Flipping a child sprite's xscale in Spritekit using Swift - swift

Alright I'm offically stumped. I've been able to figure out my problems myself in the past but I'm lost on this one.
I'm trying to flip a child sprite's xscale. I want the flip to occur when the child's x position is negative. With the code below, the sprite does flip, every time the sprite reaches negative position, it loops back and forth flipping until reaching positive again.
I've tried numerous variations, but this is the code in it's simplest form. Any help or alternatives would be appreciative.
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let pin = childNodeWithName(Pin1) as SKSpriteNode!
let guyPoint = guy.convertPoint(guy.position, fromNode: pin)
if guyPoint.x <= 0 {
guy.xScale = -1
}
else {
guy.xScale = 1
}
}

So if it is constantly flipping it's probably an issue of coordinate space. So check to make sure your convertPoint method is accurately returning the point you want. I would use println() to see what's going on there.
Probably what's happening is you want to flip the xScale when the child node is negative in the scene space or something (i.e. when the child is off the screen) but instead guyPoint might be the position of the child in its parent's coordinate space (so relative to the parent).
Also try with and without the else{} part to see if that changes anything.

Related

Infinite Background problem with division SpriteKit

I've been trying to implement an infinite background animation, which should change between 4 images of equal height and then repeat the sequence. However, it does not seem to work properly.
Note anchorPoint = CGPoint(x: 0.5, y: 0)
func updateBackground(currentTime: TimeInterval){
var delta: CGFloat = 0.0
if lastUpdate != nil {
delta = CGFloat(currentTime - lastUpdate)
}
//First increment position
activeBackground1.position.y += delta*backgroundVelocity
activeBackground2.position.y += delta*backgroundVelocity
//Detect bounds surpass
if activeBackground1.position.y > activeBackground1.size.height + screen.height/2 {
lastSky = (lastSky + 1)%4
sky1 = SKTexture(imageNamed: "sky" + String(lastSky))
activeBackground1.texture = sky1
//Reposition: background1 new position is equal to minus the entire height of
//background2 + its y size.
activeBackground1.position.y = -abs(activeBackground2.size.height-activeBackground2.position.y)
}
if activeBackground2.position.y > activeBackground2.size.height + screen.height/2 {
lastSky = (lastSky + 1)%4
sky1 = SKTexture(imageNamed: "sky" + String(lastSky))
activeBackground2.texture = sky1
activeBackground2.position.y = -abs(activeBackground1.size.height-activeBackground1.position.y)
}
}
The update algorithm works fine, but when it is needed to reposition one of the two background, it seems there is an offset of about 10.0 CGFloat from one background to another. What am I doing wrong?
EDIT: It turned out that the error was located in my image, which presented some blank rows and therefore generated visualisation glitches. So my code works perfectly.
I do the test and most likely you should use something like:
activeBackground2.position.y = activeBackground1.size.height + activeBackground1.position.y
instead of
activeBackground2.position.y = -abs(activeBackground1.size.height-activeBackground1.position.y)
I did this example and it works correctly: https://github.com/Maetschl/SpriteKitExamples/tree/master/InfiniteBackground/InfiniteBackground
Feel free to see and use.
Your problem is floating point math causing rounding errors. I am on a phone right now so I can’t wrote code, but what you want to do is have 1 parent SKNode to handle your entire background.
Add your background slivers to the parent node.
You then place the moving action on the parent only.
As each sliver leaves the screen, you take the sliver, and move it to the end of the other slivers.
This jumping should always be done with integer math, leaving no holes.
Basically:
The floating point moving math is done on the parent node.
The integer based tile jumping is done on each of the slivers.

How to get current frame from Animated Tile/Tilemap.animationFrameRate in Unity

I am using tilemaps and animated tiles from the 2dExtras in unity.
My tiles have 6 frames, at speed=2f, and my tilemap frame rate is 2.
New tiles placed always start on frame 1 and then immediately jump to the current frame of the other tiles already placed, the tilemap is keeping every tile at the same pace, which is working as I want.
However I would like the newly placed tiles to start at the frame the others are currently on,(instead of placing a tile that jumps from frame 1 to frame 4) I would like the new tile to start on frame 4
I've found how to pick the frame I want to start on, however I am having trouble retrieving which frame the animation is currently on, so I was wondering how exactly can I access the current frame of animation of a given tilemap ( Or a given tile, I can create a dummy tile and just read the info out of it, how can I get the current frame of an animated tile? )
The animated tilemaps feature seems to lack the feature to retrieve this information, also when I try tilemap.getsprite it always returns the first frame of the sequence(does not return the sprite currently displayed), and there doesn't seem to be any method to poll info from tilemap.animationFrameRate.
I thought another method would be to set a clock and sync it to the rate of the animation but since I can't get the exact framerate duration the clock eventually goes out of sync.
Any help would be appreciated!
I found a way to solve this question. But it's not 100% insurance.
First of all, I used SuperTile2Unity. That doesn't seem to be the point.
private void LateUpdate()
{
// I use this variable to monitor the run time of the game
this.totalTime += Time.deltaTime;
}
private void func()
{
// ...
TileBase[] currentTiles = tilemap.GetTilesBlock(new BoundsInt(new Vector3Int(0, 0, 0), new Vector3Int(x, y, 1)));
Dictionary<string, Sprite> tempTiles = new Dictionary<string, Sprite>();
//I use SuperTiled2Unity. But it doesn't matter, the point is to find animated tile
foreach (SuperTiled2Unity.SuperTile tile in currentTiles)
{
if (tile == null)
{
continue;
}
if (tile.m_AnimationSprites.Length > 1 && !tempTiles.ContainsKey(tile.name))
{
// find animated tile current frame
// You can easily find that the way SuperTile2Unity is used to process animation is to generate a sprite array based on the time of each frame set by Tiled animation and the value of AnimationFrameRate parameter.
// The length of array is always n times of AnimationFrameRate. You can debug to find this.
tempTiles.Add(tile.name, tile.m_AnimationSprites[GetProbablyFrameIndex(tile.m_AnimationSprites.Length)]);
}
}
//...
}
private int GetProbablyFrameIndex(int totalFrame)
{
//According to the total running time and the total length of tile animation and AnimationFrameRate, the approximate frame index can be deduced.
int overFrameTime = (int)(totalTime * animationFrameRate);
return overFrameTime % totalFrame;
}
I have done some tests. At least in 30 minutes, there will be no deviation in animations, but there may be a critical value. If the critical time is exceeded, there may be errors. It depends on the size of AnimationFrameRate and the accumulation mode of totalTime. After all, we don't know when and how the unity deals with animatedTile.
You could try using implementation presented in [1] which looks as follows:
MyAnimator.GetCurrentAnimatorClipInfo(0)[0].clip.length * (MyAnimator.GetCurrentAnimatorStateInfo(0).normalizedTime % 1) * MyAnimator.GetCurrentAnimatorClipInfo(0)[0].clip.frameRate;
[1] https://gamedev.stackexchange.com/questions/165289/how-to-fetch-a-frame-number-from-animation-clip

Positioning Nodes At Below the Bottom of the Screen (Spritekit)

Hello I'm trying to spawn bullets at the bottom of my screen to travel upwards but the current code that I have spawns the bullets at the top of the screen. I've tried making the height negative and nothing happened. Here's the code I'm working with, thanks.
let randomBulletPosition = GKRandomDistribution(lowestValue: -300, highestValue: 300)
let position = CGFloat(randomBulletPosition.nextInt())
bullet.position = CGPoint(x: position, y: self.frame.size.height + bullet.size.height)
Some nice conversions will help you.
Now, do not do this all the time, this should be a one and done type deal, like in a lazy property.
First, we want to get the bottom of our view
let viewBottom = CGPoint(x:scene!.view!.midX,y:scene!.view!.frame.maxY) //In a UIView, 0,0 is the top left corner, so we look to bottom middle
Second, we want to convert the position to the scene
let sceneBottom = scene!.view!.convert(viewBottom, to:scene!)
Finally we want to convert to whatever node you need it to be a part of. (This is optional if you want to place it on the scene)
let nodeBottom = scene!.convert(sceneBottom,to:node)
Code should look like this:
let viewBottom = CGPoint(x:scene!.view!.midX,y:scene!.view!.frame.maxY)
let sceneBottom = scene!.view!.convert(viewBottom!, to:scene!)
let nodeBottom = scene!.convert(sceneBottom,to:node)
Of course, this is a little ugly.
Thankfully we have convertPoint and convert(_from:) to clean things up a little bit
let sceneBottom = scene.convertPoint(from:viewBottom)
Which means we can clean up the code to look like this:
let sceneBottom = scene.convertPoint(from:CGPoint(x:scene!.view!.midX,y:scene!.view!.frame.maxY))
let nodeBottom = node.convert(sceneBottom,from:scene!)
Then we can make it 1 line as:
let nodeBottom = node.convert(scene.convertPoint(from:CGPoint(x:scene!.view!.midX,y:scene!.view!.frame.maxY),from:scene!)
As long as the node is available to the class, we can make it lazy:
lazy var nodeBottom = self.node.convert(self.scene!.convertPoint(CGPoint(x:self.scene!.view!.midX,y:self.scene!.view!.frame.maxY),from:self.scene!)
This means the first time you call nodeBottom, it will do these calculations for you and store it into memory. Everytime after that, the number is preserved.
Now that you know where the bottom of the screen is in the coordinate system you want to use, you can assign the x value to whatever your random is producing, and you can subtract the (node.height * (1 - node.anchorPoint.y)) to fully hide your node from the scene.
Now keep in mind, if your node moves between various parents, this lazy will not update.
Also note, I unwrapped all optionals with !, you may want to be using ? and checking if it exists first.

Unity - Looking through the scope of a gun

Right now I have 2 Cameras: the main camera displays the gun at its normal state and a second camera is attached to the gun (the gun is a child of the main camera) and when toggled it looks through the scope of the gun and increases the field of view.
Heres a visual for a better understanding:
Now if I were to just toggle the second camera on and turn the main camera off, this would work splendid, but it's not very ideal. You should only have 1 camera per scene.
So I want to Lerp the position of the camera to look through the scope and manually decrease the fieldofview. So I have written the following script:
[RequireComponent(typeof(Camera))]
public class Zoom : MonoBehaviour {
private Transform CameraTransform = null;
public Transform ZoomedTransform;
private bool zoomed = false;
void Start () {
CameraTransform = Camera.main.transform;
}
// Update is called once per frame
void Update () {
if (Input.GetKey (KeyCode.LeftShift))
{
CameraTransform.position = Vector3.Lerp (
CameraTransform.position,
CameraTransform.position + ZoomedTransform.position,
5f * Time.deltaTime
);
CameraTransform.Rotate(ZoomedTransform.rotation.eulerAngles);
}
}
}
The problem with this is that it doesn't work: when I hit the zoom button, the camera speeds through the scene at the speed of light and it's hard to tell exactly what is going on.
Could anyone give me some insight as to what I'm doing wrong? I think it is something to do with the parent-child relationship, but even when I've tried using static values, I cannot seem to replicate the correct solution.
Hierarchy:
(This answer operates under the assumption that ZoomedTransform is a relative transformation, and not the absolute position of the camera as suspected by 31eee384's answer.)
I think there are a couple issues with your code. I'll tackle them individually so they're easier to understand, but they both relate to the following line:
CameraTransform.position = Vector3.Lerp (CameraTransform.position, CameraTransform.position + ZoomedTransform.position, 5f * Time.deltaTime);
First, let's look at how you're using Vector3.Lerp(). For the third argument of Vector3.Lerp(), you're supplying 5f * Time.deltaTime. What exactly does this value work out to? Well, the standard framerate is about 60 FPS, so Time.deltaTime = ~1/60. Hence, 5f * Time.deltaTime = 5/60 = ~0.0833.
What is Vector3.Lerp() expecting for the third argument, though? According to the documentation, that third argument should be between 0 and 1, and determines whether the returned Vector3 should be closer to the first or second given Vector3. So yes, 5f * Time.deltaTime falls within this range, but no interpolation will occur - because it will always be around ~0.0833, rather than progressing from 0 to 1 (or 1 to 0). Each frame, you're basically always getting back cameraPos + zoomTransform * 0.0833.
The other notable problem is how you're updating the value of CameraTransform.position every frame, but then using that new (increased) value as an argument for Vector3.Lerp() the next frame. (This is a bit like doing int i = i + 1; in a loop.) This is the reason why your camera is flying across the map so fast. Here is what is happening each frame, using the hypothetical result of your Vector3.Lerp() that I calculated earlier (pseudocode):
// Frame 1
cameraPosFrame_1 = cameraPosFrame_0 + zoomTransform * 0.0833;
// Frame 2
cameraPosFrame_2 = cameraPosFrame_1 + zoomTransform * 0.0833;
// Frame 3
cameraPosFrame_3 = cameraPosFrame_2 + zoomTransform * 0.0833;
// etc...
Every frame, zoomTransform * 0.0833 gets added to the camera's position. Which ends up being a really, really fast, and non-stop increase in value - so your camera flies across the map.
One way to address these problems is to have variables that stores your camera's initial local position, zoom progress, and speed of zoom. This way, we never lose the original position of the camera, and we can both keep track of how far the zoom has progressed and when to stop it.
[RequireComponent(typeof(Camera))]
public class Zoom : MonoBehaviour {
private Transform CameraTransform = null;
public Transform ZoomedTransform;
private Vector3 startLocalPos;
private float zoomProgress = 0;
private float zoomLength = 2; // Number of seconds zoom will take
private bool zoomed = false;
void Start () {
CameraTransform = Camera.main.transform;
startLocalPos = CameraTransform.localPosition;
}
// Update is called once per frame
void Update () {
if (Input.GetKey (KeyCode.LeftShift))
{
zoomProgress += Time.deltaTime;
CameraTransform.localPosition = Vector3.Lerp (startLocalPos, startLocalPos + ZoomedTransform.position, zoomProgress / zoomLength);
CameraTransform.Rotate(ZoomedTransform.rotation.eulerAngles);
}
}
}
Hope this helps! Let me know if you have any questions. This answer does ramble a little, so I hope you don't have any trouble getting the important points from it.
Your lerp target is relative to the camera's current position, so it's constantly moving. This is the target you have:
CameraTransform.position + ZoomedTransform.position
This means that as your camera moves to get closer to this position, the camera's new position causes the destination to change. So your camera keeps moving forever.
Your destination should be ZoomedTransform.position. No addition is necessary because position is in world coordinates. (And when you actually need to convert between spaces, check out TransformPoint and similar methods.)
It has been a while since I have done anything in Unity, but I think it is processing the Lerp function at frame time and not at actual time. You will need to call it in another function that is not being processed at frame time.

Physicsjs Screen wrap

I am currently having a bit of trouble making objects in my world wrap. It sort of works, but very often objets appear to get stuck on the boundaries. My wrap code is as follows:
// Wrap our position if we are outside of the world bounds
if (this.state.pos.get(0) > 860) {
this.state.pos.set(0, this.state.pos.get(1));
}
else if (this.state.pos.get(0) < 0) {
this.state.pos.set(860, this.state.pos.get(1));
}
if (this.state.pos.get(1) > 640) {
this.state.pos.set(this.state.pos.get(0), 0);
}
else if (this.state.pos.get(1) < 0) {
this.state.pos.set(this.state.pos.get(0), 640);
}
Is there a better way of doing this? Should I use a translation on the object's position vector rather than simply setting it?
Without a jsfiddle it's a bit hard to diagnose, however this might be due to the this.state.old.pos not being set too. If the position (only) is set, then the velocity will be calculated as the difference between the current and the previous positions (in accordance with verlet integration). In that case, you're implicitly giving the body a huge velocity.
I'd recommend adding/subtracting an amount rather than setting, then you can do the same with the old position.
Here's a working example: http://labs.minutelabs.io/Relativistic-Space-Sheep/
With the relevant line of code: https://github.com/minutelabsio/Relativistic-Space-Sheep/blob/master/library/js/mediators/boilerplate.js#L743