import SpriteKit
class GameScene: SKScene {
var greenBall = SKSpriteNode(imageNamed: "greenball")
var redBall = SKSpriteNode(imageNamed: "redball")
override func didMoveToView(view: SKView) {
let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
backgroundColor = SKColor.purpleColor()
//
var bar0 = SKSpriteNode(imageNamed: "bar0")
var bar1 = SKSpriteNode(imageNamed: "bar1")
var bar2 = SKSpriteNode(imageNamed: "bar2")
var bar3 = SKSpriteNode(imageNamed: "bar3")
var bar4 = SKSpriteNode(imageNamed: "bar4")
var bar5 = SKSpriteNode(imageNamed: "bar5")
var bars = SKSpriteNode(imageNamed: "bar\(arc4random_uniform(6))")
var bartest = SKSpriteNode(imageNamed: "bar0")
bartest.position = CGPoint(x: frame.midX, y: frame.size.height * 0.633)
addChild(bartest)
var barra = SKShapeNode(rectOfSize: CGSize(width: frame.size.width, height: 10))
barra.name = "bar"
barra.fillColor = SKColor.whiteColor()
barra.position = CGPoint(x: frame.midX, y: frame.midY)
greenBall.position = CGPoint(x: frame.midX-100, y: frame.midY)
greenBall.yScale = 2
greenBall.xScale = 2
redBall.position = CGPoint(x: frame.midX+100, y: frame.midY)
redBall.yScale = 2
redBall.xScale = 2
self.addChild(redBall)
self.addChild(greenBall)
self.addChild(barra)
func makeBars() {
var randomTopOrBot = arc4random_uniform(2)
if randomTopOrBot == 0 {
var MaxY = frame.size.height * 0.951
var MinY = (frame.size.height * 0.633)-bars.size.height
var Range = CGFloat(MaxY - MinY)
var barsSpawnX = (frame.midX)
var barSpawnY = CGFloat(arc4random_uniform(UInt32(Range)))
bars.position = CGPoint(x: frame.midX, y: barSpawnY)
addChild(bars)
} else {
var MaxY = frame.size.height * 0.951
var MinY = (frame.size.height * 0.633)-bars.size.height
var Range = CGFloat(MaxY - MinY)
var barsSpawnX = (frame.midX)
var randomBetweenRange = CGFloat(arc4random_uniform(UInt32((Range))))
bars.position = CGPoint(x: frame.midX, y: (MinY+randomBetweenRange))
println(frame.size.height * 0.633)
addChild(bars)
}
}
let wait = SKAction.waitForDuration(3, withRange: 2)
let spawn = SKAction.runBlock { makeBars <--- this is where it's saying the problem is()
}
let sequence = SKAction.sequence([wait, spawn])
self.runAction(SKAction.repeatActionForever(sequence))
edit: So basically I've got 2 spawn locations I'm picking from, I randomly decide between the two with a random number, and now I'm wanting to apply the timer to the function makeBars, but it's telling me I can't reference the local function
This is giving me an error that says "cannot reference a local function with captures from another local function".
How can I fix this?
You declared your makerbars() method inside the didMoveToView method. So it was a function nesting problem after all, given the full code I was able to see the true issue.
Change your code to my modified and corrected version below:
import SpriteKit
class GameScene: SKScene {
var greenBall = SKSpriteNode(imageNamed: "greenball")
var redBall = SKSpriteNode(imageNamed: "redball")
override func didMoveToView(view: SKView) {
let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
backgroundColor = SKColor.purpleColor()
//
var bar0 = SKSpriteNode(imageNamed: "bar0")
var bar1 = SKSpriteNode(imageNamed: "bar1")
var bar2 = SKSpriteNode(imageNamed: "bar2")
var bar3 = SKSpriteNode(imageNamed: "bar3")
var bar4 = SKSpriteNode(imageNamed: "bar4")
var bar5 = SKSpriteNode(imageNamed: "bar5")
var bartest = SKSpriteNode(imageNamed: "bar0")
bartest.position = CGPoint(x: frame.midX, y: frame.size.height * 0.633)
addChild(bartest)
var barra = SKShapeNode(rectOfSize: CGSize(width: frame.size.width, height: 10))
barra.name = "bar"
barra.fillColor = SKColor.whiteColor()
barra.position = CGPoint(x: frame.midX, y: frame.midY)
greenBall.position = CGPoint(x: frame.midX-100, y: frame.midY)
greenBall.yScale = 2
greenBall.xScale = 2
redBall.position = CGPoint(x: frame.midX+100, y: frame.midY)
redBall.yScale = 2
redBall.xScale = 2
self.addChild(redBall)
self.addChild(greenBall)
self.addChild(barra)
let wait = SKAction.waitForDuration(3, withRange: 2)
let spawn = SKAction.runBlock { self.makeBars() }
let sequence = SKAction.sequence([wait, spawn])
self.runAction(SKAction.repeatActionForever(sequence))
}
func makeBars() {
var bars = SKSpriteNode(imageNamed: "bar\(arc4random_uniform(6))")
var randomTopOrBot = arc4random_uniform(2)
if randomTopOrBot == 0 {
var MaxY = frame.size.height * 0.951
var MinY = (frame.size.height * 0.633)-bars.size.height
var Range = CGFloat(MaxY - MinY)
var barsSpawnX = (frame.midX)
var barSpawnY = CGFloat(arc4random_uniform(UInt32(Range)))
bars.position = CGPoint(x: frame.midX, y: barSpawnY)
addChild(bars)
} else {
var MaxY = frame.size.height * 0.951
var MinY = (frame.size.height * 0.633)-bars.size.height
var Range = CGFloat(MaxY - MinY)
var barsSpawnX = (frame.midX)
var randomBetweenRange = CGFloat(arc4random_uniform(UInt32((Range))))
bars.position = CGPoint(x: frame.midX, y: (MinY+randomBetweenRange))
println(frame.size.height * 0.633)
addChild(bars)
}
}
}
Related
I am making a little FlappyBird clone and have got everything working as it should until I changed the physics body of the bird to be exact to the texture. Now what it does is when it flies through the gap in the pipes it counts 30 points instead of just 1 point.
This only happens when I use the texture exact physics body which I need because the bird isn't round nor rectangular.
How would I go about making the collision so it only collides once with each gap node. I have tried setting the categoryBitBask to 0 after the contact but then all the gaps after don't add to the point count anymore at all.
Here is the full game code:
var score = 0
class GameScene: SKScene, SKPhysicsContactDelegate {
var bird = SKSpriteNode()
var bg = SKSpriteNode()
var ground = SKSpriteNode()
var scoreLabel = SKLabelNode(fontNamed: "Candice")
var gameOverLabel = SKLabelNode(fontNamed: "Candice")
var countbg = SKSpriteNode()
var timer = Timer()
enum ColliderType: UInt32 {
case Bird = 1
case Object = 2
case Gap = 4
}
var gameOver = false
let swooshSound = SKAction.playSoundFileNamed("sfx_swooshing.wav", waitForCompletion: false)
let pointSound = SKAction.playSoundFileNamed("sfx_point.wav", waitForCompletion: false)
let hitSound = SKAction.playSoundFileNamed("sfx_hit.wav", waitForCompletion: false)
#objc func makePipes() {
let movePipes = SKAction.move(by: CGVector(dx: -2 * self.frame.width, dy: 0), duration: TimeInterval(self.frame.width / 150))
let removePipes = SKAction.removeFromParent()
let moveAndRemovePipes = SKAction.sequence([movePipes, removePipes])
let gapHeight = bird.size.height * 2.8
let movementAmount = arc4random() % UInt32(self.frame.height) / 2
let pipeOffset = CGFloat(movementAmount) - self.frame.height / 4
let pipeTexture = SKTexture(imageNamed: "pipe1.png")
let pipe1 = SKSpriteNode(texture: pipeTexture)
pipe1.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + pipeTexture.size().height / 2 + gapHeight / 2 + pipeOffset)
pipe1.zPosition = 2
pipe1.run(moveAndRemovePipes)
pipe1.physicsBody = SKPhysicsBody(rectangleOf: pipeTexture.size())
pipe1.physicsBody!.isDynamic = false
pipe1.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
pipe1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
pipe1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(pipe1)
let pipe2Texture = SKTexture(imageNamed: "pipe2.png")
let pipe2 = SKSpriteNode(texture: pipe2Texture)
pipe2.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY - pipeTexture.size().height / 2 - gapHeight / 2 + pipeOffset)
pipe2.zPosition = 2
pipe2.run(moveAndRemovePipes)
pipe2.physicsBody = SKPhysicsBody(rectangleOf: pipe2Texture.size())
pipe2.physicsBody!.isDynamic = false
pipe2.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
pipe2.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
pipe2.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(pipe2)
let gap = SKNode()
gap.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + pipeOffset)
gap.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 1, height: gapHeight))
gap.physicsBody!.isDynamic = false
gap.run(moveAndRemovePipes)
gap.physicsBody!.contactTestBitMask = ColliderType.Bird.rawValue
gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue
self.addChild(gap)
}
func didBegin(_ contact: SKPhysicsContact) {
if gameOver == false {
if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
score += 1
scoreLabel.text = String(format: "%05d", score)
run(pointSound)
} else {
self.speed = 0
run(hitSound)
gameOver = true
timer.invalidate()
bird.removeFromParent()
let changeSceneAction = SKAction.run(changeScene)
self.run(changeSceneAction)
}
}
}
//MARK: Change to Game Over Scene
func changeScene(){
let sceneToMoveTo = GameOverScene(size: self.size)
sceneToMoveTo.scaleMode = self.scaleMode
let myTransition = SKTransition.fade(withDuration: 0.5)
self.view!.presentScene(sceneToMoveTo, transition: myTransition)
}
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
setupGame()
}
func setupGame() {
timer = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(self.makePipes), userInfo: nil, repeats: true)
let groundTexture = SKTexture(imageNamed: "ground.png")
let moveGroundAnimation = SKAction.move(by: CGVector(dx: -groundTexture.size().width, dy: 0), duration: 7)
let shiftGroundAnimation = SKAction.move(by: CGVector(dx: groundTexture.size().width, dy: 0), duration: 0)
let moveGroundForever = SKAction.repeatForever(SKAction.sequence([moveGroundAnimation, shiftGroundAnimation]))
var i: CGFloat = 0
while i < 3 {
ground = SKSpriteNode(texture: groundTexture)
ground.position = CGPoint(x: self.size.width * i, y: self.size.height / 7.65)
ground.zPosition = 3
ground.run(moveGroundForever)
self.addChild(ground)
i += 1
}
let bottom = SKNode()
bottom.position = CGPoint(x: self.frame.midX, y: self.size.height / 7)
bottom.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: self.frame.width, height: 1))
bottom.physicsBody!.isDynamic = false
bottom.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
bottom.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
bottom.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(bottom)
let bgTexture = SKTexture(imageNamed: "bg.png")
bg = SKSpriteNode(texture: bgTexture)
bg.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
bg.size = self.frame.size
bg.zPosition = 1
self.addChild(bg)
let birdTexture = SKTexture(imageNamed: "flappy1.png")
let bird2Texture = SKTexture(imageNamed: "flappy2.png")
let bird3Texture = SKTexture(imageNamed: "flappy3.png")
let bird4Texture = SKTexture(imageNamed: "flappy4.png")
let bird5Texture = SKTexture(imageNamed: "flappy5.png")
let bird6Texture = SKTexture(imageNamed: "flappy6.png")
let animation = SKAction.animate(with: [birdTexture, bird2Texture, bird3Texture, bird4Texture, bird5Texture, bird6Texture], timePerFrame: 0.1)
let makeBirdFlap = SKAction.repeatForever(animation)
bird = SKSpriteNode(texture: birdTexture)
bird.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
bird.setScale(1)
bird.zPosition = 6
bird.run(makeBirdFlap)
self.addChild(bird)
bird.physicsBody = SKPhysicsBody.init(circleOfRadius: birdTexture.size().height / 2)
//bird.physicsBody = SKPhysicsBody(texture: birdTexture, size: birdTexture.size())
bird.physicsBody!.isDynamic = false
bird.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
bird.physicsBody!.categoryBitMask = ColliderType.Bird.rawValue
bird.physicsBody!.collisionBitMask = ColliderType.Bird.rawValue
let countbg = SKSpriteNode(imageNamed: "count_bg.png")
countbg.position = CGPoint(x: self.size.width / 4.8, y: self.size.height * 0.94)
countbg.setScale(0.8)
countbg.zPosition = 4
addChild(countbg)
scoreLabel.fontSize = 80
scoreLabel.text = String(format: "%05d", score)
scoreLabel.fontColor = SKColor(red: 218/255, green: 115/255, blue: 76/255, alpha: 1)
scoreLabel.position = CGPoint(x: self.size.width / 4, y: self.size.height * 0.94)
scoreLabel.zPosition = 5
addChild(scoreLabel)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if gameOver == false {
bird.physicsBody!.isDynamic = true
bird.physicsBody!.velocity = CGVector(dx: 0, dy: 0)
bird.physicsBody!.applyImpulse(CGVector(dx: 0, dy: 280))
//run(swooshSound)
} else {
gameOver = false
score = 0
self.speed = 1
self.removeAllChildren()
setupGame()
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
If you would be using RxSwift, you would be able to easily get rid of those extra events easily by using debounce() or throttle() or distinctUntilChanged(). If you are willing to try this approach, give RxSpriteKit framework a go. Otherwise, store a timestamp of the last contact and ignore the following contacts until some time period elapses.
I am new to coding, so be kind. I am creating a game in Swift 3, similar to Flappy Bird, and am having a problem with my score node. I have created a Label Node for the score but when the player contacts the scoreDetect node no score is added. I can't work out whether I've coded the section that adds a point incorrectly or whether my physics code is incorrect. Any help is appreciated. Thanks.
import SpriteKit
import GameplayKit
struct PhysicsCategory {
static let player : UInt32 = 0x1 << 1
static let roof : UInt32 = 0x1 << 2
static let floor : UInt32 = 0x1 << 3
static let lowerObstacle : UInt32 = 0x1 << 4
static let upperObstacle : UInt32 = 0x1 << 5
static let scoreDetect : UInt32 = 0x1 << 6
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var bgColor = UIColor(red: 39/255, green: 41/255, blue: 56/255, alpha: 1.0)
var roof = SKSpriteNode()
var floor = SKSpriteNode()
var lowerObstacle = SKSpriteNode()
var upperObstacle = SKSpriteNode()
var player = SKSpriteNode()
var randomValue = Int()
var scoreDetect = SKSpriteNode()
var scoreLabel = SKLabelNode()
var scoreValue = Int()
var logo = SKSpriteNode()
var gameStarted = Bool()
override func didMove(to view: SKView) {
createPlayer()
createTiles()
createScoreLabel()
physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0.0, dy: -4.0)
backgroundColor = bgColor
let delay = SKAction.wait(forDuration: 3)
let repeatingAction = SKAction.run(repeatingSequence)
let sequence = SKAction.sequence([ delay, repeatingAction ])
run(SKAction.repeatForever(sequence))
}
// Random Selector For Obstacles
func randomSelector() -> Int {
let array = [1, 2, 3]
return Int(arc4random_uniform(UInt32(array.count)))
}
// Player Rules
func createPlayer() {
player = SKSpriteNode(imageNamed: "Player")
player.setScale(0.4)
player.position = CGPoint(x: -player.size.width, y: 0)
player.zPosition = 2
addChild(player)
player.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Player"), size: player.size)
player.physicsBody?.categoryBitMask = PhysicsCategory.player
player.physicsBody?.collisionBitMask = PhysicsCategory.roof | PhysicsCategory.floor | PhysicsCategory.upperObstacle | PhysicsCategory.lowerObstacle | PhysicsCategory.scoreDetect
player.physicsBody?.contactTestBitMask = PhysicsCategory.roof | PhysicsCategory.floor | PhysicsCategory.upperObstacle | PhysicsCategory.lowerObstacle | PhysicsCategory.scoreDetect
player.physicsBody?.allowsRotation = false
player.physicsBody?.affectedByGravity = true
player.physicsBody?.isDynamic = false
}
// Create Background
func createTiles() {
roof = SKSpriteNode(imageNamed: "Roof")
roof.position = CGPoint(x: 0, y: self.frame.height / 2 - roof.size.height / 2)
roof.zPosition = 1
addChild(roof)
roof.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Roof"), size: roof.size)
roof.physicsBody?.categoryBitMask = PhysicsCategory.roof
roof.physicsBody?.collisionBitMask = PhysicsCategory.player
roof.physicsBody?.contactTestBitMask = PhysicsCategory.player
roof.physicsBody?.allowsRotation = false
roof.physicsBody?.affectedByGravity = false
roof.physicsBody?.isDynamic = false
floor = SKSpriteNode(imageNamed: "Floor")
floor.position = CGPoint(x: 0, y: -self.frame.height / 2)
floor.zPosition = 1
addChild(floor)
floor.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Floor"), size: floor.size)
floor.physicsBody?.categoryBitMask = PhysicsCategory.floor
floor.physicsBody?.collisionBitMask = PhysicsCategory.player
floor.physicsBody?.contactTestBitMask = PhysicsCategory.player
floor.physicsBody?.allowsRotation = false
floor.physicsBody?.affectedByGravity = false
floor.physicsBody?.isDynamic = false
}
// Obstacle Spawn Rules
func createObstacle() {
if (randomSelector() == 1) {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 1")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 3")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 2 + 12)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height - 15)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
else {
if (randomSelector() == 2) {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 2")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 2")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 1.9)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height / 1.5)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
else {
lowerObstacle = SKSpriteNode(imageNamed: "Fire Barrel 3")
upperObstacle = SKSpriteNode(imageNamed: "Fire Barrel 1")
scoreDetect = SKSpriteNode(color: UIColor.red, size: CGSize(width: 32, height: frame.height))
upperObstacle.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width / 2, y: self.frame.height / 2 - upperObstacle.size.height / 1.5 + 4)
lowerObstacle.position = CGPoint(x: self.frame.width / 2 + lowerObstacle.size.width / 2, y: -self.frame.height / 2 + lowerObstacle.size.height / 1.75 + 7)
scoreDetect.position = CGPoint(x: self.frame.width / 2 + upperObstacle.size.width, y: 0)
}
}
lowerObstacle.zPosition = 2
lowerObstacle.setScale(0.8)
lowerObstacle.physicsBody = SKPhysicsBody(rectangleOf: lowerObstacle.size)
lowerObstacle.physicsBody?.categoryBitMask = PhysicsCategory.lowerObstacle
lowerObstacle.physicsBody?.collisionBitMask = PhysicsCategory.player
lowerObstacle.physicsBody?.contactTestBitMask = PhysicsCategory.player
lowerObstacle.physicsBody?.allowsRotation = false
lowerObstacle.physicsBody?.affectedByGravity = false
lowerObstacle.physicsBody?.isDynamic = false
upperObstacle.zPosition = 2
upperObstacle.setScale(0.8)
upperObstacle.physicsBody = SKPhysicsBody(rectangleOf: upperObstacle.size)
upperObstacle.physicsBody?.categoryBitMask = PhysicsCategory.upperObstacle
upperObstacle.physicsBody?.collisionBitMask = PhysicsCategory.player
upperObstacle.physicsBody?.contactTestBitMask = PhysicsCategory.player
upperObstacle.physicsBody?.allowsRotation = false
upperObstacle.physicsBody?.affectedByGravity = false
upperObstacle.physicsBody?.isDynamic = false
scoreDetect.physicsBody?.categoryBitMask = PhysicsCategory.scoreDetect
scoreDetect.physicsBody?.collisionBitMask = PhysicsCategory.player
scoreDetect.physicsBody?.contactTestBitMask = PhysicsCategory.player
scoreDetect.physicsBody?.allowsRotation = false
scoreDetect.physicsBody?.affectedByGravity = false
scoreDetect.physicsBody?.isDynamic = false
addChild(lowerObstacle)
addChild(upperObstacle)
addChild(scoreDetect)
lowerObstacle.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
upperObstacle.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
scoreDetect.run(
SKAction.sequence([
SKAction.wait(forDuration: 6),
SKAction.removeFromParent()
])
)
}
// Create Spawn and Move Sequence
func repeatingSequence() {
createObstacle()
let moveLowerObstacle = SKAction.moveBy(x: -self.frame.width - lowerObstacle.size.width * 2, y: 0, duration: 5)
lowerObstacle.run(moveLowerObstacle)
let moveUpperObstacle = SKAction.moveBy(x: -self.frame.width - upperObstacle.size.width * 2, y: 0, duration: 5)
upperObstacle.run(moveUpperObstacle)
let moveScoreDetect = SKAction.moveBy(x: -self.frame.width - upperObstacle.size.width * 2, y: 0, duration: 5)
scoreDetect.run(moveScoreDetect)
}
func createScoreLabel() {
scoreLabel = SKLabelNode(fontNamed: "Arial")
scoreLabel.fontSize = 22
scoreLabel.position = CGPoint(x: 305, y: -638)
scoreLabel.horizontalAlignmentMode = .center
scoreLabel.verticalAlignmentMode = .center
scoreLabel.text = "SCORE: \(scoreValue)"
scoreLabel.fontColor = UIColor.white
scoreLabel.zPosition = 4
addChild(scoreLabel)
}
func didBegin(_ contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == PhysicsCategory.scoreDetect && secondBody.categoryBitMask == PhysicsCategory.player || firstBody.categoryBitMask == PhysicsCategory.player && secondBody.categoryBitMask == PhysicsCategory.scoreDetect {
scoreValue += 1
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
player.physicsBody?.isDynamic = true
let impulse = CGVector(dx: 0, dy: 200)
player.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
player.physicsBody?.applyImpulse(impulse)
}
override func update(_ currentTime: TimeInterval) {
}
}
You are properly updating the scoreValue property. However you also need to update what is shown inside the scoreLabel accordingly to the new value of scoreValue.
So replace this
var scoreValue = Int()
with this
var scoreValue = Int() {
didSet {
scoreLabel.text = self.scoreValue.description
}
}
Now every time scoreValue changes, the scoreLabel is updated automatically.
Everything is fine until I use NSTimer to run the tree, that the images of tree is gone. I use SKview to show the physic then I find out that the code is still run, just only the image is gone. How can I fix it?
Part 1
class PlayScene: SKScene {
var BG6 = SKSpriteNode()
var balloon = SKSpriteNode()
var tree1 = SKSpriteNode()
var tree2 = SKSpriteNode()
Part 2
override func didMoveToView(view: SKView) {
MakeBG()
// add balloon
var ballontexture = SKTexture(imageNamed: "Balloon.png")
balloon = SKSpriteNode(texture: ballontexture)
balloon.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/5)
balloon.physicsBody = SKPhysicsBody(rectangleOfSize: balloon.size)
balloon.physicsBody?.dynamic = true
balloon.physicsBody?.allowsRotation = false
balloon.zPosition = 5
self.addChild(balloon)
var timer = NSTimer.scheduledTimerWithTimeInterval(3, target: self, selector: Selector("MakeTree"), userInfo: nil, repeats: true)
var ground = SKNode()
ground.position = CGPointMake(0, 0)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width,1))
ground.physicsBody?.dynamic = false
self.addChild(ground)
}
Part 3
func MakeBG(){
// chen hinh nen
//BG1
var BG1texture = SKTexture(imageNamed: "BG2")
var BG1 = SKSpriteNode(texture: BG1texture)
BG1.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2)
BG1.size.height = self.size.height
var BG1move = SKAction.moveToY(-self.frame.size.height, duration: 90)
BG1.runAction(BG1move)
self.addChild(BG1)
//BG2
var BG2texture = SKTexture(imageNamed: "BG3")
var BG2 = SKSpriteNode(texture: BG2texture)
BG2.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height)
BG2.size.height = self.size.height
var BG2move = SKAction.moveToY(-self.frame.size.height, duration: 140)
BG2.runAction(BG2move)
self.addChild(BG2)
//BG3
var BG3texture = SKTexture(imageNamed: "BG4")
var BG3 = SKSpriteNode(texture: BG3texture)
BG3.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height*2)
BG3.size.height = self.size.height
var BG3move = SKAction.moveToY(-self.frame.size.height, duration: 195)
BG3.runAction(BG3move)
self.addChild(BG3)
//BG4
var BG4texture = SKTexture(imageNamed: "BG5")
var BG4 = SKSpriteNode(texture: BG4texture)
BG4.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height*3)
BG4.size.height = self.size.height
var BG4move = SKAction.moveToY(-self.frame.size.height, duration: 250)
BG4.runAction(BG4move)
self.addChild(BG4)
//BG5
var BG5texture = SKTexture(imageNamed: "BG6")
var BG5 = SKSpriteNode(texture: BG5texture)
BG5.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height*4)
BG5.size.height = self.size.height
var BG5move = SKAction.moveToY(-self.frame.size.height, duration: 305)
BG5.runAction(BG5move)
self.addChild(BG5)
// BG6
var BG6texture = SKTexture(imageNamed: "BG7")
BG6 = SKSpriteNode(texture: BG6texture)
BG6.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2 + self.frame.size.height*5 + self.frame.size.height*5)
BG6.size.height = self.size.height
BG6.runAction(SKAction.moveTo(CGPoint(x: self.size.width/2 , y: self.size.height/2), duration: 276.5))
self.addChild(BG6)
}
func MakeTree(){
// between
let between = balloon.size.width
// random
var movementAmount = arc4random() % UInt32(self.frame.size.height/2)
var treeoffset = CGFloat(movementAmount) - self.frame.size.height/4
// move tree
var treemove = SKAction.moveByX(0, y: -self.frame.size.width*2, duration: NSTimeInterval(self.frame.size.height/50))
var treeremove = SKAction.removeFromParent()
var treemoveandremove = SKAction.sequence([treemove, treeremove])
// add tree1
var tree1texture = SKTexture(imageNamed: "C2.png")
tree1 = SKSpriteNode(texture: tree1texture)
tree1.position = CGPointMake(CGRectGetMidX(self.frame) - tree1texture.size().width/2 - between + treeoffset, CGRectGetMidY(self.frame) + self.frame.size.height)
tree1.runAction(treemoveandremove)
tree1.physicsBody = SKPhysicsBody(rectangleOfSize: tree1.size)
tree1.physicsBody?.dynamic = false
self.addChild(tree1)
// add tree2
var tree2texture = SKTexture(imageNamed: "C1.png")
tree2 = SKSpriteNode(texture: tree2texture)
tree2.position = CGPointMake(CGRectGetMidX(self.frame) + tree2texture.size().width/2 + between + treeoffset, CGRectGetMidY(self.frame) + self.frame.size.height)
tree2.runAction(treemoveandremove)
tree2.physicsBody = SKPhysicsBody(rectangleOfSize: tree2.size)
tree2.physicsBody?.dynamic = false
[enter image description here][1]
self.addChild(tree2)
}
If I understood your question correctly, then you want to know why your "tree" is gone.
It appears that your MakeTree() method moves all the tree sprite nodes off the screen:
var treemove = SKAction.moveByX(0, y: -self.frame.size.width*2, duration: NSTimeInterval(self.frame.size.height/50))
Also, you shouldn't use NSTimers in SpriteKit. Use SKAction.waitForDuration instead. Like this:
let delay = SKAction.waitForDuration(3)
someNode.runAction(delay) {
//run code here after 3 seconds
}
The purpose for this code is to do random number to display random shapes but the simulator displays them in the same spot which is the bottom left corner of the screen, for some reason the random for the position which is a is not working.
Code:
import UIKit
import SpriteKit
import Darwin
class StartGame: SKScene {
var scoreLabel = SKLabelNode(fontNamed: "cholkDuster")
var square = SKSpriteNode(imageNamed: "square")
var circle = SKSpriteNode(imageNamed: "circle")
var rectangle = SKSpriteNode(imageNamed: "rectangle")
var triangle = SKSpriteNode(imageNamed: "triangle")
let bg = SKSpriteNode(imageNamed: "background.png")
var score = 0
override func didMoveToView(view: SKView) {
//random number for the shapes
var timecreatShapes = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("creatShapes"), userInfo: nil, repeats: true)
//background image
bg.position = CGPoint(x: CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
bg.size.width = self.frame.size.width
bg.size.height = self.frame.size.height
self.addChild(bg)
self.scoreLabel.text = "0"
self.scoreLabel.fontSize = 42
self.scoreLabel.position = CGPoint(x: CGRectGetMidX(self.frame) , y: CGRectGetMidY(self.frame))
self.addChild(scoreLabel)
scoreLabel.zPosition = 2
self.physicsWorld.gravity = CGVectorMake(0, -0.5)
//declaring a square image
square.size = CGSize(width: 150, height: 100)
square.color = SKColor.redColor()
square.physicsBody = SKPhysicsBody(circleOfRadius: square.size.height / 2)
square.physicsBody?.dynamic = true
square.physicsBody?.allowsRotation = false
//declaring a circle image
circle.size = CGSize(width: 150, height: 100)
circle.physicsBody = SKPhysicsBody(circleOfRadius: square.size.height / 2)
circle.physicsBody?.dynamic = true
circle.physicsBody?.allowsRotation = false
//declaring a triangle
triangle.size = CGSize(width: 150, height: 100)
triangle.physicsBody = SKPhysicsBody(circleOfRadius: square.size.height / 2)
triangle.physicsBody?.dynamic = true
triangle.physicsBody?.allowsRotation = false
//declaring rectangle
rectangle.size = CGSize(width: 150, height: 100)
rectangle.physicsBody = SKPhysicsBody(circleOfRadius: square.size.height / 2)
rectangle.physicsBody?.dynamic = true
rectangle.physicsBody?.allowsRotation = false
}
func creatShapes () {
var x = Int ( arc4random_uniform(4) + 1)
var a = CGFloat ( arc4random_uniform(1000) + 1)
switch(x){
case 1:
circle.position = CGPoint (x: a , y: self.frame.size.height)
self.addChild(SKSpriteNode(imageNamed:"circle"))
case 2:
square.position = CGPoint(x: a , y: self.frame.size.height)
self.addChild(SKSpriteNode(imageNamed:"square"))
case 3:
rectangle.position = CGPoint(x: a , y: self.frame.size.height)
self.addChild(SKSpriteNode(imageNamed:"rectangle"))
case 4:
triangle.position = CGPoint(x: a , y: self.frame.size.height)
self.addChild(SKSpriteNode(imageNamed:"triangle"))
default:
break
}
println(x)
println(a)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if (self.nodeAtPoint(location) == self.square || self.nodeAtPoint(location) == self.triangle || self.nodeAtPoint(location) == self.circle || self.nodeAtPoint(location) == self.rectangle){
self.score++
}
self.scoreLabel.text = String(self.score)
}
}
import SpriteKit
// fix spawning so close to the middle
// get ball col working
// set width apart/ height they must be apart (if statement)
let BallCategoryName = "ball"
let BarCategoryName = "block"
let BarNodeCategoryName = "blockNode"
let GreenBallCategory : UInt32 = 0x1 << 0
let RedBallCategory: UInt32 = 0x1 << 1
let GreenBarCategory : UInt32 = 0x1 << 2
let RedBarCategory : UInt32 = 0x1 << 3
class GameScene: SKScene, SKPhysicsContactDelegate {
//VARIABLES IMPORTANTE//
var greenBall = SKSpriteNode(imageNamed: "greenball")
var redBall = SKSpriteNode(imageNamed: "redball")
var bar0 = SKSpriteNode(imageNamed: "bar0")
var bar1 = SKSpriteNode(imageNamed: "bar1")
var bar2 = SKSpriteNode(imageNamed: "bar2")
var bar3 = SKSpriteNode(imageNamed: "bar3")
var bar4 = SKSpriteNode(imageNamed: "bar4")
var bar5 = SKSpriteNode(imageNamed: "bar5")
override func didMoveToView(view: SKView) {
physicsWorld.contactDelegate = self
// BALL CHARACTERISTICS//
//Green//
greenBall.position = CGPoint(x: frame.size.width*0.25, y: (frame.size.height * 0.95)/2)
greenBall.anchorPoint = CGPoint(x: 0.5, y: 0.5)
greenBall.physicsBody = SKPhysicsBody(circleOfRadius: greenBall.size.width/2)
greenBall.physicsBody?.friction = 0
greenBall.physicsBody?.restitution = 1
greenBall.physicsBody?.linearDamping = 0
greenBall.physicsBody?.angularDamping = 0
greenBall.physicsBody?.affectedByGravity = false
greenBall.name = BallCategoryName
addChild(greenBall)
//Red//
redBall.anchorPoint = CGPoint(x: 0.5 , y: 0.5)
redBall.position = CGPoint(x: frame.size.width*0.75 , y: (frame.size.height * 0.95)/2)
redBall.physicsBody = SKPhysicsBody(circleOfRadius: greenBall.size.width/2)
redBall.physicsBody?.friction = 0
redBall.physicsBody?.restitution = 1
redBall.physicsBody?.linearDamping = 0
redBall.physicsBody?.angularDamping = 0
redBall.physicsBody?.affectedByGravity = false
redBall.physicsBody?.dynamic = false
addChild(redBall)
//////////////////////////////////////////////////////
// SETTING UP SCENE//
GameScene(size: self.view!.frame.size) //WHy not work
let borderBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody = borderBody
self.physicsBody?.friction = 0
// BACKGROUND COLOR
// PHYSICS //
physicsWorld.gravity = CGVectorMake(0, 0)
//////////////////////////////////////////////////////
// EXTRA BARS
var midBar = SKShapeNode(rectOfSize: CGSize(width : frame.size.width, height: 3))
var menuBar = SKShapeNode(rectOfSize: CGSize(width : frame.size.width, height: 3))
var invisMenuBar = SKShapeNode(rectOfSize: CGSize(width: frame.size.width, height: 0.00001))
var botBar = SKShapeNode(rectOfSize: CGSize(width : frame.size.width, height: 3))
midBar.fillColor = SKColor.whiteColor()
menuBar.fillColor = SKColor.whiteColor()
invisMenuBar.fillColor = SKColor.purpleColor()
botBar.fillColor = SKColor.whiteColor()
////MID BAR////
var minus = frame.size.height * 0.049
midBar.position = CGPoint(x: frame.size.width/2, y: (frame.size.height * 0.95)/2)
addChild(midBar)
////BOT BAR////
botBar.position = CGPoint(x: frame.size.width/2, y: 0 + (botBar.frame.size.height/2))
addChild(botBar)
////MENU BAR////
menuBar.position = CGPoint(x: frame.size.width/2, y: frame.size.height - (frame.size.height * 0.05))
addChild(menuBar)
//// INVIS MENU BAR ////
invisMenuBar.position = CGPoint(x: frame.size.width/2, y: frame.size.height - (frame.size.height * 0.047))
invisMenuBar.physicsBody = SKPhysicsBody(rectangleOfSize: invisMenuBar.frame.size)
invisMenuBar.physicsBody?.friction = 0
invisMenuBar.physicsBody?.restitution = 1
invisMenuBar.physicsBody?.linearDamping = 0
invisMenuBar.physicsBody?.angularDamping = 0
invisMenuBar.physicsBody?.affectedByGravity = false
invisMenuBar.physicsBody?.dynamic = false
invisMenuBar.zPosition = 100
menuBar.zPosition = 5
addChild(invisMenuBar)
// TEST STUFF WITH BARS //
let chosenOne = SKSpriteNode(imageNamed: "bar4")
chosenOne.position = CGPoint(x: frame.midX - chosenOne.frame.width/2 - 50 , y: self.frame.height * 0.75)
addChild(chosenOne)
//////////////////////////////////////////////////////
//// SETTING UP MY CONTACT ///
greenBall.physicsBody?.categoryBitMask = GreenBallCategory
chosenOne.physicsBody?.categoryBitMask = RedBarCategory
greenBall.physicsBody?.contactTestBitMask = RedBarCategory
chosenOne.physicsBody?.contactTestBitMask = GreenBallCategory
chosenOne.physicsBody = SKPhysicsBody(rectangleOfSize: chosenOne.frame.size)
func didBeginContact(contact: SKPhysicsContact) {
// 1. Create local variables for two physics bodies
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
// 2. Assign the two physics bodies so that the one with the lower category is always stored in firstBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
// 3. react to the contact between ball and bottom
if firstBody.categoryBitMask == GreenBallCategory && secondBody.categoryBitMask == RedBarCategory {
//TODO: Replace the log statement with display of Game Over Scene
println("Hit bottom. First contact has been made.")
}
}
I'm following http://www.raywenderlich.com/84341/create-breakout-game-sprite-kit-swift to the letter. I've got the self contact delegate all set up, the two do hit each other but it doesn't print to the logs to prove the collision stuff is actually working.
Any ideas?
Your didBeginContact method is inside the didMoveToView method. Since both methods in SKPhysicsContactDelegate are optional:
protocol SKPhysicsContactDelegate : NSObjectProtocol {
optional func didBeginContact(contact: SKPhysicsContact)
optional func didEndContact(contact: SKPhysicsContact)
}
you're not being warned that GameScene doesn't implement the methods.
Move didBeginContact out of didMoveToView and you should be fine.
(On a side note: I would advise that you split up didMoveToView into several, smaller methods. It'll make it easier to understand what's going on because, at the moment, it looks pretty bloated.)