SpriteKit: Cloning Nodes - sprite-kit

So I would like to make a block of code that will run inside the sprite node every frame. The result would be me tapping and creating a bubble there that would then float up using sine. Is that possible to code into the bubble? Sorry if this seems vague, I'm just not sure what to call it. The closest thing I can think of it cloning and each clone runs the same script every frame. Anyways, Here's what I have now.
let bubble = SKSpriteNode(imageNamed:"bubble")
bubble.position.x = CGFloat(rand())*self.frame.width
bubble.position.y = -20
//Code for bubble to run each frame
self.addChild(bubble)

I think that what you are looking for is enumerateChildNodesWithName. When it is called, it will run the code it contains on every node with the name you put in it.
bubble.name = "bubble"
If you name bubble "bubble", all of its child nodes will also be named "bubble".
enumerateChildNodesWithName("bubble"){node, stop in
let bubbleChild:SKSpriteNode = node as! SKSpriteNode
//Run the code telling them what to do here. You should make it so that
//it can figure out how to move the node a slight amount based on its position
}
You could call this by putting it in a function that is called by a timer, and the timer should be called frequently, like every 0.017 seconds (Approximately 60 times a second) so that the motion is smooth. For example:
var timer = NSTimer.scheduledTimerWithTimeInterval(NSTimeInterval(0.017), target: self, selector: Selector("moveBubbles:"), userInfo: nil, repeats: true)
Then, to make a function that the timer calls:
func moveBubbles(timer: NSTimer!){
//enumerateChildNodesWithName here
}
There is more information on enumerateChildNodesWithName here, and more information on NSTimer here.

Related

Increase Node Speed with SKPhysicsBody linearDamping Swift 4

I have the below class being called from my GameScene
func update(_ currentTime: TimeInterval)
Since it's being called there, my class is being called every second which leads me to this. I currently have my self.physicsBody?.linearDamping = 0.6 but how would I increase that number so I can also increase the speed? I was going to use another Timer till I realized my SKSpriteNode class is being called every second. Not too sure how to go about this, any ideas? I basically want to decrease that number every 2.0 seconds without letting the update function get in the way.
Any time you want to do something at regular time intervals in a sprite-Kit game, you can implement this as follows:
First declare 2 properties (in your class but outside all the function definitions)
var timeOfLastThing: CFTimeInterval = 0.0
var timePerThing: CFTimeInterval = 2.0 // How often to do the thing
( if the thing you want to do every 2 seconds is spawn a monster, then you might call these timeOfLastMonsterSpawn and timePerMonsterSpawn, but it's up to you)
Then, in Update, check to see if the timePerThing has been exceeded. If so, call your doThing function which does what you need it to and then reset the time since the last call:
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if (currentTime - timeOfLastThing > timePerThing) {
doThing()
self.timeOfLastThing = currentTime
}
}
func doThing() {
// Your spawn code here
}
The advantage of making the doThing a separate function (as opposed to it being in line in update())is that you can call it from didMoveToView or any other place to spawn objects outside of the normal time-controlled cycle.
You can change the value of timePerThing as necessary to control the rate at which things happen.
You could also look into creating an SKAction that runs doThing at specified time intervals, but I think to change the rate at which objects are spawned, you'll have to delete and re-create the SKAction, which you could do this in a setter for timePerThing.
You shouldn't really use NSTimer in SpriteKit, as the SpriteKit engine will be unaware of what the timer is doing and can't control it (one example is that the timer keeps running and doing stuff even if you set the scene to paused).

SKAction Sequencing and Grouping Animations

I'm doing some death animations for a game, and wanted to ask for some help. I want my monster to disappear in a puff of smoke, but not before it animates a slash effect going across his body.
I have 3 animations that I want to use:
weaponSlash - a line that draws across the monster. Looks like you slashed him with a sword.
smoke - a puff of smoke that slowly expands out
monsterFalling - the monster falls back, startled
What I want to do is play it in this order:
Simultaneously, the slash appears & the monster starts to fall back
About 0.25s into the above animation, I want the cloud to start to appear
When the cloud is about to end (so maybe after 1s) I want the monster to disappear
Remove the smoke, the monster, the sword, etc, and drop some coins on the ground
I started like this, as a test that works somewhat: (ignore the above times for now)
//Cancel any current actions, like a monster attacking
monster.removeAllActions()
//since you can't play 3 animations on one node at the same time, you have to create 3 separate nodes for everything
let slash = SKSpriteNode()
let cloud = SKSpriteNode()
cloud.size = monster.size
slash.size = monster.size
monster.addChild(cloud)
monster.addChild(slash)
//Start the slash animation
slash.run(self.player.currentlyEquippedWeapon.attackAnimation())
//Start the cloud animation (how I get it is elsewhere and not relevant)
cloud.run(cloudAnimation)
//Run the monster death animation, followed by the cleanup/coin dropping
monster.run(SKAction.sequence([monster.deathAnimation(), SKAction.wait(forDuration: 1), postDeathActions]))
The variable PostDeathActions above simply removes the monster node and animates some coins falling.
WHERE I NEED SOME HELP
So the above code doesn't work so great in that the animations all run independently of each other. Based on this, you can see how regardless of whether the slash/cloud finish, the monster will run two actions: him falling back, followed by cleanup, which just removes the monster and spawns the coins. As you can see I tried to delay this by adding a 1s delay but this is all somewhat of a hack since I may have different monsters or attacks, etc, that are faster/slower. I'd rather guarantee that everything finishes before I despawn the monster.
I tried to group this into an SKAction.Run like so:
let preDeath = SKAction.run {
[unowned self] in
monster.run(monster.deathAnimation()
slash.run(self.player.currentlyEquippedWeapon.attackAnimation())
cloud.run(cloudAnimation)
}
but this runs everything at the same time again.
What I want to do is sequence it like this (pseudo code):
let preDeathAnimations = SKAction.Group([slash, cloud, monsterDeathAnimation])
])
SKAction.sequence([preDeathAnimations, postDeathActions])
So this way it'll run all 3 before running cleanup.
Is there a way to do something like this? I know Sequnce/Group need to be run against an SKNode, but I don't have 3 separate ones.
Thanks for your time reading this and any advice you can offer!
This is one idea that I had, but you could use threading + state + onCompletion blocks to take the math out of it. I didn't test it out fully but this general concept should work:
let slash = SKAction.fadeIn(withDuration: 0.5)
let fall = SKAction.fadeOut(withDuration: 0.25)
let puff = SKAction.fadeIn(withDuration: 0.1)
// Put in ALL of the actions from ALL parties that you want to happen prior to puff:
func findLongestTime(from actions: [SKAction]) -> TimeInterval {
var longestTime = TimeInterval(0)
for action in actions {
if action.duration > longestTime { longestTime = action.duration }
}
// Note, if you put a sequence into this function I don't know if it will work right..
// Might need another func like `findDurationOfSequence(_ sequence: SKAction) -> TimeInterval
return longestTime
}
// Note, if you have the monster doing more than falling prior to puff, then you will
// need to subtract those as well:
let monsterActionsPriorToPuff = [fall]
// Add the duration of all monster animations prior to puff:
var MAPTP_duration = TimeInterval(0)
for action in monsterActionsPriorToPuff {
MAPTP_duration += action.duration
}
// Calculate our final wait time, with no negative numbers:
var waitTime = findLongestTime(from: [slash, fall]) - MAPTP_duration
if waitTime < 0 { waitTime = 0 }
let wait = SKAction.wait(forDuration: waitTime)
// Our monster sequence (I forgot to add the disappear, just add after puff)
let monsterSequence = SKAction.sequence([fall, wait, puff])
// Player slashes:
SKSpriteNode().run(slash)
// Monster will wait 0.25 seconds after falling,
// for slash to finish before puffing:
SKSpriteNode().run(monsterSequence)
et me know if this idea isn't working I can try updating it.

sceneDidLoad Running Twice

When I run my program. The code I put into "override func sceneDidLoad()" runs two times.
E.g.
Note: I have no idea why this picture is not uploading, but it shows "spawn" happening twice.
This code should only run once when "sceneDidLoad()" is called.
Here is the code for the "sceneDidLoad" function, and for the "testSpawn()" function (which is the specific one that gave the duplicated printout).
class GameScene: SKScene {
var mapTerrain: SKTileMapNode!
override func sceneDidLoad() {
cam = SKCameraNode()
cam.xScale = 1
cam.yScale = 1
//do zoom by change in scale in pinch. (E.g. if they start out 5 units apart and end up 15 units apart, zoom by a factor of 3
self.camera = cam
self.addChild(cam)
cam.position = CGPoint(x: 100, y: 100)
setupLayers()
loadSceneNodes()
setUpUI()
testSpawn()
//print("\(self.frame.width), \(self.frame.height)")
}
func testSpawn(){
let RedLegion = legion(texture: textureRedLegion, moveTo: nil, tag: 1, health: 2)
RedLegion.position = mapTerrain.centerOfTile(atColumn: 0, row: 0)
RedLegion.team = "Red"
unitsLayer.addChild(RedLegion)
legionList.append(RedLegion)
print("spawn")
}
}
Note: Not all of the code is here (like "setUpLayers()"), if needed I can supply it, I just do not think it is neccessary.
Search your whole document for "print("spawn")" just to make sure that is the only time you call the function. Also check for "testSpawn()" to make sure it is only called once. Additionally, instead of relying on this print to count how many times the sceneDidLoad runs, place a print directly within your sceneDidLoad. Finally, check to make sure you are not creating the scene twice.
I've also seen this and submitted a bug report but apple responded saying that it is intended behavior. Apple said that it creates a dummy scene and then creates the actual scene. Before it runs the second time it gets rid of anything done the first time so you shouldn't get any errors from it. The bug is really hard to reproduce, one of my friends working off the same repository that I was but did not experience the bug.
I changed sceneDidLoad to didMoveToView:(SKView *)view if you are looking for a solution to this. Make sure you xcode is up to date.

SKSpriteNode -- Texture not restored to original size after interrupting animateWithTextures

I'm using SKAction.animateWithTextures to animate an SKSpriteNode in Swift, with parameter restore set to true. As described in a different thread, a first problem arises because the images in the texture atlas are slightly larger than the original node. Now another problem has appeared: if I interrupt the animation using SKSpriteNode.removeAllActions(), then the node is restored to the original texture, but the size of the node is not restored to the original, resulting in a distorted image since the textures in the atlas are larger.
So, assuming I have my textures (slightly larger than the original one) in an array called textures, here's a snippet that should do it:
{
// ...
sprite.runAction(SKAction.animateWithTextures(textures, timePerFrame: 1, resize: true, restore: true))
NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: #selector(test), userInfo: nil, repeats: false)
// ...
}
func test() {
sprite.removeAllActions()
}
Note: this example using a timer only emulates a random interruption of the animation. In the game world, the animation may complete or be interrupted at some unknown time (typically when a contact occurs with another sprite).
After executing this, the sprite is restored to its original texture, but is stretched to match the size of the textures in the atlas. I've checked the xScale attribute, but of course it's 1.0... Here's the visual result:
Before animation:
During animation:
(notice how the image has shifted from its original position because SK keeps it centered :-( )
After animation:
(now she just looks fat)
Am I using this the wrong way, or is this a bug, or is there a way to fix it?
Thanks!
David
I think you are removing the animation before it's natural cycle.
Try to add an action like:
let actionTexture = SKAction.animateWithTextures(textures, timePerFrame: 0.1, resize: true, restore: true)
sprite.runAction(actionTexture, count:30) // 30 x 0.1 = 3 sec tot animation
//REMOVE TIMER (or use action with wait)

Detect other Spritenode within range of Spritenode?

I have a (moving) sprite node.
I'd like to detect other (moving) sprite nodes within a certain range of this node. Once one is detected, it should execute an action.
The playing an action part is no problem for me but I can't seem to figure out the within-range detection. Does have any ideas how to go about this?
A simple, but effective way to do this is comparing the position's in your scene's didEvaluateActions method. didEvaluateActions gets called once a frame (after actions have been evaluated but before physics simulation calculations are run). Any new actions you trigger will start evaluating on the next frame.
Since calculating the true distance requires a square root operation (this can be costly), we can write our own squaredDistance and skip that step. As long as our range/radius of detect is also squared, our comparisons will work out as expected. This example shows detect with a "true range" of 25.
// calculated the squared distance to avoid costly sqrt operation
func squaredDistance(p1: CGPoint, p2: CGPoint) -> CGFloat {
return pow(p2.x - p1.x, 2) + pow(p2.x - p1.x, 2)
}
// override the didEvaluateActions function of your scene
public override func didEvaluateActions() {
// assumes main node is called nodeToTest and
// all the nodes to check are in the array nodesToDetect
let squaredRadius: CGFloat = 25 * 25
for node in nodesToDetect {
if squareDistance(nodeToTest.position, p2: node.position) < squaredRadius {
// trigger action
}
}
}
If the action should only trigger once, you'll need to break out of the loop after the first detection and add some sort of check so it does not get triggered again on the next update without the proper cool down period. You may also need to convert the positions to the correct coordinate system.
Also, take a look at the documentation for SKScene. Depending on your setup, didEvaluateActions might not be the best choice for you. For example, if your game also relies on physics to move your nodes, it might be best to move this logic to didFinishUpdate (final callback before scene is rendered, called after all actions, physics simulations and constraints are applied for the frame).
Easiest way I can think of without killing performance is to add a child SKNode with an SKPhysicsBody for the range you want to hit, and use this new nodes contactBitMask to determine if they are in the range.
Something like this (pseudo code):
//Somewhere inside of setup of node
let node = SKNode()
node.physicsBody = SKPhysicsBody(circleOfRadius: 100)
node.categoryBitMask = DistanceCategory
node.contactBitMask = EnemyCategory
sprite.addNode(node)
//GameScene
func didBeginContact(...)
{
if body1 contactacted body2
{
do something with body1.node.parent
//we want parent because the contact is going to test the bigger node
}
}