, y: -20))
func addComponents(){
addComponent(shadow)
}
I create a class of kind SKShapeNode. in the class I create a ball var that implements some properties. one of the properties that I need is 'circleOfRadius' so the ball will get a specific size. I look at the question and the answer here: here but I don't really get it. here is my code:
class BallNode: SKShapeNode{
var lastPosition: CGPoint?
init(circleOfRadius: CGFloat){
super.init()
let radius = 25
self.init(circleOfRadius: radius)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
no matter what I try I get an error. how can I init the ball size inside the class?
thanks!
In my custom SKSpriteNode class, I want to be able to change properties such as anchorPoint, posistion, etc. within the custom class so I don't need to elsewhere.
import Foundation
import SpriteKit
open class Crank:SKSpriteNode {
init() {
super.init(texture: SKTexture(imageNamed: "crank"), color:
NSColor.white, size: CGSize(width: 155.0, height: 188.0))
}
required public init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
How would I edit other properties?
import Foundation
import SpriteKit
class Crank: SKSpriteNode {
init(imageNamed image: String, position at: CGPoint, withAnchor anchor: CGPoint) {
super.init(imageNamed: image)
self.position = position
self.anchorPoint = anchor
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
(Written from memory, so may contain small errors, but is broadly correct).
and then in your main code:
let myCrank = Crank(imageNamed: "Crank.png", at: CGPoint(300, 500), withAnchor: CGpointZero)
My answer notwithstanding, Alessandro has a point. I think that it's better to set 'standard' properties in the normal place.
If you are going to set any of the standard SKSpriteNode properties inside the actual class, then I think specifying them in an initialiser is good practice as it makes the m more visible,. Debugging a program where you don't appears to set a node's position, or texture etc. would be problematic.
Another way to do it would be to create a protocol and apply it to the standard SpriteKit classes that you are subclassing (or their ancestor).
For example:
protocol CustomSKNode
{
var position:CGFloat { get set }
var zRotation:CGFloat { get set }
// ...
}
extension SKNode: CustomSKNode {}
Once you've done this somewhere in your project, you'll be able to access these properties of on any of your custom SKNode or SKSpriteNode without having to import SpriteKit.
I'm relatively new to Swift, and I wanted to know if there was a way to reference a class's property inside of a separate class initializer? For example: if I have a class Person with the property position, is there a way to initialize a Pants class such that its position is the same as Person's? Here's my code:
class Pants:SKSpriteNode{
init(){
let pants = SKTexture(imageNamed: "Sprites/pants.jpg")
pants.setScale(0.5)
super.init(texture: pants, color: UIColor.clearColor(), size: pants.size())
//self.position.x = aPerson.position.x + (aPerson.size.width / 2)
//self.position.y = aPerson.position.y - (aPerson.size.height * 0.04)
self.position = Person.getPos()//CGPoint(x: 200,y: 200)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
}
At first I tried referencing aPerson which is an instance of Person but I received the error: Instance member aPerson cannot be used on type GameScene. I think understand why it doesn't make much sense to reference an instance in this case- as the instance may not exist by the time of reference? But I don't really know what this error message means- any clarification would be great. I then thought to use a static getter method within the Person class that just returned it's position property. This also doesn't seem to work. Any suggestions would be awesome!
One solution is to add a parameter to your initializer (as suggested by Paul Griffiths in a comment above):
class Pants: SKSpriteNode {
init(aPerson: Person) {
let pants = SKTexture(imageNamed: "Sprites/pants.jpg")
pants.setScale(0.5)
super.init(texture: pants, color: UIColor.clearColor(), size: pants.size())
self.position.x = aPerson.position.x + (aPerson.size.width / 2)
self.position.y = aPerson.position.y - (aPerson.size.height * 0.04)
self.position = aPerson.getPos()//CGPoint(x: 200,y: 200)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Then wherever you want to create a Pants instance, you must pass a person:
let somePerson = Person()
let pants = Pants(aPerson: somePerson)
I assume Pants are worn by Person? so instead, work relative, not absolute.
Make Pants a child node of person, then all you need to worry about is the distance from the center of Person, to the Pant line. If this will always be a constant number (Like 10 pixels below center) then hard code it. If the Pant line changes, then pass in the pant line like #Santa Claus suggests
====Assume some code here please======
person.pantline = -10;
person.addChild(Pants(pantline:person.pantline))
=====================================
class Pants: SKSpriteNode {
convenience init(pantline: Int) {
self.init(imageNamed: "Sprites/pants.jpg")
self.setScale(0.5) //Why?
self.anchorPoint = CGPointMake(0.5,1)
self.position.y = pantline
}
required init?(coder aDecoder: NSCoder) {
super.init(coder:aDecoder)
}
override init (texture: SKTexture, color: UIColor, size: CGSize)
{
super.init(texture: texture, color: color, size: size)
}
}
Normally in a sprite kit game, when a new scene presented, all the nodes in the old scene and their content removed automatically. Now what is, if a node like "HUD" should be not removed? Is there any way in sprite kit to create a node only once and use it in all scenes without removing and creating it again and again every time in every new scene? There must be a technique that makes it possible. that's a serious sprite kit design problem, if it is not possible. But I don't think so. The singleton technique is working great with an audio player, that created only once and used in all scenes. There is surley a way to create a node only once and use it in all scenes. Thanks for any idea.
You can't create a node that persists between scenes. Once you present a new scene, you would need to add the nodes to this new scene.
For this reason, I do not use SKScenes the way Apple describes in the documentation because of this issue. Not only is it cumbersome to have to add the nodes to the new scene each time but also extremely inefficient for nodes like background nodes that should always be present.
So what I did is create 2 scenes, one for the game scene and one for the menu (GUI).
For the menu scene I subclass SKNodes for my interface and then use SKActions on these nodes to present and dismiss them on the screen so it feels like the user is transitioning between scenes. This gives you total customization because you can present multiple nodes, you can keep nodes on the screen permanently etc.
By subclassing the SKNodes you can organize your code just as you did for the scenes. Each node will represent a "scene" in your App. Then you just need to write a method to present and dismiss these nodes.
I've added some sample code below to show one implementation of using SKNodes as "Scenes." The sample code has a base class called SceneNode which we subclass (just as you would subclass an SKScene). In this implementation, I use the GameScene to handle all transitions between scene nodes*. I also keep track of the current scene node so that I can update its layout in case the scene changes size (such as rotation or window resize on OS X**). Your game might not need this, but it's a great way to dynamically layout your nodes. Anything that you want to add to the background or keep around, simply add it to the GameScene. Anything that you want to add to a scene, simply subclass a SceneNode, transition to it and your good to go.
*You could easily present scene nodes directly from other scene nodes instead of going through the GameScene. However I have found that using the GameScene to handle transitions between nodes works very well, especially when you have many scenes with complex transitions.
**There is a bug on OS X, resizing the window does not call the scene's didChangeSize. You need to manually call it.
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scene = GameScene(size:self.view.bounds.size)
scene.scaleMode = .ResizeFill
(self.view as! SKView).presentScene(scene)
}
}
class GameScene: SKScene {
var currentSceneNode: SceneNode!
override func didMoveToView(view: SKView) {
self.backgroundColor = SKColor.whiteColor()
transitionToScene(.Menu)
}
override func didChangeSize(oldSize: CGSize) {
currentSceneNode?.layout()
}
func transitionToScene(sceneType: SceneTransition) {
switch sceneType {
case .Menu:
currentSceneNode?.dismissWithAnimation(.Right)
currentSceneNode = MenuSceneNode(gameScene: self)
currentSceneNode.presentWithAnimation(.Right)
case .Scores:
currentSceneNode?.dismissWithAnimation(.Left)
currentSceneNode = ScoresSceneNode(gameScene: self)
currentSceneNode.presentWithAnimation(.Left)
default: fatalError("Unknown scene transition.")
}
}
}
class SceneNode: SKNode {
weak var gameScene: GameScene!
init(gameScene: GameScene) {
self.gameScene = gameScene
super.init()
}
func layout() {}
func presentWithAnimation(animation:Animation) {
layout()
let invert: CGFloat = animation == .Left ? 1 : -1
self.position = CGPoint(x: invert*gameScene.size.width, y: 0)
gameScene.addChild(self)
let action = SKAction.moveTo(CGPoint(x: 0, y: 0), duration: 0.3)
action.timingMode = SKActionTimingMode.EaseInEaseOut
self.runAction(action)
}
func dismissWithAnimation(animation:Animation) {
let invert: CGFloat = animation == .Left ? 1 : -1
self.position = CGPoint(x: 0, y: 0)
let action = SKAction.moveTo(CGPoint(x: invert*(-gameScene.size.width), y: 0), duration: 0.3)
action.timingMode = SKActionTimingMode.EaseInEaseOut
self.runAction(action, completion: {self.removeFromParent()})
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class MenuSceneNode: SceneNode {
var label: SKLabelNode
var container: SKSpriteNode
override func layout() {
container.position = CGPoint(x: gameScene.size.width/2.0, y: gameScene.size.height/2.0)
}
override init(gameScene: GameScene) {
label = SKLabelNode(text: "Menu Scene")
label.horizontalAlignmentMode = .Center
label.verticalAlignmentMode = .Center
container = SKSpriteNode(color: UIColor.blackColor(), size: CGSize(width: 200, height: 200))
container.addChild(label)
super.init(gameScene: gameScene)
self.addChild(container)
self.userInteractionEnabled = true
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
self.gameScene.transitionToScene(.Scores)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class ScoresSceneNode: SceneNode {
var label: SKLabelNode
var container: SKSpriteNode
override func layout() {
container.position = CGPoint(x: gameScene.size.width/2.0, y: gameScene.size.height/2.0)
}
override init(gameScene: GameScene) {
label = SKLabelNode(text: "Scores Scene")
label.horizontalAlignmentMode = .Center
label.verticalAlignmentMode = .Center
container = SKSpriteNode(color: UIColor.blackColor(), size: CGSize(width: 200, height: 200))
container.addChild(label)
super.init(gameScene: gameScene)
self.addChild(container)
self.userInteractionEnabled = true
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
self.gameScene.transitionToScene(.Menu)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
enum SceneTransition{
case Menu, Scores
}
enum Animation {
case Left, Right, None
}