I'm new to coding. I have created a scene in swift sprite kit with a ball and floor. When executed, the ball drops and bounces on the floor. I am looking for a bit advise on how to move and drop the ball with touches.
To detect drag ball you have to create UIPanGestureRecognizer and add it to the ball's view
let dragBall = UIPanGestureRecognizer(target: self, action:"dragBall:")
ball.addGestureRecognizer(dragBall)
Next step is implementing "dragBall" function which will handle drag event, example:
#IBAction func dragBall(recognizer: UIPanGestureRecognizer) {
let point = recognizer.locationInView(self.view);
ball.center.x=point.x
ball.center.y=point.y
}
You should also disable gravity for this object for time of dragging, you can check if Pan gesture ended by checking state of gesture recognizer, if state is UIGestureRecognizerStateEnded you should add gravity again
import SpriteKit
class GameScene: SKScene {
let ball = SKSpriteNode(imageNamed: "ball")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
ball.position = CGPoint(x:500,y:500)
ball.anchorPoint = CGPoint(x:0.0,y:0.0)
ball.size = CGSize(width: 60, height: 60)
// physics
ball.physicsBody = SKPhysicsBody(circleOfRadius: 1)
// this defines the mass, roughness and bounciness
ball.physicsBody.friction = 0.2
ball.physicsBody.restitution = 0.8
ball.physicsBody.mass = 0.1
// this will allow the balls to rotate when bouncing off each other
ball.physicsBody.allowsRotation = true
self.addChild(ball)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent)
{ ball.position = touches.anyObject().locationInNode(self); }
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
by the end of the day i worked out this bit of code but it seems very hard to keep hold of ball
Related
*I searched most places and could not find a "basic solution" to my question
Hi there, I am trying to create a simple SKSpriteNode that will move along with my finger anywhere on the screen (x & y coords). So far what I have done is the code below, and I can't seem to figure out much else because my Sprite won't even move when the game is ran. I am also getting an error at:
simpleS = self.childNode(withName: "simpleS") as! SKSpriteNode
This line of code causes my program to not run since I've added it. Please and thanks for your help.
In this case Sprite "simpleS" is the Sprite I am trying to move when touches begin.
CODE STARTS HERE:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var simpleS = SKSpriteNode()
override func didMove(to view: SKView) {
simpleS = self.childNode(withName: "simpleS") as! SKSpriteNode
simpleS.physicsBody?.affectedByGravity = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
simpleS.run(SKAction.moveTo(x: location.x, duration: 0.0))
simpleS.run(SKAction.moveTo(y: location.y, duration: 0.0))
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
simpleS.run(SKAction.moveTo(x: location.x, duration: 0.0))
simpleS.run(SKAction.moveTo(y: location.y, duration: 0.0))
}
}
}
this code
simpleS = self.childNode(withName: "simpleS") as! SKSpriteNode
connects the sprites in your GameScene.sks with GameScene.swift
so in the first step you have to make sure that you set the right name (exactly "simpleS") in your sks file.
if you did it right, so please send the error for us.
i have built and ran your code and everything works in a right way.
another point is that if you want your sprites only moves by your finger movement you have to delete the codes in touchesBegan function, because touchesBegan moves your sprite wherever you touch.
So Ive been working on a game and have a little sprite that is currently running in place. I need to make him jump up whenever the user taps the screen to dodge obstacles. I also need him to return to his starting point on the ground after he jumps.
You can try something like this!
import SpriteKit
class GameScene: SKScene {
var player: SKSpriteNode?
override func didMove(to view: SKView) {
player = self.childNode(withName: "player") as? SKSpriteNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
func touchDown(atPoint pos: CGPoint) {
jump()
}
func jump() {
player?.texture = SKTexture(imageNamed: "player_jumping")
player?.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 500))
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
func touchUp(atPoint pos: CGPoint) {
player?.texture = SKTexture(imageNamed: "player_standing")
}
}
On the player's attribute inspector window make sure you select 'Dynamic' and 'Affected By Gravity' options only, otherwise it will not fall back to the ground after the jump.. :)
I don't think physics would be overkill for a simple game as someone said in the previous answer... It's not a big deal for an iPhone or iPad hardware, they have a crazy computing power.
Using physics is overkill for a game like this. Not even the 2D Mario games use physics so I doubt you will need it.
As a very simple implementation you can use a sequence of SKActions.
// move up 20
let jumpUpAction = SKAction.moveBy(x: 0, y: 20, duration: 0.2)
// move down 20
let jumpDownAction = SKAction.moveBy(x: 0, y: -20, duration: 0.2)
// sequence of move yup then down
let jumpSequence = SKAction.sequence([jumpUpAction, jumpDownAction])
// make player run sequence
player.run(jumpSequence)
That should work. I may have mistyped something in the browser though.
You can tweak this to make the jump look more natural. Maybe add a few more steps to the jump process to change the speed of the rise/fall over time to make it look like he's accelerating. etc...
Im just messing around in sprite-kit working on my game design skills and I came across something that I dont know how to do. That is make the physicsworld gravity more like moon gravity. I have a SKSpriteNode which is a red ball and I can drag that ball and click wherever I want it to go. What I wanted to create is somewhat of a throwing mechanism. Is this possible with one line of physics world gravity code? Or is it way more in depth this is code that I have.
import SpriteKit
class GameScene: SKScene {
let redBall = SKSpriteNode(imageNamed: "redball")
override func didMoveToView(view: SKView) {
let worldBorder = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody = worldBorder
self.physicsBody?.friction = 1
self.physicsWorld.gravity = CGVectorMake(0, -1)
redBall.position = CGPoint(x:250,y:50)
addChild(redBall)
redBall.physicsBody = SKPhysicsBody(circleOfRadius: redBall.size.width/2)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let location = touch.locationInNode(self)
redBall.position = location
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let location = touch.locationInNode(self)
redBall.position = location
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
My game state right now is when I drag a ball to where I want and release it just drops. What I want to accomplish is for example if I grab the ball and drag up and to the right I want the ball to follow my the direction it was going when I released it. How would I create that in my code thanks!
In my code all I do is self.physicsworld.gravity = CGVectorMake(0, 0) (this would turn off gravity completely). Then just mess around with that vector and find something that feels like moon gravity.
You might have to make your game-scene be a SKPhysicsContactDelegate
I'm working with Swift, Sprite Kit and Xcode 6,
I would like to create a particle effect in SpriteKit a little bit like the particles effects of the balls in the iOS game named "Duet", but I don't know how to proceed, I managed to create a particle effect, but not a particle like in this game who follows a node and draw the node's path...
Here is my code :
let firstCircle = SKSpriteNode(imageNamed: "Circle")
let particle = SKEmitterNode(fileNamed: "FirstParticle.sks")
override func didMoveToView(view: SKView)
{
firstCircle.physicsBody = SKPhysicsBody(circleOfRadius: 7)
firstCircle.physicsBody?.affectedByGravity = false
particle.targetNode = firstCircle
addChild(firstCircle)
addChild(particle)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent)
{
for touch: AnyObject in touches
{
firstCircle.position = touch.locationInNode(self)
}
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent)
{
for touch: AnyObject in touches
{
firstCircle.position = touch.locationInNode(self)
}
}
To achieve a Duet like effect you need particle to be a child of the trailed node and targetNode set to the parent scene. targetNode controls which node the particles are rendered as a child of.
When particle is a child of the trailed node, it will emit particles with the trailed node as the origin. Changing targetNode to the parent scene leaves already emitted particles behind as the trailed node moves.
This code should work but you may need to fine tune FirstParticle.sks.
let firstCircle = SKSpriteNode(imageNamed: "Circle")
let particle = SKEmitterNode(fileNamed: "FirstParticle.sks")
override func didMoveToView(view: SKView)
{
firstCircle.physicsBody = SKPhysicsBody(circleOfRadius: 7)
firstCircle.physicsBody?.affectedByGravity = false
particle.targetNode = self
addChild(firstCircle)
firstCircle.addChild(particle)
}
I was able to get a similar effect and ended up creating a Playground to demonstrate it. Check it out here.
How can I recognize continuous user touch in Swift code? By continuous I mean that the user has her finger on the screen. I would like to move a sprite kit node to the direction of user's touch for as long as the user is touching screen.
The basic steps
Store the location of the touch events (touchesBegan/touchesMoved)
Move sprite node toward that location (update)
Stop moving the node when touch is no longer detected (touchesEnded)
Here's an example of how to do that
Xcode 8
let sprite = SKSpriteNode(color: SKColor.white, size: CGSize(width:32, height:32))
var touched:Bool = false
var location = CGPoint.zero
override func didMove(to view: SKView) {
/* Add a sprite to the scene */
sprite.position = CGPoint(x:0, y:0)
self.addChild(sprite)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
touched = true
for touch in touches {
location = touch.location(in:self)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
location = touch.location(in: self)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// Stop node from moving to touch
touched = false
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if (touched) {
moveNodeToLocation()
}
}
// Move the node to the location of the touch
func moveNodeToLocation() {
// Compute vector components in direction of the touch
var dx = location.x - sprite.position.x
var dy = location.y - sprite.position.y
// How fast to move the node. Adjust this as needed
let speed:CGFloat = 0.25
// Scale vector
dx = dx * speed
dy = dy * speed
sprite.position = CGPoint(x:sprite.position.x+dx, y:sprite.position.y+dy)
}
Xcode 7
let sprite = SKSpriteNode(color: SKColor.whiteColor(), size: CGSizeMake(32, 32))
var touched:Bool = false
var location = CGPointMake(0, 0)
override func didMoveToView(view: SKView) {
self.scaleMode = .ResizeFill
/* Add a sprite to the scene */
sprite.position = CGPointMake(100, 100)
self.addChild(sprite)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Start moving node to touch location */
touched = true
for touch in touches {
location = touch.locationInNode(self)
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Update to new touch location */
for touch in touches {
location = touch.locationInNode(self)
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Stop node from moving to touch
touched = false
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if (touched) {
moveNodeToLocation()
}
}
// Move the node to the location of the touch
func moveNodeToLocation() {
// How fast to move the node
let speed:CGFloat = 0.25
// Compute vector components in direction of the touch
var dx = location.x - sprite.position.x
var dy = location.y - sprite.position.y
// Scale vector
dx = dx * speed
dy = dy * speed
sprite.position = CGPointMake(sprite.position.x+dx, sprite.position.y+dy)
}
The most difficult thing about this process is tracking single touches within a multitouch environment. The issue with the "simple" solution to this (i.e., turn "istouched" on in touchesBegan and turn it off in touchesEnded) is that if the user touches another finger on the screen and then lifts it, it will cancel the first touch's actions.
To make this bulletproof, you need to track individual touches over their lifetime. When the first touch occurs, you save the location of that touch and move the object towards that location. Any further touches should be compared to the first touch, and should be ignored if they aren't the first touch. This approach also allows you to handle multitouch, where the object could be made to move towards any finger currently on the screen, and then move to the next finger if the first one is lifted, and so on.
It's important to note that UITouch objects are constant across touchesBegan, touchesMoved, and touchesEnded. You can think of a UITouch object as being created in touchesBegan, altered in touchesMoved, and destroyed in touchesEnded. You can track the phase of a touch over the course of its life by saving a reference to the touch object to a dictionary or an array as it is created in touchesBegan, then in touchesMoved you can check the new location of any existing touches and alter the object's course if the user moves their finger (you can apply tolerances to prevent jitter, e.g., if the x/y distance is less than some tolerance, don't alter the course). In touchesEnded you can check if the touch in focus is the one that ended, and cancel the object's movement, or set it to move towards any other touch that is still occurring. This is important, as if you just check for any old touch object ending, this will cancel other touches as well, which can produce unexpected results.
This article is in Obj-C, but the code is easily ported to Swift and shows you what you need to do, just check out the stuff under "Handling a Complex Multitouch Sequence": https://developer.apple.com/library/ios/documentation/EventHandling/Conceptual/EventHandlingiPhoneOS/multitouch_background/multitouch_background.html
Below is the code to drag the node around on X position (left and right), it is very easy to add Y position and do the same thing.
let item = SKSpriteNode(imageNamed: "xx")
var itemXposition = 50
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
// updates itemXposition variable on every touch
for touch in touches {
let location = touch.location(in: self)
itemXposition = Int(location.x)
}
}
// this function is called for each frame render, updates the position on view
override func update(_ currentTime: TimeInterval) {
spaceShip.position = CGPoint(x: self.itemXposition , y: 50 )
}