Hi i have a sprite following a path that is a bezier curve and id like the sprite to rotate to the direction it is currently moving, i can tell it to follow the path by setting orientToPath to YES in
SKaction *enemyCurve = [SKAction followpath:cgpath asOffset:NO orientToPath:YES duration:5];
but this just results in the sprite facing the final point of movement. Any suggestions on how i can make it rotate to the current direction its traveling in?
I have included the code i use for the path below. Thank you for any help and suggestions.
-(void)AddEnemy:(MotionType *)motion :(CGPoint*)Start :(CGPoint*)Finish :(EnemyType)enemyType{
double curTime = CACurrentMediaTime();
if (enemyType == One) {
if(curTime > _nextAsteroidspawn)
{
float randSecs = [self randomValueBetween:0.20 andValue:1.0];
_nextAsteroidspawn = randSecs + curTime;
float randY = [self randomValueBetween:0.0 andValue:self.frame.size.height];
float randDuration = [self randomValueBetween:2.0 andValue:10.0];
SKSpriteNode *asteroid = [_Asteroids objectAtIndex:_nextAsteroid];
_nextAsteroid++;
if(_nextAsteroid >= _Asteroids.count){
_nextAsteroid = 0;
}
[asteroid removeAllActions];
asteroid.position = CGPointMake(self.frame.size.width+asteroid.size.width/2, 50);
asteroid.hidden = NO;
CGMutablePathRef cgpath = CGPathCreateMutable();
CGPoint startingPoint = CGPointMake(self.frame.size.width+asteroid.size.width/2 , 50);
CGPoint controlPoint1 = CGPointMake(160, 300);
CGPoint controlPoint2 = CGPointMake(200, 600);
CGPoint endingPoint = CGPointMake(0, self.frame.size.width - self.frame.size.width - asteroid.size.width / 2);
CGPathMoveToPoint(cgpath, NULL, startingPoint.x, startingPoint.y);
CGPathAddCurveToPoint(cgpath, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x
, controlPoint2.y, endingPoint.x
, endingPoint.y);
SKAction *enemyCurve = [SKAction followPath:cgpath asOffset:NO orientToPath:YES duration:5];
CGPoint location = CGPointMake(-self.frame.size.width-asteroid.size.width, randY);
SKAction *moveAction = [SKAction moveTo:location duration:randDuration];
SKAction *doneAction = [SKAction runBlock:(dispatch_block_t)^(){
asteroid.hidden = YES;
}];
SKAction *moveAsteroidActionWithDone = [SKAction sequence:#[enemyCurve,moveAction, doneAction]];
[asteroid runAction:moveAsteroidActionWithDone withKey:#"asteroidMoving"];
CGPathRelease(cgpath);
//[asteroid runAction: [SKAction repeatActionForever:[SKAction animateWithTextures:_Asteroids timePerFrame:0.1f]]];
}
The code that creates the enemy node can be seen bellow, i do not apply any rotations to the node.
In initWithSize:
_Asteroids = [[NSMutableArray alloc] initWithCapacity:knumAsteroids];
for(int i = 0; i < knumAsteroids; i++)
{
SKSpriteNode *asteroid = [SKSpriteNode spriteNodeWithImageNamed:#"enemyBasic1"];
asteroid.hidden = YES;
[_Asteroids addObject:asteroid];
[self addChild:asteroid];
}
In Update:
[self AddEnemy:BezierCurve :NULL :NULL:One];
The method in update just links to the code posted at the top which determines the path the enemy will take i have also updated it to include the entire method.
Related
I'm making a simple racing game in which the monsters are spawned (randomly) from 3 out of the 5 lanes in the portrait mode.
-(void)addEnemy
{
SKSpriteNode *Enemy;
Enemy = [SKSpriteNode spriteNodeWithImageNamed:#"Enemy1"];
[Enemy setScale:.65];
Enemy.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:Enemy.size];
Enemy.physicsBody.categoryBitMask = obstacleCategory;
Enemy.physicsBody.dynamic = YES;
Enemy.zPosition = 2;
Enemy.physicsBody.contactTestBitMask = TurtleCategory;
Enemy.physicsBody.collisionBitMask = 0;
Enemy.physicsBody.usesPreciseCollisionDetection = YES;
Enemy.name = #"Enemy";
//selecting random y position for Enemy
int r = (arc4random() % 5) ;
Enemy.position = CGPointMake(48+r*56,self.frame.size.height);
[self addChild:Enemy];
SKAction *actionMove =
[SKAction moveTo:CGPointMake(Enemy.position.x,-80)
duration:1.43];
[Enemy runAction:actionMove];
SKSpriteNode *Enemy2;
Enemy2 = [SKSpriteNode spriteNodeWithImageNamed:#"Enemy1"];
[Enemy2 setScale:.65];
//Adding SpriteKit physicsBody for collision detection
Enemy2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:Enemy.size];
Enemy2.physicsBody.categoryBitMask = obstacleCategory;
Enemy2.physicsBody.dynamic = YES;
Enemy2.zPosition = 2;
Enemy2.physicsBody.contactTestBitMask = TurtleCategory;
Enemy2.physicsBody.collisionBitMask = 0;
Enemy2.physicsBody.usesPreciseCollisionDetection = YES;
Enemy2.name = #"Enemy2";
//selecting random y position for Enemy
int r2 = (arc4random() % 5) ;
Enemy2.position = CGPointMake(48+r2*56,self.frame.size.height);
[self addChild:Enemy2];
SKAction *actionMove2 =
[SKAction moveTo:CGPointMake(Enemy2.position.x,-80)
duration:1.43];
[Enemy2 runAction:actionMove2];
SKSpriteNode *Enemy1;
Enemy1 = [SKSpriteNode spriteNodeWithImageNamed:#"boss1"];
[Enemy1 setScale:.65];
//Adding SpriteKit physicsBody for collision detection
Enemy1.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:Enemy1.size];
Enemy1.physicsBody.categoryBitMask = obstacleCategory;
Enemy1.physicsBody.dynamic = YES;
Enemy1.zPosition =2;
Enemy1.physicsBody.contactTestBitMask = TurtleCategory;
Enemy1.physicsBody.collisionBitMask = 0;
Enemy1.physicsBody.usesPreciseCollisionDetection = YES;
Enemy1.name = #"Enemy1";
int r1 = (arc4random() % 5) ;
Enemy1.position = CGPointMake(48+r1*56,self.frame.size.height);
[self addChild:Enemy1];
SKAction *actionMove1 =
[SKAction moveTo:CGPointMake(Enemy1.position.x,-80)
duration:1.43];
[Enemy1 runAction:actionMove1];
However, one of problem of this code is that monsters are sometimes spawned on top of each other. Is there a better way to do this?
Thanks
- (CGFloat)randomValueBetween:(CGFloat)low andValue:(CGFloat)high {
return (((CGFloat) arc4random() / 0xFFFFFFFFu) * (high - low)) + low;
}
I found this piece of code from a raywenderlich tutorial I think.
What u can do is call,
CGFloat r1 = [self randomValueBetween:0 andValue:3];
CGFloat r2 = [self randomValueBetween:3 andValue:6]; etc
that might give you different values that u can use as offset.
I try to synchronize circle (create with SKAction by SKShapeNode) to ball (create by SKShapeNode).
Here is this code. But it couldn't work well.
What should I do?
-(void)makeContents{
//make ground
UIBezierPath *groundPath = [UIBezierPath bezierPath];
[groundPath moveToPoint:CGPointMake(0,250)];
[groundPath addLineToPoint:CGPointMake(568,100)];
SKShapeNode *ground = [[SKShapeNode alloc] init];
ground.path = groundPath.CGPath;
[self addChild:ground];
//make ball
SKSpriteNode *ball = [SKSpriteNode spriteNodeWithImageNamed:#"ball.jpeg"];
ball.position = CGPointMake(10, 320);
ball.size = CGSizeMake(20, 20);
ball.physicsBody.dynamic = YES;
ball.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:3];
[self addChild:ball];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
//make circle
UIBezierPath *circlePath = [UIBezierPath bezierPath];
[circlePath addArcWithCenter:ball.position radius:10 startAngle:0 endAngle:2*M_PI clockwise:NO];
circle = [[SKShapeNode alloc] init];
circle.path = circlePath.CGPath;
circle.strokeColor = [SKColor blackColor];
//this line added after first post.
circle.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:10 center:ball.postion];
[self addChild:circle];
//make action
SKAction *scale = [SKAction sequence:#[[SKAction scaleBy:0.1 duration:2],
[SKAction scaleBy:0 duration:0.01]]];
[circle runAction:[SKAction repeatActionForever:scale]];
}
Thank you in advance for your help.
i have a game where the guy runs around and collects stuff. So I want the score keeper to update and increase if he collects an item and decrease if he uses the item. For example, life item. so here is the code I got so far for labels but that works with text score not integers. any ideas? thanks
- (void)setupUI
{
int barHeight = 45;
CGSize backgroundSize = CGSizeMake(self.size.width, barHeight);
SKColor *backgroundColor = [SKColor colorWithWhite:10 alpha:50];
SKSpriteNode *hudBarBackground = [SKSpriteNode spriteNodeWithColor:backgroundColor size:backgroundSize];
hudBarBackground.position = CGPointMake(0, self.size.height - barHeight);
hudBarBackground.anchorPoint = CGPointZero;
[_hudLayerNode addChild:hudBarBackground];
// 1
SKLabelNode *scoreLabel = [SKLabelNode labelNodeWithFontNamed:#"AvenirNextCondensed-HeavyItalic"];
// 2
scoreLabel.fontSize = 20.0;
scoreLabel.text = #"Score: 0";
scoreLabel.name = #"scoreLabel";
scoreLabel.fontColor = [SKColor orangeColor];
// 3
scoreLabel.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
// 4
scoreLabel.position = CGPointMake(self.size.width - self.size.width / 4, self.size.height - scoreLabel.frame.size.height + 3);
// 5
[_hudLayerNode addChild:scoreLabel];
_scoreFlashAction = [SKAction sequence: #[[SKAction scaleTo:1.5 duration:0.1],
[SKAction scaleTo:1.0 duration:0.1]]];
[scoreLabel runAction: [SKAction repeatAction:_scoreFlashAction count:10]];
}
double score; //property
-(void)setupUI {
//...
SKAction *tempAction = [SKAction runBlock:^{
scoreLabel.text = [NSString stringWithFormat:#"Score: 3.0f", self.score];
}];
SKAction *waitAction = [SKAction waitForDuration:0.2];
[scoreLabel runAction:[SKAction repeatActionForever:[SKAction sequence:#[tempAction,waitAction]]]];
//...
}
I am having trouble with my game, it was running fine until i tried to add the animation, now whenever i go to shoot it crashes my game and i cant work out what is wrong with my animation code. Below i will put in all the code that causes the ninja star to shoot but as i said i believe the error is in the animation.
ccsprite Projectile is what gets shoot and what im trying to animate
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (StrategyBullet > 0) {
//SOME IF STATEMENTS
if (Strategyscore == 47) {
StrategyBullet = StrategyBullet +5;
}
if (Strategyscore == 97) {
StrategyBullet = StrategyBullet +5;
}
if (Strategyscore == 197) {
StrategyBullet = StrategyBullet +10;
}
// Choose one of the touches to work with
UITouch *touch = [touches anyObject];
CGPoint location = [self convertTouchToNodeSpace:touch];
// Set up initial location of projectile
CGSize winSize = [[CCDirector sharedDirector] winSize];
CCSprite *projectile = [CCSprite spriteWithFile:#"ninja star 1.png"];
[self addChild:projectile z:2];
{
NSString *animationName = #"UNIQUE_ANIMATION_NAME";
CCAnimation* animation = nil;
animation = [[CCAnimationCache sharedAnimationCache] animationByName:animationName];
if(!animation)
{
NSMutableArray *animFrames = [NSMutableArray array];
for( int i=1;i<=5;i++)
{
NSString* path = [NSString stringWithFormat:#"ninja star %d.png", i];
CCTexture2D* tex = [[CCTextureCache sharedTextureCache] addImage:path];
CGSize texSize = tex.contentSize;
CGRect texRect = CGRectMake(0, 0, texSize.width, texSize.height);
CCSpriteFrame* frame = [CCSpriteFrame frameWithTexture:tex rect:texRect];
[animFrames addObject:frame];
}
animation = [CCAnimation animationWithSpriteFrames:animFrames];
animation.delayPerUnit = 0.175f;
animation.restoreOriginalFrame = YES;
[[CCAnimationCache sharedAnimationCache] addAnimation:animation name:animationName];
}
if(animation)
{
CCAnimate *animAction = [CCAnimate actionWithAnimation:animation];
[projectile runAction:animAction];
}
}
projectile.position = ccp(20, winSize.height/2);
// Determine offset of location to projectile
CGPoint offset = ccpSub(location, projectile.position);
// Bail out if you are shooting down or backwards
if (offset.x <= 0) return;
// Ok to add now - we've double checked position
[self addChild:projectile];
int realX = winSize.width + (projectile.contentSize.width/2);
float ratio = (float) offset.y / (float) offset.x;
int realY = (realX * ratio) + projectile.position.y;
CGPoint realDest = ccp(realX, realY);
// Determine the length of how far you're shooting
int offRealX = realX - projectile.position.x;
int offRealY = realY - projectile.position.y;
float length = sqrtf((offRealX*offRealX)+(offRealY*offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// collison stuff
projectile.tag = 2;
[_projectiles addObject:projectile];
StrategyBullet --;
[StrategyBulletLabel setString:[NSString stringWithFormat:#"%d", StrategyBullet]];
// Move projectile to actual endpoint
[projectile runAction:
[CCSequence actions:
[CCMoveTo actionWithDuration:realMoveDuration position:realDest],
[CCCallBlockN actionWithBlock:^(CCNode *node) {
[node removeFromParentAndCleanup:YES];
// CCCallBlockN in ccTouchesEnded
[_projectiles removeObject:node];
}],
nil]];
}
}
The crash is because you addChild projectile twice (my best guess). The rest looks ok, although i tend to use sprite sheets for animations as opposed to file-based frames as you do.
Is there a way to move a view around a center point without rotating it using the view animations?
A
A C A
A
#import <QuartzCore/QuartzCore.h>
#define degreesToRadians(deg) (deg / 180.0 * M_PI)
manualy :
-(CGPoint)setPointToAngle:(int)angle center:(CGPoint)centerPoint radius:(double)radius
{
return CGPointMake(radius*cos(degreesToRadians(angle)) + centerPoint.x, radius*sin(degreesToRadians(angle)) + centerPoint.y);
}
with animation something like this:
int angle = 0; // start angle position 0-360 deg
CGPoint center = self.view.center;
CGPoint start = [self setPointToAngle:angle center:center radius:radius]; //point for start moving
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, start.x, start.y);
for(int a =0;a<4;a++) //set path points for 90, 180, 270,360 deg form begining angle
{
angle+=45;
expPoint = [self setPointToAngle:angle center:center radius:expRadius];
angle+=45;
start = [self setPointToAngle:angle center:center radius:radius];
CGPathAddQuadCurveToPoint(path, NULL,expPoint.x, expPoint.y, start.x, start.y);
}
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.removedOnCompletion = NO;
pathAnimation.path = path;
[pathAnimation setCalculationMode:kCAAnimationCubic];
[pathAnimation setFillMode:kCAFillModeForwards];
pathAnimation.duration = 14.0;
[MY_VIEW.layer addAnimation:pathAnimation forKey:nil];
also look at
CGPathAddQuadCurveToPoint,
CGPathAddCurveToPoint,
CGPathAddArcToPoint,
CGPathAddArc
and others
Its not that big a deal to put an animation thread in and move it manually every frame so thats what I went with.