didBeginContact works absolutely incorrect swift - macos

I have a very simple app on sprite kit for mac os. (BTW, this code for iOS is working correctly).
AppDelegate code:
import Cocoa
import SpriteKit
extension SKNode {
class func unarchiveFromFile(file : String) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var window: NSWindow!
#IBOutlet weak var skView: SKView!
func applicationDidFinishLaunching(aNotification: NSNotification) {
/* Pick a size for the scene */
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
self.skView!.presentScene(scene)
/* Sprite Kit applies additional optimizations to improve rendering performance */
self.skView!.ignoresSiblingOrder = true
self.skView!.showsFPS = true
self.skView!.showsNodeCount = true
}
}
func applicationShouldTerminateAfterLastWindowClosed(sender: NSApplication) -> Bool {
return true
}
}
And the scene code:
import Foundation
import SpriteKit
struct Detection {
static var no : UInt32 = 0
static var all : UInt32 = UInt32.max
static var monster : UInt32 = 0b1
static var suric : UInt32 = 0b10
static var ninja : UInt32 = 0b100
}
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(#min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
func + (left: CGPoint, right: CGPoint) -> CGPoint {
return CGPoint(x: left.x + right.x, y: left.y + right.y)
}
func - (left: CGPoint, right: CGPoint) -> CGPoint {
return CGPoint(x: left.x - right.x, y: left.y - right.y)
}
func * (point: CGPoint, scalar: CGFloat) -> CGPoint {
return CGPoint(x: point.x * scalar, y: point.y * scalar)
}
func / (point: CGPoint, scalar: CGFloat) -> CGPoint {
return CGPoint(x: point.x / scalar, y: point.y / scalar)
}
#if !(arch(x86_64) || arch(arm64))
func sqrt(a: CGFloat) -> CGFloat {
return CGFloat(sqrtf(Float(a)))
}
#endif
extension CGPoint {
func length() -> CGFloat {
return sqrt(x*x + y*y)
}
func normalized() -> CGPoint {
return self / length()
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
let player = SKSpriteNode(imageNamed: "player.png")
override func didMoveToView(view: SKView) {
backgroundColor = SKColor.whiteColor()
physicsWorld.gravity = CGVectorMake(0.0, 0.0)
physicsWorld.contactDelegate = self
player.position = CGPoint(x: self.size.width * 0.1, y: self.size.height / 2)
addChild(player)
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.runBlock(createMonster), SKAction.waitForDuration(1)])))
}
override func mouseDown(theEvent: NSEvent) {
let location = theEvent.locationInNode(self)
let suric = SKSpriteNode(imageNamed: "projectile.png")
suric.position = player.position
suric.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width / 2)
suric.physicsBody?.categoryBitMask = Detection.suric
suric.physicsBody?.collisionBitMask = Detection.no
suric.physicsBody?.contactTestBitMask = Detection.monster
suric.physicsBody?.usesPreciseCollisionDetection = true
suric.physicsBody?.dynamic = true
suric.physicsBody?.angularVelocity = -10.0
let offset = location - suric.position
if offset.x < 0 {
return
}
addChild(suric)
let direc = offset.normalized()
let shoot = direc * 1000
let dest = shoot + suric.position
let move = SKAction.moveTo(dest, duration: 2.0)
let stop = SKAction.removeFromParent()
suric.runAction(SKAction.sequence([move, stop]))
}
func suricHit(suric : SKSpriteNode?, monster : SKSpriteNode?) {
if suric != nil && monster != nil {
suric!.removeFromParent()
monster!.removeFromParent()
}
}
func didBeginContact(contact: SKPhysicsContact) {
var first : SKPhysicsBody
var second : SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
first = contact.bodyA
second = contact.bodyB
}
else {
first = contact.bodyB
second = contact.bodyA
}
if (first.categoryBitMask & Detection.monster != 0) && (second.categoryBitMask & Detection.suric != 0) {
suricHit(first.node as? SKSpriteNode, monster: second.node as? SKSpriteNode)
}
}
func createMonster() {
let monster = SKSpriteNode(imageNamed: "monster.png")
let y = random(min: monster.size.height / 2, size.height - monster.size.height)
monster.position = CGPoint(x: self.size.width + monster.size.width / 2, y: y)
monster.physicsBody = SKPhysicsBody(rectangleOfSize: monster.size, center: CGPoint(x: monster.position.x / 2, y: monster.position.y))
monster.physicsBody?.usesPreciseCollisionDetection = true
monster.physicsBody?.categoryBitMask = Detection.monster
monster.physicsBody?.contactTestBitMask = Detection.suric
monster.physicsBody?.collisionBitMask = Detection.no
monster.physicsBody?.dynamic = true
addChild(monster)
let duration = random(min: 2.0, 4.0)
let move = SKAction.moveTo(CGPoint(x: -monster.size.width / 2, y: y), duration: NSTimeInterval(duration))
let done = SKAction.removeFromParent()
monster.runAction(SKAction.sequence([move, done]))
}
}
And the contact function works really strange. It runs even without actual contact between suric and monster. I have no idea why this happens. Is it just my fault or just a Xcode bug?

Your physics body of projectile is too big. Nodes contacts through physics bodies not their actual sizes.
suric.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width / 2)
change size of physics body to something smaller
self.size.width / 2
something like this
suric.physicsBody = SKPhysicsBody(circleOfRadius: suric.size);

Related

How draw a rectangle hole on UIBlurEffect and move it on x axis (UIKit)

I'm trying to create blur effect on a view and than add a shape which will show image on this blurred layer (custom video editing functionality)
Currently I'm able to do it only dragging mask view from the right edge:
but when I try to do it from the left edge, I get such a effect:
func configureBlurView() {
let viewHeight: CGFloat = 60
let padding: CGFloat = 10
blurView = UIView()
blurView.layer.cornerRadius = 10
blurView.clipsToBounds = true
blurView.isHidden = true
blurView.translatesAutoresizingMaskIntoConstraints = false
addSubview(blurView)
addConstraints([
blurView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: padding),
blurView.bottomAnchor.constraint(equalTo: stackView.topAnchor, constant: -padding),
blurView.trailingAnchor.constraint(equalTo: trailingAnchor, constant: -padding),
blurView.heightAnchor.constraint(equalToConstant: viewHeight)
])
addBlurEffect(for: blurView)
}
private func addBlurEffect(for view: UIView) {
let blurEffect = UIVisualEffectView(effect: UIBlurEffect(style: .dark))
blurEffect.alpha = 0.5
blurEffect.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(blurEffect)
addConstraints([
blurEffect.topAnchor.constraint(equalTo: view.topAnchor),
blurEffect.leadingAnchor.constraint(equalTo: view.leadingAnchor),
blurEffect.bottomAnchor.constraint(equalTo: view.bottomAnchor),
blurEffect.trailingAnchor.constraint(equalTo: view.trailingAnchor)
])
}
private func makeClearHole(rect: CGRect) {
let maskLayer = CAShapeLayer()
maskLayer.fillColor = UIColor.black.cgColor
let pathToOverlay = CGMutablePath()
pathToOverlay.addRect(blurView.bounds)
pathToOverlay.addRect(rect)
maskLayer.path = pathToOverlay
maskLayer.fillRule = .evenOdd
maskLayer.cornerRadius = 10
blurView.layer.mask = maskLayer
}
I'm using touchesMoved method to change orange view dimensions:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard trimmerView.isHidden == false else { return }
if let touch = touches.first{
let currentTouchPoint = touch.location(in: self)
let previousTouchPoint = touch.previousLocation(in: self)
let deltaX = currentTouchPoint.x - previousTouchPoint.x
if trimmerView.bounds.width >= 70 {
if touchStartEdge.middle {
if trimmerViewLeadingConstraint.constant < 10 {
trimmerViewLeadingConstraint.constant = 10
} else if trimmerViewTrailingConstraint.constant > -10 {
trimmerViewTrailingConstraint.constant = -10
} else {
trimmerViewLeadingConstraint.constant += deltaX
trimmerViewTrailingConstraint.constant += deltaX
}
}
if touchStartEdge.leftEdge {
if trimmerViewLeadingConstraint.constant >= 10.0 {
trimmerViewLeadingConstraint.constant += deltaX
} else if trimmerViewLeadingConstraint.constant < 10.0 {
trimmerViewLeadingConstraint.constant = 10
}
}
if touchStartEdge.rightEdge {
if trimmerViewTrailingConstraint.constant <= -10 {
trimmerViewTrailingConstraint.constant += deltaX
} else if trimmerViewTrailingConstraint.constant > -10 {
trimmerViewTrailingConstraint.constant = -10.0
}
}
}
updateProgressBarConstraints()
makeClearHole(rect: CGRect(x: 0, y: 0, width: trimmerView.frame.width, height: trimmerView.frame.height))
UIView.animate(withDuration: 0.10, delay: 0, options: .curveEaseIn) { [weak self] in
self?.layoutIfNeeded()
}
}
}
What I'd like to achieve is to remove blur effect only in bounds of orange view.
Any ideas ?? :)
Thanks for help!!
Couple ways to do this - here's one...
Add a mask to the blur effect view. As the user drags the "trimmer" update the mask.
Here's a quick example...
We'll:
create a stack view with 10 images
overlay that with a masked blur effective view
add a "draggable trimmer view"
when we drag the trimmer, we update the mask
Example View Controller
class TrimmerVC: UIViewController {
var blurView: MaskedBlurView!
let trimmerView = DragView()
let stackView = UIStackView()
override func viewDidLoad() {
super.viewDidLoad()
// respect safe area when we setup constraints
let g = view.safeAreaLayoutGuide
stackView.distribution = .fillEqually
stackView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(stackView)
NSLayoutConstraint.activate([
stackView.topAnchor.constraint(equalTo: g.topAnchor, constant: 40.0),
stackView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
stackView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
stackView.heightAnchor.constraint(equalToConstant: 80.0),
])
// let's add 10 imageviews to the stack view
for i in 1...10 {
if let img = UIImage(systemName: "\(i).circle.fill") {
let imgView = UIImageView(image: img)
imgView.backgroundColor = UIColor(white: 0.95, alpha: 1.0)
stackView.addArrangedSubview(imgView)
}
}
let blurEffect = UIBlurEffect(style: .dark)
blurView = MaskedBlurView(effect: blurEffect)
blurView.alpha = 0.5
blurView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(blurView)
NSLayoutConstraint.activate([
blurView.topAnchor.constraint(equalTo: stackView.topAnchor, constant: 0.0),
blurView.leadingAnchor.constraint(equalTo: stackView.leadingAnchor, constant: 0.0),
blurView.trailingAnchor.constraint(equalTo: stackView.trailingAnchor, constant: 0.0),
blurView.bottomAnchor.constraint(equalTo: stackView.bottomAnchor, constant: 0.0),
])
trimmerView.backgroundColor = .systemOrange
view.addSubview(trimmerView)
trimmerView.didDrag = { [weak self] newX in
guard let self = self else { return }
self.blurView.clearX = newX - self.stackView.frame.origin.x
}
}
// we'll use this to update the framing when the stack view width changes
// such as on device rotation
var curStackW: CGFloat = -1
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if curStackW != stackView.frame.width {
curStackW = stackView.frame.width
var r = stackView.frame
r.origin.y += r.size.height + 20.0
r.size.width = 160
r.size.height = 40
trimmerView.frame = r
blurView.clearWidth = trimmerView.frame.width
blurView.clearX = 0
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// toggle the trimmer view between
// below the stack view and
// overlaid on the stack view
if trimmerView.frame.origin.y > stackView.frame.origin.y {
let r = stackView.frame
trimmerView.frame.origin.y = r.origin.y - 6.0
trimmerView.frame.size.height = r.height + 12.0
} else {
let r = stackView.frame
trimmerView.frame.origin.y = r.origin.y + r.height + 12.0
trimmerView.frame.size.height = 60.0
}
}
}
Example Draggable "Trimmer" View
class DragView: UIView {
var didDrag: ((CGFloat) -> ())?
let maskLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
maskLayer.fillColor = UIColor.red.cgColor
layer.mask = maskLayer
}
override func layoutSubviews() {
super.layoutSubviews()
let pathToOverlay = CGMutablePath()
pathToOverlay.addRect(bounds)
pathToOverlay.addRect(bounds.insetBy(dx: 20.0, dy: 8.0))
maskLayer.path = pathToOverlay
maskLayer.fillRule = .evenOdd
maskLayer.cornerRadius = 10
}
var touchStartX: CGFloat = 0
var frameStartX: CGFloat = 0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
touchStartX = touch.location(in: self.superview!).x
frameStartX = self.frame.origin.x
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let loc = touch.location(in: self.superview!)
self.frame.origin.x = frameStartX + (loc.x - touchStartX)
didDrag?(self.frame.origin.x)
}
}
Example Masked Blur View
class MaskedBlurView: UIVisualEffectView {
public var clearWidth: CGFloat = 100 {
didSet { updateMask() }
}
public var clearX: CGFloat = 0 {
didSet { updateMask() }
}
private let maskLayer = CAShapeLayer()
override init(effect: UIVisualEffect?) {
super.init(effect: effect)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
maskLayer.fillColor = UIColor.red.cgColor
layer.mask = maskLayer
}
func updateMask() {
let leftR = CGRect(x: 0, y: 0, width: clearX, height: bounds.height)
let rightR = CGRect(x: clearX + clearWidth, y: 0, width: bounds.width, height: bounds.height)
let bez = UIBezierPath(rect: leftR)
bez.append(UIBezierPath(rect: rightR))
maskLayer.path = bez.cgPath
}
override func layoutSubviews() {
super.layoutSubviews()
maskLayer.frame = bounds
}
}
When running (in landscape orientation) it will start like this:
I placed the "trimmer" view below the stack view to make it a little more clear what's happening.
As we drag the trimmer view, the blur view's mask will be updated:
Tapping anywhere in an empty part of the screen will toggle the trimmer view between "under the stack view" and "overlaid on the stack view":
This was just put together quickly -- you should have no trouble restructuring the code to wrap everything into a single custom view (or however it would work best for your needs).

Continuously Redrawing a Path with Updated Data

I am developing an audio visualizer MacOS app, and I want to use Quartz/CoreGraphics to render the time-varying spectrum coordinated with the playing audio. My Renderer code is:
import Cocoa
class Renderer: NSView {
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
NSColor.white.setFill()
bounds.fill()
guard let context = NSGraphicsContext.current?.cgContext else {return}
var x : CGFloat = 0.0
var y : CGFloat = 0.0
context.beginPath()
context.move(to: CGPoint(x: x, y: y))
for bin in 0 ..< 300 {
x = CGFloat(bin)
y = CGFloat(Global.spectrum[bin])
context.addLine(to: CGPoint(x: x, y: y))
}
context.setStrokeColor(CGColor( red: 1, green: 0, blue: 0, alpha: 1))
context.setLineWidth(1.0)
context.strokePath()
self.setNeedsDisplay(dirtyRect)
}
}
This draws the path once - using the initial all-zeroes values of the spectrum[] array - and then continues to draw that same all-zeroes line indefinitely. It does not update using the new values in the spectrum[] array. I used a print() statement to verify that the values themselves are being updated, but the draw function does not redraw the path using the updated spectrum values. What am I doing wrong?
The following demo shows how to update an NSView with random numbers created by a timer in a separate class to hopefully mimic your project. It may be run in Xcode by setting up a Swift project for MacOS, copy/pasting the source code into a new file called 'main.swift', and deleting the AppDelegate supplied by Apple. A draw function similar to what you posted is used.
import Cocoa
var view : NSView!
var data = [Int]()
public extension Array where Element == Int {
static func generateRandom(size: Int) -> [Int] {
guard size > 0 else {
return [Int]()
}
return Array(0..<size).shuffled()
}
}
class DataManager: NSObject {
var timer:Timer!
#objc func fireTimer() {
data = Array.generateRandom(size:500)
view.needsDisplay = true
}
func startTimer(){
timer = Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(fireTimer), userInfo: nil, repeats: true)
}
func stopTimer() {
timer?.invalidate()
}
}
let dataMgr = DataManager()
class View: NSView {
override func draw(_ rect: NSRect) {
super.draw(rect)
NSColor.white.setFill()
bounds.fill()
guard let gc = NSGraphicsContext.current?.cgContext else {return}
var xOld : CGFloat = 0.0
var yOld : CGFloat = 0.0
var xNew : CGFloat = 0.0
var yNew : CGFloat = 0.0
var counter : Int = 0
gc.beginPath()
gc.move(to: CGPoint(x: xOld, y: yOld))
for i in 0 ..< data.count {
xNew = CGFloat(counter)
yNew = CGFloat(data[i])
gc.addLine(to: CGPoint(x: xNew, y: yNew))
xOld = xNew;
yOld = yNew;
counter = counter + 1
}
gc.setStrokeColor(CGColor( red: 1, green: 0, blue: 0, alpha: 1))
gc.setLineWidth(1.0)
gc.strokePath()
}
}
class ApplicationDelegate: NSObject, NSApplicationDelegate {
var window: NSWindow!
#objc func myStartAction(_ sender:AnyObject ) {
dataMgr.startTimer()
}
#objc func myStopAction(_ sender:AnyObject ) {
dataMgr.stopTimer()
}
func buildMenu() {
let mainMenu = NSMenu()
NSApp.mainMenu = mainMenu
// **** App menu **** //
let appMenuItem = NSMenuItem()
mainMenu.addItem(appMenuItem)
let appMenu = NSMenu()
appMenuItem.submenu = appMenu
appMenu.addItem(withTitle: "Quit", action:#selector(NSApplication.terminate), keyEquivalent: "q")
}
func buildWnd() {
data = Array.generateRandom(size: 500)
let _wndW : CGFloat = 800
let _wndH : CGFloat = 600
window = NSWindow(contentRect: NSMakeRect( 0, 0, _wndW, _wndH ), styleMask:[.titled, .closable, .miniaturizable, .resizable], backing: .buffered, defer: false)
window.center()
window.title = "Swift Test Window"
window.makeKeyAndOrderFront(window)
// **** Start Button **** //
let startBtn = NSButton (frame:NSMakeRect( 30, 20, 95, 30 ))
startBtn.bezelStyle = .rounded
startBtn.title = "Start"
startBtn.action = #selector(self.myStartAction(_:))
window.contentView!.addSubview (startBtn)
// **** Stop Button **** //
let stopBtn = NSButton (frame:NSMakeRect( 230, 20, 95, 30 ))
stopBtn.bezelStyle = .rounded
stopBtn.title = "Stop"
stopBtn.action = #selector(self.myStopAction(_:))
window.contentView!.addSubview (stopBtn)
// **** Custom view **** //
view = View( frame:NSMakeRect(20, 60, _wndW - 40, _wndH - 80))
view.autoresizingMask = [.width, .height]
window.contentView!.addSubview (view)
// **** Quit btn **** //
let quitBtn = NSButton (frame:NSMakeRect( _wndW - 50, 10, 40, 40 ))
quitBtn.bezelStyle = .circular
quitBtn.autoresizingMask = [.minXMargin,.maxYMargin]
quitBtn.title = "Q"
quitBtn.action = #selector(NSApplication.terminate)
window.contentView!.addSubview(quitBtn)
}
func applicationDidFinishLaunching(_ notification: Notification) {
buildMenu()
buildWnd()
}
func applicationShouldTerminateAfterLastWindowClosed(_ sender: NSApplication) -> Bool {
return true
}
}
let applicationDelegate = ApplicationDelegate()
// **** main.swift **** //
let application = NSApplication.shared
application.setActivationPolicy(NSApplication.ActivationPolicy.regular)
application.delegate = applicationDelegate
application.activate(ignoringOtherApps:true)
application.run()

error removing child node from parent node in spriteKit Swift4

I made a parallax background, in GameScene.sks I added an empty node, added two sprites to an empty node. I have a reset button, when I click on it I need the background to be removed and added to its position (restarted), but when I add in scrollBg.removeAllChildren restart function I error occurs, how do I properly add and remove children from the scene ?
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var player: SKSpriteNode!
var scrollBg: SKNode!
var spawnTimer: CFTimeInterval = 0
let fixedDelta: CFTimeInterval = 1.0/60.0 /* 60 FPS */
let scrollSpeed: CGFloat = 700
var sinceTouch: CFTimeInterval = 0
func resetGameScene() {
scrollBG.removeAllChildren()
player.removeAllChildren()
player.position = CGPoint(x: 590 , y: 690)
pauseButton()
}
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
player = childNode(withName: "player") as? SKSpriteNode
scrollBg = childNode(withName: "scrollBG")!
resetGameScene()
}
func scrollWorld() {
scrollBg.position.y -= scrollSpeed * CGFloat(fixedDelta)
for ground in scrollBg.children as! [SKSpriteNode] {
let groundPosition = scrollBg.convert(ground.position, to:
self)
if groundPosition.y <= -ground.size.width {
let newPosition = CGPoint(x: groundPosition.x, y:
(self.size.width ) + ground.size.width * 2)
ground.position = self.convert(newPosition, to:
scrollBg)
}
}
}
override func update(_ currentTime: TimeInterval) {
sinceTouch+=fixedDelta
spawnTimer+=fixedDelta
scrollWorld()
}
}

Use of unresolved identifier. (doesn't make sense)

I am making a game using Sprite Kit in swift that has objects falling down the screen that need to be caught by the player(Labeled Person) at the bottom. I am trying do remove the falling objects from the screen when they contact the player but I cant call on the falling object (labeled Ice) inside of the function did begin contact. I am able to call on other objects like the person or the score label but not the object falling down the screen (Labeled Ice). Why is this I will post my full code below. This has really been bugging me. (ps. I am given the error "use of unresolved identifier")
import SpriteKit
struct physicsCatagory {
static let person : UInt32 = 0x1 << 1
static let Ice : UInt32 = 0x1 << 2
static let IceTwo : UInt32 = 0x1 << 3
static let IceThree : UInt32 = 0x1 << 4
static let Score : UInt32 = 0x1 << 5
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var scorenumber = Int()
var person = SKSpriteNode(imageNamed: "Person")
let Score = SKSpriteNode()
var ScoreLable = SKLabelNode()
override func didMoveToView(view: SKView) {
self.scene?.backgroundColor = UIColor.purpleColor()
physicsWorld.contactDelegate = self
self.scene?.size = CGSize(width: 640, height: 1136)
Score.size = CGSize(width: 648, height: 1)
Score.position = CGPoint(x: 320, y: -90)
Score.physicsBody = SKPhysicsBody(rectangleOfSize: Score.size)
Score.physicsBody?.affectedByGravity = false
Score.physicsBody?.dynamic = false
Score.physicsBody?.categoryBitMask = physicsCatagory.Score
Score.physicsBody?.collisionBitMask = 0
Score.physicsBody?.contactTestBitMask = physicsCatagory.IceThree
Score.color = SKColor.blueColor()
self.addChild(Score)
person.position = CGPointMake(self.size.width/2, self.size.height/12)
person.setScale(0.4)
person.physicsBody = SKPhysicsBody(rectangleOfSize: person.size)
person.physicsBody?.affectedByGravity = false
person.physicsBody?.categoryBitMask = physicsCatagory.person
person.physicsBody?.contactTestBitMask = physicsCatagory.Ice
person.physicsBody?.collisionBitMask = physicsCatagory.Ice
person.physicsBody?.dynamic = false
ScoreLable.position = CGPoint(x: self.frame.width / 2, y: 1000)
ScoreLable.text = "\(scorenumber)"
ScoreLable.fontColor = UIColor.yellowColor()
ScoreLable.fontSize = 100
ScoreLable.fontName = "Zapfino "
self.addChild(ScoreLable)
var IceThreeTimer = NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: ("spawnThirdIce"), userInfo: nil, repeats: true)
self.addChild(person)
}
func didBeginContact(contact: SKPhysicsContact) {
let firstBody = contact.bodyA
let secondBody = contact.bodyB
if firstBody.categoryBitMask == physicsCatagory.person && secondBody.categoryBitMask == physicsCatagory.IceThree || firstBody.categoryBitMask == physicsCatagory.IceThree && secondBody.categoryBitMask == physicsCatagory.person{
scorenumber++
ScoreLable.text = "\(scorenumber)"
CollisionWithPerson(firstBody.node as! SKSpriteNode, Person: secondBody.node as! SKSpriteNode)
}
if firstBody.categoryBitMask == physicsCatagory.Score && secondBody.categoryBitMask == physicsCatagory.IceThree ||
firstBody.categoryBitMask == physicsCatagory.IceThree && secondBody.categoryBitMask == physicsCatagory.Score{
self.view?.presentScene(EndScene())
}
}
func CollisionWithPerson (Ice: SKSpriteNode, Person: SKSpriteNode){
Person.removeFromParent()
}
func spawnThirdIce(){
var Ice = SKSpriteNode(imageNamed: "Ice")
Ice.setScale(0.9)
Ice.physicsBody = SKPhysicsBody(rectangleOfSize: Ice.size)
Ice.physicsBody?.categoryBitMask = physicsCatagory.IceThree
Ice.physicsBody?.contactTestBitMask = physicsCatagory.person | physicsCatagory.Score
Ice.physicsBody?.affectedByGravity = false
Ice.physicsBody?.dynamic = true
let MinValue = self.size.width / 8
let MaxValue = self.size.width - 20
let SpawnPoint = UInt32(MaxValue - MinValue)
Ice.position = CGPoint(x: CGFloat(arc4random_uniform(SpawnPoint)), y: self.size.height)
self.addChild(Ice)
let action = SKAction.moveToY(-85, duration: 2.5)
let actionDone = SKAction.removeFromParent()
Ice.runAction(SKAction.sequence([action,actionDone]))
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
person.position.x = location.x
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
person.position.x = location.x
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}

Node not moving after changing scenes

I made a (basic) game, works perfect, goes to GameOverScene, and when it comes back from GameOverScene to GameScene, the player(spritenode) is not moving anymore..
I commented in the GameScene code which functions its about
I get no error from Xcode!
the bug is in the gamescene.swift file(functions: swipedRight + swipedLeft + swipedUp + swipedDown):
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var kikker:SKSpriteNode = SKSpriteNode()
var auto1:SKSpriteNode = SKSpriteNode()
var lastYieldTimeInterval:NSTimeInterval = NSTimeInterval()
var lastUpdateTimerInterval:NSTimeInterval = NSTimeInterval()
let playerCategory:UInt32 = 0x1 << 1
let auto1Category:UInt32 = 0x1 << 0
required init(coder aDecoder:NSCoder) {
fatalError("NSCoder not supported")
}
override init(size:CGSize) {
super.init(size:size)
anchorPoint = CGPoint(x:0, y:1.0)
let background = SKSpriteNode(imageNamed: "bg5")
var auto1:SKSpriteNode = SKSpriteNode(imageNamed: "auto1")
background.position = CGPoint(x:0, y:0)
background.anchorPoint=CGPoint(x:0,y:1.0)
addChild(background)
kikker = SKSpriteNode(imageNamed:"kikker5")
kikker.anchorPoint = CGPoint(x:0.5, y:0.5)
kikker.xScale = 0.22
kikker.yScale = 0.22
self.physicsWorld.gravity = CGVectorMake(0,0)
self.physicsWorld.contactDelegate = self
kikker.physicsBody?.categoryBitMask = playerCategory
kikker.physicsBody?.contactTestBitMask = auto1Category
kikker.physicsBody?.collisionBitMask = 0
kikker.physicsBody?.usesPreciseCollisionDetection = true
kikker.physicsBody = SKPhysicsBody(circleOfRadius: kikker.size.width/2)
kikker.physicsBody?.dynamic = false
kikker.position = CGPointMake(self.frame.size.width/2, -610)
addChild(kikker)
println(kikker.position)
}
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 & auto1Category) != 0 && (secondBody.categoryBitMask & playerCategory) != 0)
{
println("aasda")
aangereden(contact.bodyB.node as SKSpriteNode, player: contact.bodyA.node as SKSpriteNode)
}
}
func addCar(){
var auto1:SKSpriteNode = SKSpriteNode(imageNamed: "auto2")
auto1.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(auto1.size.width/2, auto1.size.height/2) )
auto1.physicsBody?.dynamic = true
auto1.physicsBody?.categoryBitMask = auto1Category
auto1.physicsBody?.contactTestBitMask = playerCategory
auto1.physicsBody?.collisionBitMask = 0
auto1.physicsBody?.usesPreciseCollisionDetection = true
let position : CGFloat = 51 + (CGFloat(arc4random_uniform(4)+2)*(-111))
auto1.anchorPoint = CGPoint(x:0.5, y:0.5)
auto1.position = CGPointMake(-auto1.size.width/2, position)
self.addChild(auto1)
let minDuration = 2.5
let maxDuration = 4.0
let rangeDuration = maxDuration - minDuration
let duration = Int(arc4random()) % Int(rangeDuration) + Int(minDuration)
var actionArray:NSMutableArray = NSMutableArray()
actionArray.addObject(SKAction.moveTo(CGPointMake(375 + auto1.size.width/2, position), duration: NSTimeInterval(duration)))
actionArray.addObject(SKAction.removeFromParent())
auto1.runAction(SKAction.sequence(actionArray))
}
println("DOOD")
player.removeFromParent()
}
func updateWithTimeSinceLastUpdate(timeSinceLastUpdate:CFTimeInterval){
lastYieldTimeInterval += timeSinceLastUpdate
if (lastYieldTimeInterval > 2.5){
lastYieldTimeInterval = 0
addCar()
}
}
//#1 function not working after changing scenes: the function is executing, the println works
but for some reason the runAction doesnt do its job, the node(kikker) is not moving as it should
func swipedRight1(sender:UISwipeGestureRecognizer){
var naarRechts = SKAction()
var positionX = kikker.position.x
println("right2")
if(kikker.position.x<200){
println(positionX)
positionX = kikker.position.x + 125
println(positionX)
naarRechts = SKAction.moveToX(positionX , duration: 0.25)
kikker.zRotation=(-1.570)
kikker.runAction(naarRechts)
}
}
//#2 function not working, same story
func swipedLeft1(sender:UISwipeGestureRecognizer){
var naarLinks = SKAction()
var positionX = kikker.position.x
if(kikker.position.x>150){
positionX = kikker.position.x - 125
naarLinks = SKAction.moveToX(positionX , duration: 0.25)
kikker.zRotation=(1.570)
kikker.runAction(naarLinks)
}
}
//#3 function not working, same story
func swipedDown1(sender:UISwipeGestureRecognizer){
var naarBeneden = SKAction()
var positionY = kikker.position.y
if(kikker.position.y>(-600)){
positionY = kikker.position.y - 111
naarBeneden = SKAction.moveToY(positionY , duration: 0.25)
kikker.zRotation=3.141
kikker.runAction(naarBeneden)
}
}
//#4 function not working, same story
func swipedUp1(sender:UISwipeGestureRecognizer){
var naarBoven = SKAction()
var positionY = kikker.position.y
if(kikker.position.y < (-60)){
positionY = kikker.position.y + 111
naarBoven = SKAction.moveToY(positionY, duration: 0.25)
kikker.zRotation=0
kikker.runAction(naarBoven)
}
if(positionY > (-60)){
var gameOverScene:SKScene = GameOverScene(size: self.size)
self.view?.presentScene(gameOverScene)
}
}
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
var timeSinceLastUpdate = currentTime - lastUpdateTimerInterval
lastUpdateTimerInterval = currentTime
if (timeSinceLastUpdate > 1){
timeSinceLastUpdate = 1/60
lastUpdateTimerInterval = currentTime
}
updateWithTimeSinceLastUpdate(timeSinceLastUpdate)
}
}
here the GameOverScene file:
import UIKit
import SpriteKit
class GameOverScene: SKScene {
override init(size:CGSize){
super.init(size:size)
self.backgroundColor = SKColor.whiteColor()
var message:NSString = NSString()
message = "Game Over"
var label:SKLabelNode = SKLabelNode(fontNamed:"DamascusBold")
label.text = message
label.fontColor = SKColor.blackColor()
label.position = CGPointMake(self.size.width/2, self.size.height/2)
self.addChild(label)
var scene:GameScene!
self.runAction(SKAction.sequence([SKAction.waitForDuration(3.0),
SKAction.runBlock({
// var transition:SKTransition = SKTransition.flipHorizontalWithDuration(0.5)
var scene1:SKScene = GameScene(size: self.size)
self.view?.presentScene(scene1)
})
] ))
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
gameviewcontroller file:
import UIKit
import SpriteKit
import AVFoundation
class GameViewController: UIViewController, UITextFieldDelegate{
var scene:GameScene!
func swipedRight(sender: UISwipeGestureRecognizer){
scene.swipedRight1(sender)
}
func swipedLeft(sender: UISwipeGestureRecognizer){
scene.swipedLeft1(sender)
}
func swipedDown(sender: UISwipeGestureRecognizer){
scene.swipedDown1(sender)
}
func swipedUp(sender: UISwipeGestureRecognizer){
scene.swipedUp1(sender)
}
override func viewDidLoad() {
super.viewDidLoad()
let skView = view as SKView
skView.multipleTouchEnabled = false
scene = GameScene(size: skView.bounds.size)
scene.scaleMode = SKSceneScaleMode.AspectFill
skView.presentScene(scene)
let swipeRight:UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: Selector("swipedRight:"))
swipeRight.direction = .Right
view.addGestureRecognizer(swipeRight)
let swipeLeft:UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: Selector("swipedLeft:"))
swipeLeft.direction = .Left
view.addGestureRecognizer(swipeLeft)
let swipeUp:UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: Selector("swipedUp:"))
swipeUp.direction = .Up
view.addGestureRecognizer(swipeUp)
let swipeDown:UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: Selector("swipedDown:"))
swipeDown.direction = .Down
view.addGestureRecognizer(swipeDown)
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
You're calling your swipedUp1 (etc) methods on the wrong scene. Here's what's happening:
Your view controller has a reference to the GameScene instance that you start with. Its gesture action methods call to that, and all is well.
When you start a new game from GameOverScene, that creates a new instance of GameScene and presents it in the view. Now you have two instances of GameScene: the one your view controller is still pointing to, and the one the view is now rendering.
When you're gesture actions fire, they're still talking to the first GameScene. So your log lines get printed, but you don't see anything happen because the second GameScene is the one being displayed.
You probably don't want two scenes sticking around, anyway.
You can fix both problems by eliminatimg the scene property in your view controller and having your gesture actions call through to view.scene instead (after appropriate casting):
func swipedUp(sender: UISwipeGestureRecognizer) {
let skView = view as SKView
let gameScene = skView.scene as GameScene
gameScene.swipedUp1(sender)
}
This way, the swipe goes to whichever scene the view controller's view is currently presenting.
Alternatively, you could keep your original swipedUp (etc) code, and change scene from a stored property to a read-only computed one that always gets you the currently presented scene:
var scene: GameScene {
let skView = view as SKView
return skView.scene as GameScene
}

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