Swift How to Display High Score - swift

I am trying to figure out how to save the high score and then display it on the GameOverScene. I have seen people use NSUserDefaults but I am not sure how to use them. Can anyone help me with this?
This is the code that has to do with keeping score.
override func didMoveToView(view: SKView) {
scoreLabel.center = CGPointMake(view.frame.size.width/2, view.frame.size.height/7/10)
scoreLabel.textAlignment = NSTextAlignment.Center
scoreLabel.text = "Score: \(score)"
self.view?.addSubview(scoreLabel)
}
func heroDidCollideWithwall(hero:SKSpriteNode, wall:SKSpriteNode) {
self.removeAllChildren()
self.lose()
func heroDidCollideWithscorePlane(hero:SKSpriteNode, scorePlane: SKSpriteNode) {
score++
scoreLabel.text = "Score: \(score)"
}
func didBeginContact(contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if ((firstBody.categoryBitMask & PhysicsCategory.heroCategory) != 0 && (secondBody.categoryBitMask & PhysicsCategory.wallCategory) != 0) {
heroDidCollideWithwall(firstBody.node as SKSpriteNode, wall: secondBody.node as SKSpriteNode)
} else if ((firstBody.categoryBitMask & PhysicsCategory.heroCategory) != 0 && (secondBody.categoryBitMask & PhysicsCategory.scoreCategory) != 0) {
heroDidCollideWithscorePlane(firstBody.node as SKSpriteNode, scorePlane: secondBody.node as SKSpriteNode)

Firstly you store Score which is type integer or float; like a NSDictionary Key:Value
here is how you can store Score using NSUserDefaults,
For example you store "newHighScore" Value
var newHighScore = 12
var defaults = NSUserDefaults.standardUserDefaults()
defaults.setInteger(newHighScore, forKey: "YourKeyValue")
and how you access this score
let storedHighScore = NSUserDefaults.standardUserDefaults().integerForKey("YourKeyValue")
if you store float value then your code, not setInteger or when accessing integerForKey your code is setFloat And FloatForKey
For example access score second way and you compare newScore and stored score, which is bigger than another you stored that number the same keyValue and your high score updating

Related

How to remove player after contact

func didBegin(_ contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if ((firstBody.categoryBitMask & CollisionTypes.enemy.rawValue != 0) && (secondBody.categoryBitMask & CollisionTypes.bullet.rawValue != 0)) {
if let enemy = firstBody.node as? SKSpriteNode,
let bullet = secondBody.node as? SKSpriteNode {
bulletCollidedWithEnemy(bulletNode: bullet, enemyNode: enemy)
}
}
else if ((firstBody.categoryBitMask & CollisionTypes.enemy.rawValue != 0) && (secondBody.categoryBitMask & CollisionTypes.player.rawValue != 0)) {
if let enemy = firstBody.node as? SKSpriteNode,
let player = secondBody.node as? SKSpriteNode {
enemyCollidedWithPlayer(enemyNode: enemy, playerNode: player)
}
}
}
My enemy and bullet both get removed after contact and update my score but my player isnt. I dont know if that last bit of code with player is wrong or its something else.
func bulletCollidedWithEnemy( bulletNode:SKSpriteNode, enemyNode:SKSpriteNode) {
bulletNode.removeFromParent();
enemyNode.removeFromParent();
score += 1;
}
func enemyCollidedWithPlayer( enemyNode:SKSpriteNode, playerNode:SKNode) {
enemyNode.removeFromParent();
playerNode.removeFromParent();
self.updateHighestScore(score: self.score);
// #todo: Better pause handling
pause();
score = 0;
}
It points to enemy and missile but I had to add the second part because i need player. Its inside didbegin so i thought this was the only way for it work. Did i write it wrong or should I just remove the whole player else if code

SKPhysicsContact not contacting enemy with bullet

I already have my categorybitmasks setup hopefully correctly but my code below should have my bullet and enemy contact and then remove each other. Nothing happens, they just collide and still stay on the screen
func didBeginContact(contact: SKPhysicsContact!) {
var firstBody: SKPhysicsBody!
var secondBody: SKPhysicsBody!
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}
else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask & bulletCategory) != 0 &&
(secondBody.categoryBitMask & enemyCategory) != 0 {
destroyEnemy(bullet: firstBody.node as! SKSpriteNode, enemy: secondBody.node as! SKSpriteNode)
}
}
func destroyEnemy(bullet: SKSpriteNode, enemy: SKSpriteNode) {
bullet.removeFromParent()
enemy.removeFromParent()
}
enemy.physicsBody?.categoryBitMask = CollisionTypes.enemy.rawValue
enemy.physicsBody?.contactTestBitMask = CollisionTypes.bullet.rawValue
enemy.physicsBody?.collisionBitMask = CollisionTypes.bullet.rawValue
bullet.physicsBody?.categoryBitMask = CollisionTypes.bullet.rawValue
bullet.physicsBody?.contactTestBitMask = CollisionTypes.enemy.rawValue
bullet.physicsBody?.collisionBitMask = CollisionTypes.enemy.rawValue
This isn't an answer per se, but is a bit long for a comment:
In your didBegin you have:
if (firstBody.categoryBitMask & bulletCategory) != 0 &&
(secondBody.categoryBitMask & enemyCategory) != 0 {
destroyEnemy(bullet: firstBody.node as! SKSpriteNode, enemy: secondBody.node as! SKSpriteNode)
What happens if firstBody is the enemy and secondBody is the bullet? It would appear that the code to be run when the contact occurs won't fire. Without seeing your categoryBitMask definitions we won't know because you appear to be assigning first and second body in ascending order of the categoryBitMask value.
You could confirm if this is working with another print inside the if block.
I've never really liked this form of didBegin and I personally find this style more readable:
func didBegin(_ contact: SKPhysicsContact) {
print("didBeginContact entered for \(String(describing: contact.bodyA.node!.name)) and \(String(describing: contact.bodyB.node!.name))")
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
case bulletCategory | enemyCategory:
print("bullet and enemy have contacted.")
let bulletNode = contact.bodyA.categoryBitMask == bulletCategory ? contact.bodyA.node : contact.bodyB.node
let enemyNode = contact.bodyA.categoryBitMask == enemyCategory ? contact.bodyA.node : contact.bodyB.node
destroyEnemy(bullet: bulletNode, enemy: enemyNode)
case playerCategory | enemyCategory:
// Handle player/Enemy collisions
default:
print("Some other contact occurred")
}

Player won't detect collision when enemies get close

I've managed to make contact between the bullets and enemies but for some reason the main character won't make contact with the enemies.
func didBegin(_ contact: SKPhysicsContact) {
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask & Bullet) != 0 && (secondBody.categoryBitMask & Enemy) != 0{
bulletDidCollideWithEnemy(bulletNode: firstBody.node as! SKSpriteNode, Zombie: secondBody.node as! SKSpriteNode)
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask & Player) != 0 && (secondBody.categoryBitMask & Enemy) != 0{
playerCollideWithEnemy(playerNode: firstBody.node as! SKSpriteNode, Zombie: secondBody.node as! SKSpriteNode)
}
}
For anyone who is having this same problem as I did, here is the solution to the problem. I just had to make sure that "Enemy" was visible to other objects. Huge importance! Hope this helps somebody out.
Enemy.physicsBody?.affectedByGravity = false
Enemy.physicsBody?.isDynamic = true

Swift: Physics Body Collision Bad Instruction Error

When I run this code the first CollisionWithplayer line gives me a bad instruction error. The error doesn't appear every time, only every once in a while with no similar conditions to identify what is causing it.
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == PhysicsCategory.Goblin) && (secondBody.categoryBitMask == PhysicsCategory.Bullet) ||
(firstBody.categoryBitMask == PhysicsCategory.Bullet) && (secondBody.categoryBitMask == PhysicsCategory.Goblin))
{
CollisionWithBullet(firstBody.node as! SKSpriteNode, Bullet: secondBody.node as! SKSpriteNode)
}
else if ((firstBody.categoryBitMask == PhysicsCategory.Goblin) && (secondBody.categoryBitMask == PhysicsCategory.player) ||
(firstBody.categoryBitMask == PhysicsCategory.player) && (secondBody.categoryBitMask == PhysicsCategory.Goblin)){
CollisionWithplayer(firstBody.node as! SKSpriteNode, player: secondBody.node as! SKSpriteNode)
}
func CollisionWithBullet(Goblin: SKSpriteNode, Bullet:SKSpriteNode){
Goblin.removeFromParent()
Bullet.removeFromParent()
score += 1
ScoreLbl.text = "\(score)"
var explosion = SKEmitterNode(fileNamed: "Goblin Death Animation.sks")
explosion!.particlePosition = Goblin.position
self.addChild(explosion!)
var fire = SKEmitterNode(fileNamed: "Goblin Death Animation 2.sks")
fire!.particlePosition = Goblin.position
self.addChild(fire!)
}
func CollisionWithplayer(Goblin: SKSpriteNode, player: SKSpriteNode){
let ScoreDefault = NSUserDefaults.standardUserDefaults()
ScoreDefault.setValue(score, forKey: "Score")
ScoreDefault.synchronize()
if (score > Highscore){
let HighscoreDefault = NSUserDefaults.standardUserDefaults()
HighscoreDefault.setValue(score, forKey: "Highscore")
}
Goblin.removeFromParent()
player.removeFromParent()
self.view?.presentScene(EndScene())
ScoreLbl.removeFromSuperview()
}
I assume you get an error because your code doesn't treat the case where 1 collision causes the didBeginContact method to fire more than once (collision happened at 2 points of same node)
I would rewrite your code like this to avoid such a case (using optionals). Furthermore I slightly rewrote it so you don't have to write 2 if statements for each collision.
func didBeginContact(contact: SKPhysicsContact) {
let firstBody: SKPhysicsBody
let secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask == PhysicsCategory.Goblin) && (secondBody.categoryBitMask == PhysicsCategory.Bullet) {
collisionWithBullet(firstBody.node as? SKSpriteNode, bullet: secondBody.node as? SKSpriteNode)
}
if (firstBody.categoryBitMask == PhysicsCategory.Goblin) && (secondBody.categoryBitMask == PhysicsCategory.player) {
collisionWithPlayer(firstBody.node as? SKSpriteNode, player: secondBody.node as? SKSpriteNode)
}
}
func collisionWithBullet(goblin: SKSpriteNode?, bullet:SKSpriteNode?){
guard let goblin = goblin, bullet = bullet else { return }
goblin.removeFromParent()
bullet.removeFromParent()
score += 1
scoreLbl.text = "\(score)"
if let explosion = SKEmitterNode(fileNamed: "Goblin Death Animation.sks") {
explosion.particlePosition = goblin.position
self.addChild(explosion)
}
if let fire = SKEmitterNode(fileNamed: "Goblin Death Animation 2.sks") {
fire.particlePosition = goblin.position
self.addChild(fire)
}
}
func collisionWithPlayer(goblin: SKSpriteNode?, player: SKSpriteNode?){
guard let goblin = goblin, player = player else { return }
let scoreDefault = NSUserDefaults.standardUserDefaults()
scoreDefault.setValue(score, forKey: "Score")
// synchronised not needed anymore
if (score > highscore){
let highscoreDefault = NSUserDefaults.standardUserDefaults()
highscoreDefault.setValue(score, forKey: "Highscore")
}
goblin.removeFromParent()
player.removeFromParent()
self.view?.presentScene(EndScene())
scoreLbl.removeFromSuperview()
}
Please also follow the swift guidlines, your methods and properties should start will small letters not will capital letters.
Hope this helps

Hit fatal error: unexpectedly found nil while unwrapping an Optional value (lldb)

I programming a simple game and at the first collision I get the following error:
Hit fatal error: unexpectedly found nil while unwrapping an Optional value (lldb)
Here's my code:
func didBeginContact(contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if ((firstBody.categoryBitMask & PhysicsCategory.Monster != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.naboj != 0)) {
projectileDidCollideWithMonster(firstBody.node as SKSpriteNode, monster: secondBody.node as SKSpriteNode)
}
}
I had the same problem before, this is what I did
Basically, when you're unwrapping the physics body (this usually happens at the line that says secondBody.node!) the following happens:
If you have 3 bodies (a, b, c) that collide, and collision logic applies to all 3, sprite kit will perform 2 collision checks:
One with bodies a and b
then with bodies b and c
you are removing bodies on collision:
first detection : bodies a and b are unwrapped, bodies a and b are removed
second detection : only body c is left because a and b were removed. This means secondBody or firstBody is now nil. So the error is thrown
Try changing your code to the following, and it should fix the issue:
var firstBody: SKPhysicsBody?
var secondBody: SKPhysicsBody?
if (firstBody!.node! != nil && secondBody!.node! != nil) {
if ((firstBody.categoryBitMask & PhysicsCategory.Monster != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.Projectile != 0)) {
projectileDidCollideWithMonster(secondBody.node!, monster: firstBody.node!)
}
}
Are you using swift 1 or 1.2?
Try
if ((firstBody.categoryBitMask & PhysicsCategory.Monster != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.naboj != 0)) {
if let firstNode = firstBody.node as? SKSprintNode,
let secondNode = secondBody.node as? SKSprinteNode {
projectileDidCollideWithMonster(firstNode, monster: secondNode)
}
}
Try this way:
if ((firstBody.categoryBitMask & PhysicsCategory.Monster != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.naboj != 0)) {
if(firstBody.node != nil && secondBody.node != nil ) {
projectileDidCollideWithMonster(firstBody.node as SKSpriteNode, monster: secondBody.node as SKSpriteNode) }
}
Ok this took me a while to figure out but I got it in the end. I tried most of the other solutions I could find online with very little luck. I had to figure it out the hard way. What you have to do is give the option of a break/ return if a nil is found. Because most of the time this error occurs when two of the same collisions are triggered simultaneously.
what I did is make a if else statement to return the function if a nil occurs.
func didBeginContact(contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if ((firstBody.categoryBitMask & PhysicsCategory.Monster != 0) &&
(secondBody.categoryBitMask & PhysicsCategory.naboj != 0)) {
// new part
if (firstBody.node == nil || secondBody.node == nil)
{return}
else {
projectileDidCollideWithMonster(firstBody.node as SKSpriteNode, monster: secondBody.node as SKSpriteNode)
}}}
I hope this helps.
It is also important that you treat it like you are expecting a nil by having the return statement in the if and not the else.