smooth transition for projectile in sprite kit - swift

just a quick question about projectiles in SpriteKit using swift.
I have the following code for my "monster" that I want to shoot out shuriken smoothly however, it is right now just popping up at the randomized point, instead of smoothly shooting it out like from my character when I code it in the touhcesBegan function
Here's the code:
func monsterShoots() {
let monsterShuriken = SKSpriteNode(imageNamed: "projectile-1")
monsterShuriken.position = monster.position
addChild(monsterShuriken)
monster.position.y += CGFloat(arc4random_uniform(30)) - CGFloat(arc4random_uniform(30))
monsterShuriken.position.x -= CGFloat(arc4random_uniform(1000))
let actionMoveMonster = SKAction.moveTo(monsterShuriken.position, duration: 1.0)
let actionMoveDoneMonster = SKAction.removeFromParent()
monsterShuriken.runAction(SKAction.sequence([actionMoveMonster, actionMoveDoneMonster]))
}
and I repeat the action in didMoveToView with:
runAction(SKAction.repeatActionForever(
SKAction.sequence([
SKAction.runBlock(monsterShoots),
SKAction.waitForDuration(1.0)
])
))
Thanks

I think you need to write this:
monster.position.y += CGFloat(arc4random_uniform(30)) - CGFloat(arc4random_uniform(30))
before this:
monsterShuriken.position = monster.position

Related

Part of my animation is not working in SpriteKit

init () {
super.init(texture: nil, color: .clear, size: initialSize)
// Create physicsBody based on a frame of the sprite
// basically giving it gravity and physics components
let bodyTexture = textureAtlas.textureNamed("MainCharacterFlying1")
self.physicsBody = SKPhysicsBody(texture: bodyTexture, size: self.size)
// Lose momentum quickly with high linear dampening
self.physicsBody?.linearDamping = 0.9
// weighs around 30 kg
self.physicsBody?.mass = 30
// no rotation
self.physicsBody?.allowsRotation = false
createAnimations()
self.run(soarAnimation, withKey: "soarAnimation")
}
// Animations to make the main character seem like it is flying
func createAnimations() {
let rotateUpAction = SKAction.rotate(byAngle: 0, duration: 0.475)
rotateUpAction.timingMode = .easeOut
let rotateDownAction = SKAction.rotate(byAngle: -1, duration: 0.8)
rotateDownAction.timingMode = .easeIn
let flyFrames: [SKTexture] = [textureAtlas.textureNamed("MainCharacterFlying1"), textureAtlas.textureNamed("MainCharacterFlying2"),textureAtlas.textureNamed("MainCharacterFlying3"), textureAtlas.textureNamed("MainCharacterFlying4"),textureAtlas.textureNamed("MainCharacterFlying5"),textureAtlas.textureNamed("MainCharacterFlying4"),textureAtlas.textureNamed("MainCharacterFlying3"),textureAtlas.textureNamed("MainCharacterFlying2")]
var flyAction = SKAction.animate(with: flyFrames, timePerFrame: 0.1)
flyAction = SKAction.repeatForever(flyAction)
flyAnimation = SKAction.group([flyAction,rotateUpAction])
let soarFrames: [SKTexture] = [textureAtlas.textureNamed("MainCharacterFlying5")]
var soarAction = SKAction.animate(with: soarFrames, timePerFrame: 1)
soarAction = SKAction.repeatForever(soarAction)
let soarAnimation = SKAction.group([soarAction,rotateDownAction])
}
When I run this code on the IOS Simulator, I have to click on the screen once in order for my main sprite to show up on the screen, or else it will not. And when I click on the sprite, the sprite will start flapping its wings and go up (I have other code for that) however, the rotateUpAction and rotateDownAction are not showing up at all on the Simulator. So I was wondering if there were any solutions and anyone willing to answer.
Thank you for your time. Also, this code from the class of the main character, the name of the class is "Player"
you declare let soarAnimation inside your createAnimations function, meaning it's not in scope when you call self.run(soarAnimation). Solution: declare soarAnimation as a class property. Alternate solution: have createAnimations() return the SKAction and grab it in init that way

Remove a function from SKScene when Touches Begin

I have a blue sky texture moving from the top of the screen to the bottom, repeating forever in a function. However, when touches begin, I would like the blue sky to completely fade out after a duration, then completely remove from the scene.
I am able to get the sky to fade out momentarily, then it seems as though half of the loop is removed, but I still get the sky coming down every other time. Here's a video of the problem: Blue Sky Video
In the video, touches begin when the pause button appears at the top left of the screen - before touches begin, the blue sky moves from top to bottom seamlessly as it should.
FUNCTION
func createBlueSky() {
let blueSkyTexture = SKTexture(imageNamed: "blueSky")
for i in 0 ... 1 {
let blueSky = SKSpriteNode(texture: blueSkyTexture)
blueSky.name = "blueSky"
blueSky.zPosition = -60
blueSky.anchorPoint = CGPoint.zero
blueSky.position = CGPoint(x: 0, y: (blueSkyTexture.size().height * CGFloat(i)))
worldNode.addChild(blueSky)
let moveDown = SKAction.moveBy(x: 0, y: -blueSkyTexture.size().height, duration: 10)
let moveReset = SKAction.moveBy(x: 0, y: blueSkyTexture.size().height, duration: 0)
let moveLoop = SKAction.sequence([moveDown, moveReset])
let moveForever = SKAction.repeatForever(moveLoop)
blueSky.run(moveForever)
}
}
I've added the above function to didMove(toView)
override func didMove
createBlueSky()
Then in my touches began I added this code to fade out and remove from parent.
I saw in another post that to access the blue sky from another function, I'd need to give it a name, which I did. Still no luck :/
override func touchesBegan
let blueSky = worldNode.childNode(withName: "blueSky") as! SKSpriteNode
let blueSkyFade = SKAction.fadeOut(withDuration: 3)
let blueSkyFadeWait = SKAction.wait(forDuration: 3)
let removeBlueSky = SKAction.removeFromParent()
blueSky.run(SKAction.sequence([blueSkyFadeWait, blueSkyFade, removeBlueSky]))
I'm very new to Swift, but I hope the question was specific enough. I'm happy to provide any other necessary information.
You are creating 2 blueSky nodes, but you only fade and remove 1 of them. You need to enumerate through all of the nodes with the name you are looking for. To do this, you call enumerateChildNodes(withName:}
let blueSkyFade = SKAction.fadeOut(withDuration: 3)
let blueSkyFadeWait = SKAction.wait(forDuration: 3)
let removeBlueSky = SKAction.removeFromParent()
enumerateChleNodes(withName:"blueSky")
{
(blueSky,stop) in
blueSky.run(SKAction.sequence([blueSkyFadeWait, blueSkyFade, removeBlueSky]))
}

for loop not executing code sequencially (swift + spritekit)

Here's my code:
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let origin = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
let delay = SKAction.waitForDuration(2.0)
for (var i = 0; i < 6; i++) {
//generate a random point on a circle centered at origin with radius of 500
let point = randomPointOnCircle(500, center: origin)
let chanceToSpawn = arc4random_uniform(100)
switch chanceToSpawn {
case 0...60:
self.runAction(delay){
let smallBall = SKSpriteNode(imageNamed: "smallBall”)
self.addChild(smallBall)
smallBall.xScale = 0.05
smallBall.yScale = 0.05
smallBall.position = point
let finalDest = CGPointMake(origin.x, origin.y)
let moveAction = SKAction.moveTo(finalDest, duration: 5.0)
smallBall.runAction(SKAction.sequence([SKAction.waitForDuration(0.1), moveAction, SKAction.runBlock({
smallBall.removeFromParent()
})]))
delay
}
break
case 61...80:
//same as case 0…60, smallBall changed to “mediumBall”
break
case 81...99:
//same as case 0…60, smallBall changed to “largeBall”
break
default:
break
} // ends switch statement
}//ends for loop
}//end didMoveToView
Basically I have balls that spawn on a random point on a circle and move towards the center. But the problem I am having is that no matter how I rearrange things (or rewrite things, i.e., trying different loops or defining functions for spawning the ball and the movement of the ball and simply calling them from inside the switch statement) all of the balls spawn at the same time. I am trying to make it so they spawn one after the other (meaning a ball spawns, the thread waits a few seconds, then spawns another ball.), and I can't seem to figure out why each ball is spawning at the same time as all the other balls.
I'm fairly new to Swift/Spritekit programming and I feel like I'm overlooking some small detail and this is really bugging me. Any help appreciated!
For loops are executed faster than you think! Your for loop is probably executed instantly.
"Why is that? I have already called self.runAction(delay) to delay the for loop!" you asked. Well, the delay action doesn't actually delay the for loop, unfortunately. It just delays the other actions you run on self.
To fix this, try delaying different amounts, dependind on the for loop counter:
self.runAction(SKAction.waitForDuration(i * 2 + 2)) { ... }
This way, balls will appear every two seconds.
try this, may be due to same time u are adding the actions for each balls,
smallBall.runAction(SKAction.sequence([SKAction.waitForDuration(0.1 + (i * 0.35/2)), moveAction, SKAction.runBlock({
smallBall.removeFromParent()
})])) // delay added (0.1 + (increment the daly))
try this
Your problem is you are calling runAction on each iteration of your for loop. This means that all your actions will run concurrently.
What you want to do is create an array of actions. then after the for loop, run a sequence of actions.
(Note: I took the liberty of cleaning up your code)
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let origin = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
let delay = SKAction.waitForDuration(2.0)
var sequence = [SKAction]()
for (var i = 0; i < 6; i++) {
//generate a random point on a circle centered at origin with radius of 500
let point = randomPointOnCircle(500, center: origin)
let chanceToSpawn = arc4random_uniform(100)
var ballname = "smallBall”
switch chanceToSpawn {
case 61...80:
//same as case 0…60, smallBall changed to “mediumBall”
ballname = "mediumBall”
case 81...99:
//same as case 0…60, smallBall changed to “largeBall”
ballname = "largeBall”
default: ()
} // ends switch statement
sequence.append(delay)
sequence.append(
SKAction.run()
{
[unowned self] in
let ball = SKSpriteNode(imageNamed: ballName)
self.addChild(ball)
ball.xScale = 0.05
ball.yScale = 0.05
ball.position = point
let finalDest = CGPointMake(origin.x, origin.y)
let moveAction = SKAction.moveTo(finalDest, duration: 5.0)
let briefWait = SKAction.waitForDuration(0.1)
let remove = SKAction.removeFromParent()
let moveSeq = SKAction.sequence([briefWait ,moveAction,remove])
ball.runAction(moveSeq)
}
)
}//ends for loop
self.run(SKAction.sequence(sequence))
}//end didMoveToView

How to move enemy towards a moving player?

I am creating a simple sprite kit game that will position a player on the left side of the screen, while enemies approach from the right. Since the player can be moved up and down, I want the enemies to "smartly" adjust their path towards the player.
I tried removing and re-adding the SKAction sequence whenever the player moves, but the below code causes the enemies to not show at all, probably because its just adding and removing each action on every frame update, so they never have a chance to move.
Hoping to get a little feedback about the best practice of creating "smart" enemies that will move towards a player's position at any time.
Here is my code:
func moveEnemy(enemy: Enemy) {
let moveEnemyAction = SKAction.moveTo(CGPoint(x:self.player.position.x, y:self.player.position.y), duration: 1.0)
moveEnemyAction.speed = 0.2
let removeEnemyAction = SKAction.removeFromParent()
enemy.runAction(SKAction.sequence([moveEnemyAction,removeEnemyAction]), withKey: "moveEnemyAction")
}
func updateEnemyPath() {
for enemy in self.enemies {
if let action = enemy.actionForKey("moveEnemyAction") {
enemy.removeAllActions()
self.moveEnemy(enemy)
}
}
}
override func update(currentTime: NSTimeInterval) {
self. updateEnemyPath()
}
You have to update enemy position and zRotation property in each update: method call.
Seeker and a Target
Okay, so lets add some nodes to the scene. We need a seeker and a target. Seeker would be a missile, and target would be a touch location. I said you should do this inside of a update: method, but I will use touchesMoved method to make a better example. Here is how you should setup the scene:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let missile = SKSpriteNode(imageNamed: "seeking_missile")
let missileSpeed:CGFloat = 3.0
override func didMoveToView(view: SKView) {
missile.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(missile)
}
}
Aiming
To implement the aiming you have to calculate the how much you have to rotate a sprite based on its target. In this example I will use a missile and make it point towards the touch location. To accomplish this, you should use atan2 function, like this ( inside touchesMoved: method):
if let touch = touches.first {
let location = touch.locationInNode(self)
//Aim
let dx = location.x - missile.position.x
let dy = location.y - missile.position.y
let angle = atan2(dy, dx)
missile.zRotation = angle
}
Note that atan2 accepts parameters in y,x order, rather than x,y.
So right now, we have an angle in which missile should go. Now lets update its position based on that angle (add this inside touchesMoved: method right below the aiming part):
//Seek
let vx = cos(angle) * missileSpeed
let vy = sin(angle) * missileSpeed
missile.position.x += vx
missile.position.y += vy
And that would be it. Here is the result:
Note that in Sprite-Kit the angle of 0 radians specifies the positive x axis. And the positive angle is in the counterclockwise direction:
Read more here.
This means that you should orient your missile to the right rather than upwards . You can use the upwards oriented image as well, but you will have to do something like this:
missile.zRotation = angle - CGFloat(M_PI_2)

How to completely remove SKAction from the view

So I have a game where you need to shoot enemies. When touchesBegan a bullet comes under your finger, when touchesEnded – it fires at enemy. I made it with SKActions. It's working well until it's game over. I don't have a special scene for it, it's just a node with buttons. But when it appears, SKActions on bullet and enemies are still running by touch. I want to disable them when it's game over and don't know how to do it. For example, one of my enemis I created like this:
func addMiddleHeart() {
middleheart = SKSpriteNode(imageNamed: "redh")
middleheart.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMaxY(self.frame) + 100)
middleheart.zPosition = 1
middleheart.physicsBody = SKPhysicsBody(circleOfRadius: middleheart.size.width / 2)
middleheart.physicsBody?.dynamic = true
middleheart.physicsBody?.categoryBitMask = PhysicsCategory.MiddleHeart
middleheart.physicsBody?.contactTestBitMask = PhysicsCategory.Arrow
middleheart.physicsBody?.collisionBitMask = PhysicsCategory.None
addChild(middleheart)
let moveToPoint = SKAction.moveTo(CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame) + leftHeart.size.height * 1.5), duration: 0.5)
SKActionTimingMode.EaseOut
middleheart.runAction(moveToPoint)
}
override func didMoveToView(view: SKView) {
runAction(SKAction.runBlock(addMiddleHeart))
}
gameScene.removeAllActions() is the statement that you want to use. It'll indiscriminately remove all running SKActions.