Endless scrolling background - swift

I am trying to get my background to move endless from right to left.
My let:
let background = SKSpriteNode(imageNamed: "background")
let background2 = SKSpriteNode(imageNamed: "background")
my didMoveToView
background.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
background.zPosition = 2
background2.position = CGPointMake(CGRectGetMidX(self.frame)+(background.position.x/2),CGRectGetMidY(self.frame))
background2.zPosition = 2
background.setScale(2)
background2.setScale(2)
self.addChild(background)
self.addChild(background2)
var backgroundMovement = SKAction.moveByX(background.size.width, y: 0, duration: 1)
background.runAction(backgroundMovement, completion: {() -> Void in
self.background.position = CGPointZero
})
var backgroundMovement2 = SKAction.moveByX(background2.size.width, y: 0, duration: 1)
background2.runAction(backgroundMovement2, completion: {() -> Void in
self.background2.position = CGPointZero
})}
My update func is empty.
I have uploaded a picture of how it looks like when running on device: http://s18.postimg.org/kbn83tvmx/i_OS_Simulator_Screen_Shot_09_Aug_2015_23_33_39.png
The image is still on half of the screen, and the image does not move now either.

The reason your background only takes up half of the screen is because you are using the regular size of the image in pixels. You need to edit the xScale and yScale properties in order to make it make it bigger. What you need is:
background.setScale(2)
Next, to move the background sprites, use SKAction instead since you have more control over timing. The motion within update won't be consistant because, unless you have an algorithm to control exactly when update: is called, you will see that the movement speeds up or slows down. To move the background, use code that looks something like this after your didMoveToView method:
var backgroundMovement = SKAction.moveByX(background.size.x, y: 0, duration: someDuration)
background.runAction(background, completion: {() -> Void in
//place background image at start again
background.position = ...
})
Loop this code if you want the background to move continuously and edit it in any way you'd like to make it look better (like having both backgrounds move with SKAction). Hope this helps

I'm going to copy and paste my code from another game I've made. This code moves a background from right-left forever. I'll do best to explain this code.
func createBackground () {
var backgroundTexture = SKTexture(imageNamed: "bg")
var moveBackgroundByX = SKAction.moveByX(-backgroundTexture.size().width, y: 0, duration: backgroundSpeed)
var replaceBackground = SKAction.moveByX(backgroundTexture.size().width, y: 0, duration: 0)
var moveBackgroundForever = SKAction.repeatActionForever(SKAction.sequence([moveBackgroundByX, replaceBackground]))
for var i:CGFloat = 0; i < 3; i++ {
background = SKSpriteNode(texture: backgroundTexture)
background.position = CGPoint(x: backgroundTexture.size().width/2 + (backgroundTexture.size().width * i), y: CGRectGetMidY(self.frame))
background.size.height = self.frame.height
background.runAction(moveBackgroundForever)
movingObjects.addChild(background)
}
}
What you need to do is:
Move background (moveBackgroundByX). This moves the background in the X direction. You need to set a duration.
Replace background1 (replaceBackground).
Create an ACTION forever that moves background1, then replaces it automatically with NO delay.
Run a LOOP that decides how many backgrounds you will need. Maybe you might need more than 3.
Inside that loop, adjust the background.position.
Call runAction on your SKSpriteNode instance.
Add the new SKSpriteNode into your another SKView.
If you have any questions please let me know.

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

Black Line in Vertical Moving Swift Background

i have a Problem and need your help.
I have modified a code from this old thread
here
That i get a vertical moving background. The code works nice. But i have between every moving background image a tiny black line.
looks like something overlaps. But why?
It would be nice if anyone can help me to fix this error.
Thanks alot
Here is my code:
var bg = SKSpriteNode()
var bg2 = SKSpriteNode()
var bg3 = SKSpriteNode()
var parallax = SKAction()
override func didMove(to view: SKView) {
bg = SKSpriteNode(imageNamed: "back1")
bg.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
bg.zPosition = 1
bg.size = self.size
bg2 = SKSpriteNode(imageNamed: "back2")
bg2.position = CGPoint(x: self.size.width/2, y: self.size.height/2+self.size.height)
bg2.zPosition = 1
bg2.size = self.size
bg3 = SKSpriteNode(imageNamed: "back3")
bg3.position = CGPoint(x: self.size.width/2, y:self.size.height/2+self.size.height+self.size.height)
bg3.zPosition = 1
bg3.size = self.size
self.addChild(bg)
self.addChild(bg2)
self.addChild(bg3)
parallax = SKAction.repeatForever(SKAction.move(by: CGVector(dx: 0, dy: -self.frame.size.height), duration: 4))
bg.run(parallax)
bg2.run(parallax)
bg3.run(parallax)}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if bg.position.y <= -self.frame.size.height {
bg.position.y = self.frame.size.height*2
//this ensures that your backgrounds line up perfectly
}
if bg2.position.y <= -self.frame.size.height {
bg2.position.y = self.frame.size.height*2
//this ensures that your backgrounds line up perfectly
}
if bg3.position.y <= -self.frame.size.height {
bg3.position.y = self.frame.size.height*2
//this ensures that your backgrounds line up perfectly
}
}
You are having floating point rounding issues. The concept of 1/2 a pixel does not exist, so when you get to a position like 12.5, the system needs to either make it 12, or 13.
Now, since decimal does not convert well to fractal binary you are going to end up with numbers like 12.499929932092434234234324 and 12.50000000342423423424, but as far as you know, it is still 12.5.
To fix this, you need to force your position to always round in the same direction, either up or down.
You are probably going to want to round down since most grids work in a 0 based indexing system.
To fix your code, we need to do:
override func update(_ currentTime: TimeInterval) {
bg.position.x.round(.down)
bg.position.y.round(.down)
bg2.position.x.round(.down)
bg2.position.y.round(.down)
bg3.position.x.round(.down)
bg3.position.y.round(.down)
// Called before each frame is rendered
if bg.position.y <= -self.frame.size.height {
bg.position.y += self.frame.size.height*2
//this ensures that your backgrounds line up perfectly
}
if bg2.position.y <= -self.frame.size.height {
bg2.position.y += self.frame.size.height*2
//this ensures that your backgrounds line up perfectly
}
if bg3.position.y <= -self.frame.size.height {
bg3.position.y += self.frame.size.height*2
//this ensures that your backgrounds line up perfectly
}
}
Now of course, as you get better with development, you are going to want to move these types of things outside of your update function. Eventually, you will want to perform these checks when position changes, this way if nothing is moving, you are not needlessly executing these lines of code to fix a position that does not need fixing.
Edit:
Noticed another problem, you need to do += the height, not = height, because if you are at -1, that will also cause a gap, since you are not accounting for the line of height - 1 (Basically, your first image ends at height - 2, and your new image starts at height, making a gap at height - 1)

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]))
}

Swift : Animate SKEmitterNode

I am trying to create an explosion effect using SKEmitterNode, I followed some of this tutorial (http://www.waveworks.de/kill-your-characters-animating-explosions-with-skanimations-in-sprite-kit/), but it didn't seem to work. Here is what i have:
var superDabParticle = SKEmitterNode(fileNamed: "superDabParticle.sks")
func setUpEmiterNode(){
superDabParticle?.position = CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.5)
let superDabParticleEffectNode = SKEffectNode()
superDabParticle?.zPosition = 1
superDabParticle?.setScale(0)
superDabParticleEffectNode.addChild(superDabParticle!)
self.addChild(superDabParticleEffectNode)
}
func animateEmiterNode(){
let birth = SKAction.runBlock { self.superDabParticle?.particleBirthRate = 0 }
superDabParticle!.runAction(SKAction.sequence([SKAction.waitForDuration(0.1), SKAction.scaleBy(1.5, duration: 0.1), birth]))
}
So i need to call setUpEmiterNode() when the app first launches up, then when the user taps a button, call animateEmiterNode to have the particles fly from the bottom of the screen up to about 75% of the screen, then fall back down; giving a sort of explosion under water effect. Im using the SPARK emitter effect. If you know my issue or have any other ways that are better to do this, please assist!!

Swift making sksprite node move faster with time

I have a sprite node that spawns in via a function:
let NBrick1 = SKSpriteNode(texture: Brick1)
NBrick1.setScale(0.04)
NBrick1.position = CGPointMake(0.0, CGFloat(y1 + bounds/2))
NBrick1.physicsBody = SKPhysicsBody(rectangleOfSize: NBrick1.size)
NBrick1.physicsBody?.dynamic = true
BrickPairs.addChild(NBrick1)
I am using this SKAction to move the bricks:
let moveBricks = SKAction.moveByX(-distanceToMove, y: 0.0, duration: NSTimeInterval(0.01 * distanceToMove))
let removeBricks = SKAction.removeFromParent()
BricksMoveAndRemove = SKAction.sequence([moveBricks,removeBricks])
I was wondering if there was a way to make the brick move faster as time goes on.
Its actually quite simply and you do not need to get involved with SKActions. The code will below will speed up the movement of a sprite, or multiple sprites, (if you apply the same code.) What it is doing is changing the position of the sprite every frame by a little bit more each time. This is the moveFactor variable. To change the start speed and rate that it speeds up, change the value that I put in.
var moveFactor:CGFloat = 0.5
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
sprite.position = CGPoint(x: sprite.position.x + moveFactor, y: sprite.position.y)
moveFactor *= 1.005
}