I'm new to Swift. I'm trying to figure out how to drag and drop and image onto a box and detect when the collision occurs. When I let gravity and animation act on the image it detects the collision. But when I drag the image to the box it doesn't detect it. I would appreciate any help! Thanks.
Here's the code I'm trying to use:
import UIKit
import AVFoundation
class Punc2ViewController: UIViewController, UICollisionBehaviorDelegate {
var player2:AVAudioPlayer = AVAudioPlayer()
var error : NSError? = nil
var location = CGPoint(x: 0, y: 0)
var animator: UIDynamicAnimator!
var gravity: UIGravityBehavior!
var collision: UICollisionBehavior!
#IBOutlet weak var period: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
period.center = CGPointMake(650, 100)
view.addSubview(period)
let barrier = UIView(frame: CGRect(x: 600, y: 200, width: 130, height: 20))
barrier.backgroundColor = UIColor.redColor()
view.addSubview(barrier)
animator = UIDynamicAnimator(referenceView: view)
//gravity = UIGravityBehavior(items: [period])
//animator.addBehavior(gravity)
collision = UICollisionBehavior(items: [period])
collision.collisionDelegate = self
// add a boundary that has the same frame as the barrier
collision.addBoundaryWithIdentifier("barrier", forPath: UIBezierPath(rect: barrier.frame))
collision.translatesReferenceBoundsIntoBoundary = true
animator.addBehavior(collision)
collision.action = {
}
}
func collisionBehavior(behavior: UICollisionBehavior!, beganContactForItem item: UIDynamicItem!, withBoundaryIdentifier identifier: NSCopying!, atPoint p: CGPoint) {
println("Boundary contact occurred - \(identifier)")
}
#IBAction func handlePan(recognizer:UIPanGestureRecognizer) {
let translation = recognizer.translationInView(self.view)
if let view = recognizer.view {
view.center = CGPoint(x:view.center.x + translation.x,
y:view.center.y + translation.y)
}
recognizer.setTranslation(CGPointZero, inView: self.view)
}
}
Use
if CGRectIntersectsRect(imageview.frame,imageview2.frame) {
//do something
}
It returns true if two objects(their frames) intersect
Related
I'm coding a simple game, basically the game starts with a blue square who falls after a few seconds and the user can drag it and drop it, and the square will fall again.
I would like to use a function that changes the color of the blue square when this touches the bottom edge of the screen.
Here is the code:
import UIKit
import CoreMotion
class CanvasViewController: UIViewController {
#IBOutlet weak var blueSquare: UIView!
var animator: UIDynamicAnimator!
var gravity: UIGravityBehavior!
var motion: CMMotionManager!
var queue: OperationQueue! // used for updating UI objects with motion
var panGesture = UIPanGestureRecognizer()
let colors = [UIColor.blue, UIColor.red, UIColor.yellow, UIColor.green]
override func viewDidLoad() {
super.viewDidLoad()
queue = OperationQueue.current
animator = UIDynamicAnimator(referenceView: self.view)
gravity = UIGravityBehavior(items: [blueSquare])
motion = CMMotionManager()
panGesture = UIPanGestureRecognizer(target: self, action: #selector(CanvasViewController.draggedView(_:)))
blueSquare.isUserInteractionEnabled = true
blueSquare.addGestureRecognizer(panGesture)
animator.addBehavior(gravity)
// the objects that responds to collision
let collision = UICollisionBehavior(items: [blueSquare])
// the boundary AKA the borders. In this case if the full ViewController view
collision.addBoundary(withIdentifier: "borders" as NSCopying, for: UIBezierPath(rect: self.view.frame))
animator.addBehavior(collision)
//Elasticity
let bounce = UIDynamicItemBehavior(items: [blueSquare])
bounce.elasticity = 8
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
self.tabBarController?.tabBar.isHidden = true
}
#objc func draggedView(_ sender:UIPanGestureRecognizer){
self.view.bringSubviewToFront(blueSquare)
let translation = sender.translation(in: self.view)
blueSquare.center = CGPoint(x: blueSquare.center.x + translation.x, y: blueSquare.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
animator.updateItem(usingCurrentState: blueSquare)
}
}
Your UICollisionBehavior is the one who make a border at the bottom edge of the screen and start bouncing. So you need to take the delegate of UICollisionBehavior in order for you to know when need to change color
let colors = [UIColor.blue, UIColor.red, UIColor.yellow, UIColor.green]
var currentColorIndex = 0
override func viewDidLoad() {
// your others code
// the objects that responds to collision
let collision = UICollisionBehavior(items: [blueSquare])
collision.collisionDelegate = self // get collision delegate
// the boundary AKA the borders. In this case if the full ViewController view
collision.addBoundary(withIdentifier: "borders" as NSCopying, for: UIBezierPath(rect: self.view.frame))
animator.addBehavior(collision)
}
Make a delegate for changing view color
extension CanvasViewController : UICollisionBehaviorDelegate {
func collisionBehavior(_ behavior: UICollisionBehavior, beganContactFor item: UIDynamicItem, withBoundaryIdentifier identifier: NSCopying?, at p: CGPoint) {
// when it touch the bottom edge and the collision start
currentColorIndex = currentColorIndex + 1 >= colors.count ? 0 : currentColorIndex + 1
blueSquare.backgroundColor = colors[currentColorIndex]
}
func collisionBehavior(_ behavior: UICollisionBehavior, endedContactFor item: UIDynamicItem, withBoundaryIdentifier identifier: NSCopying?) {
// when it bounce
}
}
The result
I want to add a UITapGestureRecognizer to my view named SetView. My setviews are created programmatically on another custom view called GridView.
This is what I have tried so far but I am not seeing any action while tapping my subvies.
import UIKit
#IBDesignable
class GridView: UIView {
private(set) lazy var deckOfCards = createDeck()
lazy var grid = Grid(layout: Grid.Layout.fixedCellSize(CGSize(width: 128.0, height: 110.0)), frame: CGRect(origin: CGPoint(x: bounds.minX, y: bounds.minY), size: CGSize(width: bounds.width, height: bounds.height)))
lazy var listOfSetCard = createSetCards()
private func createDeck() -> [SetCard] {
var deck = [SetCard]()
for shape in SetCard.Shape.allShape {
for color in SetCard.Color.allColor {
for content in SetCard.Content.allContent {
for number in SetCard.Number.allNumbers {
deck.append(SetCard(shape: shape, color: color, content: content, rank: number))
}
}
}
}
deck.shuffle()
return deck
}
private func createSetCards() -> [SetView] {
var cards = [SetView]()
for _ in 0..<cardsOnScreen {
let card = SetView()
let contentsToBeDrawn = deckOfCards.removeFirst()
card.combinationOnCard.shape = contentsToBeDrawn.shape
card.combinationOnCard.color = contentsToBeDrawn.color
card.combinationOnCard.content = contentsToBeDrawn.content
card.combinationOnCard.rank = contentsToBeDrawn.rank
/* print(contentsToBeDrawn.color) */
addSubview(card)
cards.append(card)
}
return cards
}
override func layoutSubviews() {
super.layoutSubviews()
for index in listOfSetCard.indices {
let card = listOfSetCard[index]
if let rect = grid[index] {
card.frame = rect.insetBy(dx: 2.5, dy: 2.5)
card.frame.origin = rect.origin
print(card.frame.origin)
}
}
}
Here is the function didTap(sender: UITapGestureRecognizer) that I wrote on SetView:
#objc func didTap(sender: UITapGestureRecognizer) {
switch sender.state {
case .changed,.ended:
let rect = UIBezierPath(rect: bounds)
fillBoundingRect(inRect: rect, color: UIColor.gray)
default:
break
}
And ViewController:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
for _ in 1...12 {
let card = game.drawModelCard()
game.deck.append(card)
}
}
lazy var game = SetGame()
weak var setView : SetView! {
didSet {
let tapGestureRecognizer = UITapGestureRecognizer(target:
setView, action: #selector(SetView.didTap(sender:)))
setView.isUserInteractionEnabled = true
setView.addGestureRecognizer(tapGestureRecognizer)
}
}
}
My subviews(SetViews) should change the background color once tapped.
I am subclassing UIView, and am trying to "drag" a CGRect back and forth across the screen. Basically I want to move(redraw) the rectangle every time I drag my finger. So far, I have this code:
var rectangle: CGRect {
get {
return CGRect(x: 200,
y: 200,
width: frame.width / 6,
height: 15)
}
set {}
}
override func draw(_ rect: CGRect) {
let gesture = UIPanGestureRecognizer(target: self, action: #selector(dragRectangle(recognizer:)))
addGestureRecognizer(gesture)
drawRectangle(rect)
}
func drawRectangle(_ rect: CGRect) {
let path = UIBezierPath(rect: rectangle)
UIColor.black.set()
path.fill()
}
#objc func dragRectangle(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translation(in: self)
rectangle = CGRect(x: rectangle.midX + translation.x, y: rectangle.midY + translation.y, width: rectangle.width, height: rectangle.height)
setNeedsDisplay()
recognizer.setTranslation(CGPoint.zero, in: self)
}
This is my first time using UIPanGestureRecognizer, so I'm not sure of all the details that go into this. I have set breakpoints in drawRectangle and confirmed that this is being called. However, the rectangle on the screen does not move at all, no matter how many times I try to drag it. What's wrong?
This is how you can do it easily. just copy paste and run this.
//
// RootController.swift
// SampleApp
//
// Created by Chanaka Caldera on 24/6/19.
// Copyright © 2019 homeapps. All rights reserved.
//
import UIKit
class RootController: UIViewController {
private var draggableView: UIView!
private var pangesture: UIPanGestureRecognizer!
override func viewDidLoad() {
super.viewDidLoad()
setdragview()
}
}
extension RootController {
fileprivate func setdragview() {
draggableView = UIView()
draggableView.translatesAutoresizingMaskIntoConstraints = false
draggableView.backgroundColor = .lightGray
view.addSubview(draggableView)
let draggableviewConstraints = [draggableView.leftAnchor.constraint(equalTo: view.leftAnchor,constant: 10),
draggableView.topAnchor.constraint(equalTo: view.topAnchor, constant: 64),
draggableView.widthAnchor.constraint(equalToConstant: 100),
draggableView.heightAnchor.constraint(equalToConstant: 40)]
NSLayoutConstraint.activate(draggableviewConstraints)
pangesture = UIPanGestureRecognizer()
draggableView.isUserInteractionEnabled = true
draggableView.addGestureRecognizer(pangesture)
pangesture.addTarget(self, action: #selector(draggableFunction(_:)))
}
}
extension RootController {
#objc fileprivate func draggableFunction(_ sender: UIPanGestureRecognizer) {
view.bringSubviewToFront(draggableView)
let translation = sender.translation(in: self.view)
draggableView.center = CGPoint(x: draggableView.center.x + translation.x, y: draggableView.center.y + translation.y)
sender.setTranslation(CGPoint.zero, in: self.view)
print("drag works : \(translation.x)")
}
}
here is the demo,
Hope this will help. cheers !
Try like this (check comments through code):
#IBDesignable
class Rectangle: UIView {
#IBInspectable var color: UIColor = .clear {
didSet { backgroundColor = color }
}
// draw your view using the background color
override func draw(_ rect: CGRect) {
backgroundColor?.set()
UIBezierPath(rect: rect).fill()
}
// add the gesture recognizer to your view
override func didMoveToSuperview() {
addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(pan)))
}
// your gesture selector
#objc func pan(_ gesture: UIPanGestureRecognizer) {
// update your view frame origin
frame.origin += gesture.translation(in: self)
// reset the gesture translation
gesture.setTranslation(.zero, in: self)
}
}
extension CGPoint {
static func +=(lhs: inout CGPoint, rhs: CGPoint) {
lhs.x += rhs.x
lhs.y += rhs.y
}
}
To draw rectangles on your view when panning you can do as follow:
import UIKit
class ViewController: UIViewController {
var rectangles: [Rectangle] = []
override func viewDidLoad() {
super.viewDidLoad()
view.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(pan)))
}
#objc func pan(_ gesture: UIPanGestureRecognizer) {
switch gesture.state {
case .began:
let rectangle = Rectangle(frame: .init(origin: gesture.location(in: view), size: .init(width: 0, height: 0)))
rectangle.fillColor = .red
rectangle.strokeColor = .white
rectangle.lineWidth = 3
view.addSubview(rectangle)
rectangles.append(rectangle)
case .changed:
let distance = gesture.translation(in: view)
let index = rectangles.index(before: rectangles.endIndex)
let frame = rectangles[index].frame
rectangles[index].frame = .init(origin: frame.origin, size: .init(width: frame.width + distance.x, height: frame.height + distance.y))
rectangles[index].setNeedsDisplay()
gesture.setTranslation(.zero, in: view)
case .ended:
break
default:
break
}
}
}
Sample Project
I figured out most of the problem as to why the rectangle wasn't moving. It turns out that I misunderstood how variable getters and setters work in Swift. Nevertheless, I changed this code:
var rectangle: CGRect {
get {
return CGRect(x: 200,
y: 200,
width: frame.width / 6,
height: 15)
}
set {}
}
to be a lazy variable:
lazy var rectangle: CGRect = {
return CGRect(x: 200,
y: 200,
width: self.frame.width / 6,
height: 15)
}()
The reason I needed get and set in the first place was because I use frame in my variable calculations, and that was not available until the view itself was fully instantiated. I also tweaked this code a bit:
rectangle = CGRect(x: rectangle.midX + translation.x, y: rectangle.midY + translation.y, width: rectangle.width, height: rectangle.height)
and used minX instead of midX:
rectangle = CGRect(x: rectangle.minX + translation.x, y: rectangle.minY + translation.y, width: rectangle.width, height: rectangle.height)
This is because CGRect is initialized with the x and y parameters being the minX and minY.
This is good progress(at least the rectangle moves). However, I am not able to figure out why the rectangle only switches places after I have released my mouse, resulting in choppy movement.
Im getting 2 errors in line #objc func addAlien() (#objc can only be used with members of classes) and gameTimer = Timer.scheduledTimer(timeInterval: 0.75, target: self, selector: #selector(addAlien), userInfo: nil, repeats: true) (use of local variable 'addAlian' before its declaration)
I'm sorry, i'm new in Swift developming, any ideas how i can fix it?
Thanks.
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var starfield: SKEmitterNode!
var player: SKSpriteNode!
var scoreLabel: SKLabelNode!
var score: Int = 0{
didSet {
scoreLabel.text = "Счет \(score)"
}
}
var gameTimer: Timer!
var aliens = ["alien" , "alien2" , "alien3 "]
override func didMove(to view: SKView) {
starfield = SKEmitterNode (fileNamed: "Starfield") // Connect animation to starfield
starfield.position = CGPoint(x: 0, y: 1472) // Position starfield on screen
starfield.advanceSimulationTime(10)
self.addChild(starfield) // Add starfield on screen
starfield.zPosition = -1
player = SKSpriteNode(imageNamed: "damir2") // Подключаем картинку игрока
player.position = CGPoint (x: 0, y: -300) // Позиция игрока
self.addChild(player) // add player
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0) // Delete gravitation from the game
self.physicsWorld.contactDelegate = self
scoreLabel = SKLabelNode(text: "Score: 0") // Score table
scoreLabel.fontName = "AmericanTypewriter-Bold" // Шрифт для таблички
scoreLabel.fontSize = 56
scoreLabel.fontColor = UIColor.white
scoreLabel.position = CGPoint(x: -200, y: 500)
score = 0
self.addChild(scoreLabel)
gameTimer = Timer.scheduledTimer(timeInterval: 0.75, target: self, selector: #selector(addAlien), userInfo: nil, repeats: true)
#objc func addAlien(){
aliens = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: aliens) as! [String]
let alien = SKSpriteNode(imageNamed: aliens[0])
let randomPos = GKRandomDistribution(lowestValue: 20, highestValue: 350)
let pos = CGFloat(randomPos.nextInt())
alien.position = CGPoint(x: pos, y: -800)
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
According to code you shared - you declared addAlien inside of the didMove function. You need to move addAlien out of the didMove function and put it same level with didMove - in a class scope.
When I start my app I see that UILabel falls down, then I move it to up and it stay there.
Why does it not fall?
How make GravityBehavior after move element?
class ViewController: UIViewController
{
var helloWorldLabel: UILabel!
var panGestureRecognizer: UIPanGestureRecognizer!
var animator: UIDynamicAnimator!
override func viewDidLoad()
{
super.viewDidLoad()
var str:NSString = "Hello World"
let labelFrame = CGRect(x: 0, y: 0, width:200, height: 100);
helloWorldLabel = UILabel(frame: labelFrame)
helloWorldLabel.userInteractionEnabled = true
helloWorldLabel.text = str as String
helloWorldLabel.frame = labelFrame;
helloWorldLabel.backgroundColor = UIColor.grayColor()
helloWorldLabel.center = view.center
view.addSubview(helloWorldLabel)
panGestureRecognizer = UIPanGestureRecognizer(target: self,action: "handlePanGestures:")
helloWorldLabel.addGestureRecognizer(panGestureRecognizer)
animator = UIDynamicAnimator(referenceView: view)
let collisionBehavior = UICollisionBehavior(items: [helloWorldLabel])
collisionBehavior.translatesReferenceBoundsIntoBoundary = true
animator.addBehavior(collisionBehavior)
let gravityBehavior = UIGravityBehavior(items: [helloWorldLabel])
animator.addBehavior(gravityBehavior)
}
func handlePanGestures(sender: UIPanGestureRecognizer)
{
if sender.state != .Ended && sender.state != .Failed
{
let location = sender.locationInView(sender.view!.superview!)
sender.view!.center = location
}
}
}
Everything you did is right only thing you have to change is once the pangesture state is ended you have to add gravity behaviour again.Code i have modified is given below
class JsonParser: UIViewController {
var animator: UIDynamicAnimator!
var helloWorldLabel: UILabel!
var panGestureRecognizer: UIPanGestureRecognizer!
override func viewDidLoad() {
super.viewDidLoad()
let str:NSString = "Hello World"
let labelFrame = CGRect(x: 0, y: 0, width:200, height: 100);
helloWorldLabel = UILabel(frame: labelFrame)
helloWorldLabel.userInteractionEnabled = true
helloWorldLabel.text = str as String
helloWorldLabel.frame = labelFrame;
helloWorldLabel.backgroundColor = UIColor.grayColor()
helloWorldLabel.center = view.center
view.addSubview(helloWorldLabel)
panGestureRecognizer = UIPanGestureRecognizer(target: self,action: "handlePanGestures:")
helloWorldLabel.addGestureRecognizer(panGestureRecognizer)
animator = UIDynamicAnimator(referenceView: view)
AddCollisionAndGravity()
func AddCollisionAndGravity () {
animator.removeAllBehaviors()
let collisionBehavior = UICollisionBehavior(items: [helloWorldLabel])
collisionBehavior.translatesReferenceBoundsIntoBoundary = true
animator.addBehavior(collisionBehavior)
let gravityBehavior = UIGravityBehavior(items: [helloWorldLabel])
animator.addBehavior(gravityBehavior)
}
func handlePanGestures(sender: UIPanGestureRecognizer)
{
if sender.state != .Ended && sender.state != .Failed
{
let location = sender.locationInView(sender.view!.superview!)
sender.view!.center = location
}else if sender.state == UIGestureRecognizerState.Ended{
AddCollisionAndGravity()
}
}
The above code will fullfill your expectations. Best practice is to remove previous behaviour from animator animator.removeAllBehaviors() before adding the new one.I hope this may help you.