I have an SKSpriteNode like a light gray square in the view, and I want to put a label inside it... I do this way:
let puntosCubo = SKSpriteNode(color: SKColor.lightGrayColor(), size: CGSize(width: gameoverTitle.frame.width, height: gameoverTitle.frame.height*4))
puntosCubo.position = CGPoint(x: CGRectGetMinX(self.frame)-100, y:y2)
I put a SKLabelNode inside puntosCubo this way:
let puntosCuboTitle1 = SKLabelNode(fontNamed: "Apple SD Gothic Neo")
puntosCuboTitle1.fontColor = SKColor.blackColor()
puntosCuboTitle1.fontSize = 20
puntosCuboTitle1.text = "Score"
puntosCubo.addChild(puntosCuboTitle1)
puntosCuboTitle1.position = CGPoint(x: 0, y: puntosCubo.position.y)
But the result is that the position of the SKLabelNode is not inside puntosCubo. I think i am using the position of puntosCubo on a wrong way...
Any ideas/help. Thanks.
Because of
puntosCubo.addChild(puntosCuboTitle1)
the position of the label puntosCuboTitle1 is relative to the postion of its parent (puntosCubo)
puntosCuboTitle1.position = CGPoint(x: 0, y: 0)
makes the position of the puntosCuboTitle1 in the middle of its parent puntosCubo
Related
so I know this is a dumb question, but maybe it'll help other people like me out too. Basically, I'm making a sprite appear at the top of the screen and then move to the bottom but in a random x position. There's nothing wrong with moving to the random x position, the problem is that it doesn't start out at the top of the screen. Here is my code:
let sprite = SKSpriteNode(imageNamed: "comet")
sprite.size = CGSize(width: 150, height: 100)
sprite.position = CGPoint(x: self.frame.size.width/2, y: 0)
sprite.zPosition = 100
self.addChild(sprite) `
let randomNum = CGPoint(x:Int (arc4random() % 1000), y: 1)
let actionMove = SKAction.moveTo(randomNum, duration: 1)
let actionComet = SKAction(actionMove)
sprite.runAction(actionComet)
Any help is appreciated.
You are placing your sprite at location (0,0) which is left bottom of the screen. If you want to place the sprite at the top use:
sprite.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height + sprite.size.height / 2.0)
I have a circle in my view, With a little oval that can be moved around that big circle, the idea of moving the little oval is to change the time on the clock. I am trying to move the oval but only by following the path so it won't get out of the circle. As if it was a rail road and the train only follows the rail roads but at the time follows the finger position.
Here I attach the image Image
I tried creating an animation, and maybe use that animation to then follow the finger. I don't really know how to do this. Any help please?
Here is my code for the animation (that don't work):
let customPath = UIBezierPath()
customPath.move(to: CGPoint.init(x: 160, y: 165))
customPath.addLine(to: CGPoint.init(x: 260, y: 245))
customPath.addLine(to: CGPoint.init(x: 165, y: 365))
customPath.addLine(to: CGPoint.init(x: 60, y: 260))
let movingImage = UIImage(named: "MoveOval")
let movingLayer = CALayer()
movingLayer.anchorPoint = CGPoint.zero
movingLayer.contents = moveOval
movingLayer.frame = CGRect.init(x: 0.0, y: 0.0, width: (movingImage?.size.width)!, height: (movingImage?.size.height)!)
self.view.layer.addSublayer(movingLayer)
let pathAnimation = CAKeyframeAnimation(keyPath: "anim")
pathAnimation.duration = 4.0
pathAnimation.path = customPath.cgPath
pathAnimation.calculationMode = kCAAnimationLinear
movingLayer.add(pathAnimation, forKey: "anim")
I would like to add a SKEmitterNode to SKNode but have its particles stay inside the parent node's frame. Kinda like clipsToBounds property on UIView.
Example: the particles from the emitter should not leave the black square SKSpriteNode:
You could do it with SKCropNode. Like this:
if let particles = SKEmitterNode(fileNamed: "rain.sks") {
let cropNode = SKCropNode()
cropNode.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame))
cropNode.zPosition = 3
cropNode.maskNode = SKSpriteNode(color: SKColor.blackColor(), size: CGSize(width: 150, height: 150))
cropNode.addChild(particles)
addChild(cropNode)
}
Unfortunately this works only on iOS8... When you try to add an emitter into crop node in iOS9, you will probably run into some issues, eg. nothing will be rendered and fps drop may occur. And this is already known issue.
Like it's said in that link, instead of particles being rendered, nothing actually happens. Personally, I haven't experienced fps issues , but particles are definitely not rendered.
A workaround would be to add a node which will hold an emitter, and then mask that container node. So, let's add an SKSpriteNode to make that black background like from your example. Let's call it background:
if let particles = SKEmitterNode(fileNamed: "rain.sks") {
let cropNode = SKCropNode()
cropNode.position = CGPoint(x: CGRectGetMidX(frame), y: CGRectGetMidY(frame))
cropNode.zPosition = 3
let blackNode = SKSpriteNode(color: .blackColor(), size: CGSize(width: 200, height: 200))
blackNode.addChild(particles)
cropNode.maskNode = SKSpriteNode(color: SKColor.blackColor(), size: CGSize(width: 200, height: 200))
cropNode.addChild(blackNode)
addChild(cropNode)
}
I want to draw a square in another square; but I can't position the second one in the right way.
What can I do for positioning based on first square coordinates?
var tileBackground = SKShapeNode(rectOfSize: CGSize(width: screenWidth, height: screenWidth))
tileBackground.name = "tileBackground"
tileBackground.fillColor = SKColor.whiteColor()
tileBackground.position = CGPoint(x: frame.midX, y: frame.midY);
self.addChild(tileBackground)
var tile = SKShapeNode(rectOfSize: CGSize(width: tileSize, height: tileSize))
tile.name = "tile1"
tile.fillColor = SKColor.redColor()
tile.position = CGPointMake(100,100)
tileBackground.addChild(tile)
You should use SKSpriteNode instead. That way you can add it easily and without setting the position manually. Because in an SKSpriteNode, the center is always the center of the node:
var tileBackground = SKSpriteNode(color: UIColor.whiteColor(), size: CGSizeMake(width: screenWidth, height: screenWidth))
tileBackground.name = "tileBackground"
tileBackground.position = CGPoint(x: frame.midX, y: frame.midY);
self.addChild(tileBackground)
var tile = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: tileSize, height: tileSize))
tile.name = "tile1"
tileBackground.addChild(tile)
A node's position is relative to its parent position.
If you want the tile node to be in the center of its parent then set its position as:
tile.position = CGPoint(x: tileBackground.size.width / 2.0, y: tileBackground.size.height / 2.0)
which will place the tile in center of the tileBackground node.
also note that you do not need to update the tile position to "follow" the tileBackground node. Updating the tileBackground position will automatically keep the tile in its center
I'm trying to create a rectangle using swift on Sprite kit, since the rectangle needs to be used as an object in the scene, i assumed that i needed to create a SkSpriteNode, and them give it a size, but it did not worked, this is how i did it:
var barra = SKSpriteNode()
barra.name = "bar"
barra.size = CGSizeMake(300, 100)
barra.color = SKColor.whiteColor()
barra.position = CGPoint(x: 100, y: 100)
self.addChild(barra)
Adding barra to the screen does not change the node counting.
Any help will be appreciated!
You may want to use a SKShapeNode, like this:
var barra = SKShapeNode(rectOfSize: CGSize(width: 300, height: 100))
barra.name = "bar"
barra.fillColor = SKColor.whiteColor()
barra.position = location
self.addChild(barra)
Here's Apple's documentation on SKShapeNode.
The way I was creating the rectangle was not the best, but the problem was the position I was inserting it on the game. This is how I've fixed it:
var barra = SKSpriteNode(color: SKColor.blackColor(), size: CGSizeMake(200, 200))
barra.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
barra.zPosition = 9 // zPosition to change in which layer the barra appears.
self.addChild(barra)