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
}
Related
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()
}
}
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 */
}
}
I am trying to have all the setup functions in a separate class called Setup, like this:
class Setup {
var scene: GameScene!
init(scene: GameScene){
self.scene = scene
}
func setupBackground(bg1: SKSpriteNode, bg2: SKSpriteNode) {
bg1.anchorPoint = CGPointZero
bg1.position = CGPointMake(0, 0)
bg1.size = CGSize(width: scene.size.width, height: scene.size.height)
scene.addChild(bg1)
bg2.anchorPoint = CGPointZero
bg2.position = CGPointMake(0, bg1.size.height + 1)
bg2.size = CGSize(width: scene.size.width, height: scene.size.height)
scene.addChild(bg2)
}
}
And then calling it in GameScene like this:
class GameScene: SKScene, SKPhysicsContactDelegate {
var bg1 = SKSpriteNode(imageNamed: "lightSky")
var bg2 = SKSpriteNode(imageNamed: "lightSky")
var setup = Setup(self)
override func didMoveToView(view: SKView) {
self.size = view.bounds.size
physicsWorld.gravity = CGVectorMake(0, -1.0)
physicsWorld.contactDelegate = self
setup.setupBackground(bg1, bg2: bg2)
}
}
But am getting an error:
Cannot invoke initializer for type 'Setup' with an argument list of type '(NSObject -> () -> GameScene)'
So I am guessing the type of scene parameter is wrong but don't know which one is right then.
It works with initializing it like this:
class GameScene: SKScene, SKPhysicsContactDelegate {
var bg1 = SKSpriteNode(imageNamed: "lightSky")
var bg2 = SKSpriteNode(imageNamed: "lightSky")
var setup: Setup!
override func didMoveToView(view: SKView) {
self.size = view.bounds.size
physicsWorld.gravity = CGVectorMake(0, -1.0)
physicsWorld.contactDelegate = self
setup = Setup(scene: self)
setup.setupBackground(bg1, bg2: bg2)
}
}
I have 2 files that I imported from Blender(3D design program) they are both .dae specifically they are "CampusField1.dae" CampusField is the ground/floor of the game and "Bob.dae" is the Man/character. My question is when I set CampusField1 as the scene how do I get "Bob" in the scene too. And the other question is lets say I export the .dae from blender now I put the file in the game... every things good but then is the animation for Bob already attached to the Bob.dae file or do I have to export something else from blender so that I can run the animation because I don't know what the animation ID would be or how to actually make it run and to actually make Bob do something.
Code:
import UIKit
import QuartzCore
import SceneKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let scene = SCNScene(named: "art.scnassets/CampusField1.dae")!
let src = SCNSceneSource(URL: yourSceneURL, options: nil)
let node = src.entryWithIdentifier("Bob", withClass: SCNNode.self) as SCNNode
let animation = node.entryWithIdentifier("yourAnimationID", withClass: CAAnimation.self) as CAAnimation
Full GameController Below!:
import UIKit
import QuartzCore
import SceneKit
//============================================================
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
//-------------------------
let scene = SCNScene(named: "art.scnassets/CampusField1.dae")!
let src = SCNSceneSource(URL: yourSceneURL, options: nil)
let node = src.entryWithIdentifier("Bob", withClass: SCNNode.self) as SCNNode
let animation = node.entryWithIdentifier("yourAnimationID", withClass: CAAnimation.self) as CAAnimation
//--------------------------
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
//-----------------------------------------------
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
scene.rootNode.addChildNode(lightNode)
//-----------------------------------------------
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
scene.rootNode.addChildNode(ambientLightNode)
//----------------------------------------------
//_ = scene.rootNode.childNodeWithName("Bob", recursively: true)!
// _ = scene.rootNode.childNodeWithName("CampusField1", recursively: true)!
//--------------------------------------------------------
// Bob.runAction(SCNAction.repeatActionForever(SCNAction.rotateByX(0, y: 2, z: 0, duration: 1)))
let scnView = self.view as! SCNView
scnView.scene = scene
scnView.allowsCameraControl = true
scnView.showsStatistics = false
scnView.backgroundColor = UIColor.whiteColor()
let tapGesture = UITapGestureRecognizer(target: self, action: "handleTap:")
scnView.addGestureRecognizer(tapGesture)
}
func handleTap(gestureRecognize: UIGestureRecognizer) {
let scnView = self.view as! SCNView
let p = gestureRecognize.locationInView(scnView)
let hitResults = scnView.hitTest(p, options: nil)
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
let material = result.node!.geometry!.firstMaterial!
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(0.5)
SCNTransaction.setCompletionBlock {
SCNTransaction.begin()
SCNTransaction.setAnimationDuration(0.5)
material.emission.contents = UIColor.blackColor()
SCNTransaction.commit()
}
material.emission.contents = UIColor.yellowColor()
SCNTransaction.commit()
}
}
//==================================================
override func shouldAutorotate() -> Bool {
return true
}
//============================
override func prefersStatusBarHidden() -> Bool {
return true
}
//==========================
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
//=============================
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
The first thing to tell you is you have got two SCNScene; CampusField and Bob. Therefore you need to take out the character node from the Bob scene.
You need to name the node as like from the above figure. And extract that node from the scene as:
let bobScene = SCNScene(named: "Bob.dae")
let bobNode = personScene?.rootNode.childNodeWithName("person", recursively: true)
let campusFieldScene = SCNScene(named: "CampusField1.dae")
campusFieldScene.rootNode.addChildNode(bobNode)
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);