How to contain SKEmitterNode particles in parent Node? - sprite-kit

I would like to add a SKEmitterNode to SKNode but have its particles stay inside the parent node's frame. Kinda like clipsToBounds property on UIView.
Example: the particles from the emitter should not leave the black square SKSpriteNode:

You could do it with SKCropNode. Like this:
if let particles = SKEmitterNode(fileNamed: "rain.sks") {
let cropNode = SKCropNode()
cropNode.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame))
cropNode.zPosition = 3
cropNode.maskNode = SKSpriteNode(color: SKColor.blackColor(), size: CGSize(width: 150, height: 150))
cropNode.addChild(particles)
addChild(cropNode)
}
Unfortunately this works only on iOS8... When you try to add an emitter into crop node in iOS9, you will probably run into some issues, eg. nothing will be rendered and fps drop may occur. And this is already known issue.
Like it's said in that link, instead of particles being rendered, nothing actually happens. Personally, I haven't experienced fps issues , but particles are definitely not rendered.
A workaround would be to add a node which will hold an emitter, and then mask that container node. So, let's add an SKSpriteNode to make that black background like from your example. Let's call it background:
if let particles = SKEmitterNode(fileNamed: "rain.sks") {
let cropNode = SKCropNode()
cropNode.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame))
cropNode.zPosition = 3
let blackNode = SKSpriteNode(color: .blackColor(), size: CGSize(width: 200, height: 200))
blackNode.addChild(particles)
cropNode.maskNode = SKSpriteNode(color: SKColor.blackColor(), size: CGSize(width: 200, height: 200))
cropNode.addChild(blackNode)
addChild(cropNode)
}

Related

Collision problem from texture swift SKphysicsbody

I am trying to create collision for a 2d game house, such as walls, furniture, etc. But when I try to create a physics body from the texture, I only get collision on one wall.
Ive tried to set collisions with the editor and in code.
let colhouse = self.childNode(withName: "Umatilla")!
let texture = SKTexture(imageNamed: "warehouse-collisions")
colhouse.physicsBody = SKPhysicsBody(texture: texture, size: texture.size())
I want it to have collisions on the entire texture, the background is transparent, so some bodies are not touching or connected:
(source: i.ibb.co)
Trying to create a single physics body from a texture with non continuous bodies is not possible with the SKPhysicsBody(texture: texture, size: texture.size()) function.
To get around this, create nodes in the editor, place them over your collision zones(only for reference). That alone will solve the issue, however if you begin to create a big map. This causes a lag problem with xcode. To get around this I then took the Width and Hight aswell as position. Then created the boundaries in code as such:
//okay so this is the first thing we have to run, setup the collisions
func setupCollisions(){
//first we need the data
let data = [
SKPhysicsBody(rectangleOf: CGSize(width: 7.096, height: 180.423), center: CGPoint(x: 215.266, y: -5.504)),
SKPhysicsBody(rectangleOf: CGSize(width: 429.879, height: 6.631), center: CGPoint(x: -3.222, y: -92.34)),
SKPhysicsBody(rectangleOf: CGSize(width: 7.096, height: 173.735), center: CGPoint(x: -214.614, y: -2.161)),
SKPhysicsBody(rectangleOf: CGSize(width: 43.492, height: 144.075), center: CGPoint(x: -189.318, y: -16.986)),
SKPhysicsBody(rectangleOf: CGSize(width: 133.314, height: 45.883), center: CGPoint(x: -100.913, y: -66.08)),
SKPhysicsBody(rectangleOf: CGSize(width: 58.041, height: 6.642), center: CGPoint(x: -182.044, y: 81.377)),
SKPhysicsBody(rectangleOf: CGSize(width: 301.388, height: 6.662), center: CGPoint(x: 61.022, y: 81.386)),
SKPhysicsBody(rectangleOf: CGSize(width: 89.409, height: 93.006), center: CGPoint(x: 93.072, y: -12.631))
]
//now lets create a single physicsbody from all the data
let physicsbody1 = SKPhysicsBody(bodies: data)
physicsbody1.isDynamic = false
self.physicsBody = physicsbody1
}
once you do it this way, remove the collisions nodes( walls, sofas, misc, etc) from the editor as we create them in code now. Just make sure to run your custom setupCollisions() function as soon as possible or needed.

Rounded rectangle with SKShapeNode

I have the following code that rounds an already existing rectangle from the scene builder...
btOk.path = UIBezierPath(roundedRect: CGRect(x: -62.5,y:-25,width: 125, height: 50), cornerRadius: 10).cgPath
However, if i try to use the same init to round the corners of another rectangle that is much larger, it does not even come close to working. It just makes the width HUUUUGE (imagine Trump).
scene.enumerateChildNodes(withName: "//*"){
node,stop in
if let name = node.name{
if name.contains("round"){
if let shapeNode = node as? SKShapeNode{
print(shapeNode.frame.width) //500
shapeNode.path = UIBezierPath(roundedRect: CGRect(x: -250,y:-100,width: 500, height: 200), cornerRadius: 50).cgPath
print(shapeNode.frame.width) //5735
}
}
}
}
btOk is a SKShapeNode as well. What am i missing between the two that is so different? One thing to note is i am enumerating through the children of the scene like this because this scene is in a SKReferenceNode. Perhaps that has something to do with it?
EDIT
Taking direction from #Ron Myschuk, i've solved this and since it's such a PITA, i also created an extension. So now i can round the corners of any SKShapeNode very easily when needed. Even if it was created in the scene editor. Note, this should only be used if there are no children of the shape node. Otherwise those children will be removed also.
extension SKShapeNode {
func roundCorners(topLeft:Bool,topRight:Bool,bottomLeft:Bool,bottomRight:Bool,radius: CGFloat,parent: SKNode){
let newNode = SKShapeNode(rect: self.frame)
newNode.fillColor = self.fillColor
newNode.lineWidth = self.lineWidth
newNode.position = self.position
newNode.name = self.name
self.removeFromParent()
parent.addChild(newNode)
var corners = UIRectCorner()
if topLeft { corners = corners.union(.bottomLeft) }
if topRight { corners = corners.union(.bottomRight) }
if bottomLeft { corners = corners.union(.topLeft) }
if bottomRight { corners = corners.union(.topRight) }
newNode.path = UIBezierPath(roundedRect: CGRect(x: -(newNode.frame.width / 2),y:-(newNode.frame.height / 2),width: newNode.frame.width, height: newNode.frame.height),byRoundingCorners: corners, cornerRadii: CGSize(width:radius,height:radius)).cgPath
}
}
And use it like so...
aShapeNode.roundCorners(topLeft: true, topRight: true, bottomLeft: false, bottomRight: false, radius: 5,parent: popup)
Not what you're going to want to hear but it's because you cannot set the width of an SKShapeNode in the Scene editor (To my knowledge). In order to get that ShapeNode to have a width of 500 you would have had to adjust the xScale. The xScale then reapplies itself to the path when you adjust it (kind of growing exponentially). If you create the SKShapeNode in code there is no problem adjust the rounded corners
let round = SKShapeNode(rect: CGRect(x: 0, y: -150, width: 500, height: 200))
round.fillColor = .red
addChild(round)
print(round.frame.width)
round.path = UIBezierPath(roundedRect: CGRect(x: -250, y: -100, width: 500, height: 200), cornerRadius: 50).cgPath
print(round.frame.width)
Edit
If you have your heart set on using the Scene editor you can place your ShapeNode and stretch it to where you want it then you could just do a small conversion in code to get the results that you want
if let round = self.childNode(withName: "biground") as? SKShapeNode {
let biground = SKShapeNode(rect: round.frame)
biground.fillColor = round.fillColor
biground.position = round.position
addChild(biground)
round.removeFromParent()
print(biground.frame.width)
biground.path = UIBezierPath(roundedRect: CGRect(x: -250, y: -100, width: 500, height: 200), cornerRadius: 50).cgPath
print(biground.frame.width)
}
this just recreates the shape in code based on what you outlined in the Scene editor and rounds the edges perfectly
edit 2
I've always been under the impression that SKShapeNodes are really inefficient (i'm pretty sure they leaked memory as well). So i always setup my round rectangles as so.
let outsideTexture = SKTexture(imageNamed: "round_square_white")
let outside = SKSpriteNode(texture: outsideTexture)
let insetX: CGFloat = 20
let insetY: CGFloat = 20
let cellSize = CGSize(width: 500.0, height: 500.0)
outside.centerRect = CGRect(x: CGFloat(insetX / outside.size.width), y: CGFloat(insetY / outside.size.height), width: CGFloat((outside.size.width - insetX * 2) / outside.size.width), height: CGFloat((outside.size.height - insetY * 2) / outside.size.height))
//outside.position = CGPointMake(gameModel.gameWidth / 2, (outside.size.height) / 2);
outside.xScale = cellSize.width / outside.size.width
outside.yScale = cellSize.height / outside.size.height
outside.zPosition = 10
outside.position = CGPoint(x: CGFloat(0), y: CGFloat(-0.35 * self.size.height / 2))
self.addChild(outside)
worth noting that this lays out a rounded square/rectangle perfectly however similar to the scale issues from the scene editor you have to place an empty cell over this to add children to, otherwise they scale to the rounded square.

SpriteKit: unwanted stretching of sprite when resizing/scaling

I've seen similar questions before but seems that no clear solution is provided. Currently I have a SKScene with child, contained by a SKView. Note: I'm not using a Game project; instead, I'm using the SKView in a normal UIView, and just add SKView as the subview of the UIView. The sprite itself is a small image, and it only occupies a certain portion in the middle-bottom part of the whole frame. The code looks something like this:
let imageView = SKView()
imageView.frame = CGRect(x: ..., y: ..., width: ..., height: ...) //all are predefined constants
let sprite = SKSpriteNode(texture: SKTexture(imageNamed: "image"))
sprite.position = CGPoint(x: imageView.frame.width * 0.5, y: imageView.frame.height * 0.5) // so it's positioned in the center
let scene = SKScene(size: imageView.frame.size) // also tried with sprite.size, but not working
scene.addChild(sprite)
scene.scaleMode = .aspectFit
imageView.presentScene(scene)
self.frame.addSubview(imageView)
Now the problem is the sprite is not in its original shape; it's stretched along the vertical axis. I tried changing the scaleMode with all 5 choices: .fill / .aspectFill / .aspectFit / .resizeFill / none, but none of them give the sprite its original shape/ratio. I've also tried changing the constants for the imageView's frame, but that only cuts the sprite (if imageView.frame.height is decreased). So may I know how to address this issue?
Your code works fine as written, so the problem is likely elsewhere. I modified it a little bit so you can test it out in a Playground. Just make a new Playground and copy and paste. You'll also have to drag in an image for your sprite.
import SpriteKit
import PlaygroundSupport
// create the outer UIView and show it on the playground
let outerView = UIView(frame: CGRect(x: 0, y: 0, width: 300, height: 300))
PlaygroundPage.current.liveView = outerView
// create the SKView and add it to the outer view
let imageView = SKView(frame: CGRect(x: 25, y: 25, width: 250, height: 250))
outerView.addSubview(imageView)
// create the scene and present it
var scene = SKScene(size: imageView.frame.size)
imageView.presentScene(scene)
// create the sprite, position it, add it to the scene
let sprite = SKSpriteNode(texture: SKTexture(imageNamed: "worf.jpg"))
sprite.position = CGPoint(x: imageView.frame.width * 0.5, y: imageView.frame.height * 0.5)
scene.scaleMode = .aspectFit
scene.addChild(sprite)
Here's the result:
No stretching! So your issue is probably related to the UIView you're placing it in. For example if you add:
outerView.transform = CGAffineTransform(scaleX: 1, y: 2)
Now the image is stretched as you describe. Take a look at your containing view and everything above it.

Position of a Node after addChild

I have an SKSpriteNode like a light gray square in the view, and I want to put a label inside it... I do this way:
let puntosCubo = SKSpriteNode(color: SKColor.lightGrayColor(), size: CGSize(width: gameoverTitle.frame.width, height: gameoverTitle.frame.height*4))
puntosCubo.position = CGPoint(x: CGRectGetMinX(self.frame)-100, y:y2)
I put a SKLabelNode inside puntosCubo this way:
let puntosCuboTitle1 = SKLabelNode(fontNamed: "Apple SD Gothic Neo")
puntosCuboTitle1.fontColor = SKColor.blackColor()
puntosCuboTitle1.fontSize = 20
puntosCuboTitle1.text = "Score"
puntosCubo.addChild(puntosCuboTitle1)
puntosCuboTitle1.position = CGPoint(x: 0, y: puntosCubo.position.y)
But the result is that the position of the SKLabelNode is not inside puntosCubo. I think i am using the position of puntosCubo on a wrong way...
Any ideas/help. Thanks.
Because of
puntosCubo.addChild(puntosCuboTitle1)
the position of the label puntosCuboTitle1 is relative to the postion of its parent (puntosCubo)
puntosCuboTitle1.position = CGPoint(x: 0, y: 0)
makes the position of the puntosCuboTitle1 in the middle of its parent puntosCubo

How to create a rectangle in Sprite kit using Swift

I'm trying to create a rectangle using swift on Sprite kit, since the rectangle needs to be used as an object in the scene, i assumed that i needed to create a SkSpriteNode, and them give it a size, but it did not worked, this is how i did it:
var barra = SKSpriteNode()
barra.name = "bar"
barra.size = CGSizeMake(300, 100)
barra.color = SKColor.whiteColor()
barra.position = CGPoint(x: 100, y: 100)
self.addChild(barra)
Adding barra to the screen does not change the node counting.
Any help will be appreciated!
You may want to use a SKShapeNode, like this:
var barra = SKShapeNode(rectOfSize: CGSize(width: 300, height: 100))
barra.name = "bar"
barra.fillColor = SKColor.whiteColor()
barra.position = location
self.addChild(barra)
Here's Apple's documentation on SKShapeNode.
The way I was creating the rectangle was not the best, but the problem was the position I was inserting it on the game. This is how I've fixed it:
var barra = SKSpriteNode(color: SKColor.blackColor(), size: CGSizeMake(200, 200))
barra.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
barra.zPosition = 9 // zPosition to change in which layer the barra appears.
self.addChild(barra)