SKSpriteNode that the correct size - macos

I am trying to draw a SKSpriteNode that is 30 tall and has the width of the viewport. This is the code (inside SKScene):
func floor() -> SKSpriteNode{
let floor = SKSpriteNode(color: SKColor.greenColor(), size: CGSizeMake(self.size.width, 20))
floor.position = CGPointMake(0, 0)
floor.physicsBody = SKPhysicsBody(rectangleOfSize: floor.size)
floor.physicsBody.dynamic = false
return floor
}
The sprite is added to the scene like this:
override func didMoveToView(view: SKView!){
if (!contentCreated){
self.createContents()
contentCreated = true
}
}
func createContents() {
self.backgroundColor = SKColor.blackColor()
self.scaleMode = SKSceneScaleMode.AspectFill
self.addChild(self.floor())
}
The sprite is 30 tall (seemingly), but the length seems to be half of the viewport in width instead of the full width. The code that creates this scene is:
var mainScene = MainScene(size: self.view.frame.size)
spriteView.presentScene(mainScene)
This code is inside a ViewController.
Does anyone know what might be going on?

The default anchorPoint of a sprite node is { 0.5, 0.5 }, which could result in the code above positioning only half of your sprite on the screen. Try setting the anchorPoint to { 0.0, 0.0 } and see if that helps.

Related

How can I properly make a SKLabelNode follow a body with Physics?

I created class whose behavior is really simple: every object of this class will be a square with a name on top and they will float randomly around the screen.
class XSquare: SKNode {
private var squareShape: SKSpriteNode
private var text: SKLabelNode
init() {
// Sets up the square
squareShape = SKSpriteNode(color: .red, size: CGSize(width: 100, height: 100))
// Sets up the text
text = SKLabelNode(text: "Here goes the name")
text.position = CGPoint(x: 0, y: 100)
// Calls the super initializator
super.init()
// Sets up the square
squareShape.physicsBody = SKPhysicsBody(rectangleOf: squareShape.size)
squareShape.physicsBody?.categoryBitMask = squareBitMask
squareShape.physicsBody?.collisionBitMask = wallBitMask
squareShape.physicsBody?.velocity = CGVector(dx: 10, dy: 10)
squareShape.physicsBody?.angularVelocity = CGFloat(5)
squareShape.physicsBody?.allowsRotation = true
squareShape.physicsBody?.pinned = false
squareShape.physicsBody?.affectedByGravity = false
addChild(squareShape)
addChild(text)
}
}
The reason why I used a SKNode for this class is because I wanted to provide a little text right on the top of every square (a name indicator).
Everything looks fine but when I run the code the name stays fixed while the squares move randomly around the screen (probably because I'm not moving the square with SKAction but with PhysicsBody). By the other hand, If I use squareShape.addChild(text) the text will also rotate following the physics of the square.
I'm a newbie using SpriteKit and I'm sure I'm missing something. Can anyone help me understand?
Just have your text node do the opposite angle. If your shape rotates 10 degrees left, you rotate text 10 degrees right.
Now keep in mind it assumes both anchor points are anchored in the center. You may want to consider a second SKNode that you place between your shape and your text if you want to have the text somewhere else. Then you would reverse rotate the new node instead of the text.
Here is an example on how to do that.
class XSquare: SKNode {
private var squareShape: SKSpriteNode
private var text: SKLabelNode
init() {
// Sets up the square
squareShape = SKSpriteNode(color: .red, size: CGSize(width: 100, height: 100))
// Sets up the text
text = SKLabelNode(text: "Here goes the name")
text.position = CGPoint(x: 0, y: 100)
// Calls the super initializator
super.init()
// Sets up the square
squareShape.physicsBody = SKPhysicsBody(rectangleOf: squareShape.size)
squareShape.physicsBody?.categoryBitMask = squareBitMask
squareShape.physicsBody?.collisionBitMask = wallBitMask
squareShape.physicsBody?.velocity = CGVector(dx: 10, dy: 10)
squareShape.physicsBody?.angularVelocity = CGFloat(5)
squareShape.physicsBody?.allowsRotation = true
squareShape.physicsBody?.pinned = false
squareShape.physicsBody?.affectedByGravity = false
addChild(squareShape)
squareShape.addChild(text)
}
}
func didFinishUpdate(){
text.zRotation = -squareShape.zRotation
}

Rotate NSImageView at its Center to Make it Spin

Swift 4, macOS 10.13
I have read a variety of answers on SO and still can't get an NSImageView to spin at its center instead of one of its corners.
Right now, the image looks like this (video): http://d.pr/v/kwiuwS
Here is my code:
//`loader` is an NSImageView on my storyboard positioned with auto layout
loader.wantsLayer = true
let oldFrame = loader.layer?.frame
loader.layer?.anchorPoint = CGPoint(x: 0.5, y: 0.5)
loader.layer?.position = CGPoint(x: 0.5, y: 0.5)
loader.layer?.frame = oldFrame!
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(-1 * .pi * 2.0)
rotateAnimation.duration = 2
rotateAnimation.repeatCount = .infinity
loader.layer?.add(rotateAnimation, forKey: nil)
Any ideas what I am still missing?
I just created a simple demo which contains the handy setAnchorPoint extension for all views.
The main reason you see your rotation from a corner is that your anchor point is somehow reset to 0,0.
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var window: NSWindow!
var imageView: NSImageView!
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Insert code here to initialize your application
// Create red NSImageView
imageView = NSImageView(frame: NSRect(x: 100, y: 100, width: 100, height: 100))
imageView.wantsLayer = true
imageView.layer?.backgroundColor = NSColor.red.cgColor
window.contentView?.addSubview(imageView)
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
func applicationDidBecomeActive(_ notification: Notification) {
// Before animate, reset the anchor point
imageView.setAnchorPoint(anchorPoint: CGPoint(x: 0.5, y: 0.5))
// Start animation
if imageView.layer?.animationKeys()?.count == 0 || imageView.layer?.animationKeys() == nil {
let rotate = CABasicAnimation(keyPath: "transform.rotation")
rotate.fromValue = 0
rotate.toValue = CGFloat(-1 * .pi * 2.0)
rotate.duration = 2
rotate.repeatCount = Float.infinity
imageView.layer?.add(rotate, forKey: "rotation")
}
}
}
extension NSView {
func setAnchorPoint(anchorPoint:CGPoint) {
if let layer = self.layer {
var newPoint = NSPoint(x: self.bounds.size.width * anchorPoint.x, y: self.bounds.size.height * anchorPoint.y)
var oldPoint = NSPoint(x: self.bounds.size.width * layer.anchorPoint.x, y: self.bounds.size.height * layer.anchorPoint.y)
newPoint = newPoint.applying(layer.affineTransform())
oldPoint = oldPoint.applying(layer.affineTransform())
var position = layer.position
position.x -= oldPoint.x
position.x += newPoint.x
position.y -= oldPoint.y
position.y += newPoint.y
layer.anchorPoint = anchorPoint
layer.position = position
}
}
}
As I wondered many times myself on this question, here is my own simple method to rotate any NSView. I post it also as a self reminder. It can be defined in a category if needed.
This is a simple rotation, not a continuous animation. Should be applied to an NSView instance with wantsLayer = YES.
- (void)rotateByNumber:(NSNumber*)angle {
self.layer.position = CGPointMake(NSMidX(self.frame), NSMidY(self.frame));
self.layer.anchorPoint = CGPointMake(.5, .5);
self.layer.affineTransform = CGAffineTransformMakeRotation(angle.floatValue);
}
This is the result of a layout pass resetting your view's layer to default properties. If you check your layer's anchorPoint for example, you'll find it's probably reset to 0, 0.
A simple solution is to continually set the desired layer properties in viewDidLayout() if you're in a view controller. Basically doing the frame, anchorPoint, and position dance that you do in your initial setup on every layout pass. If you subclassed NSImageView you could likely contain that logic within that view, which would be much better than putting that logic in a containing view controller.
There is likely a better solution with overriding the backing layer or rolling your own NSView subclass that uses updateLayer but I'd have to experiment there to give a definitive answer.

Resize image in NSTextView to fit

I have NSAttributedString objects with embedded images. These are being presented in NSTextViews. In iOS, I was able to resize the bounds of NSTextAttachment, and this makes the image fit.
extension NSTextAttachment {
func setImageWidth(width: CGFloat, range: NSRange) {
var thisImage = image
if thisImage == nil {
thisImage = imageForBounds(bounds, textContainer: nil, characterIndex: range.location)
}
if thisImage != nil {
let ratio = thisImage!.size.height / thisImage!.size.width
bounds = CGRectMake(bounds.origin.x, bounds.origin.y, width, ratio * width)
print("New Bounds: \(bounds)")
}
}
}
This code also runs on OSX, but it does not actually resize the image. Below you can see, there is a box of the correct size around the image, but the actual image overflows the box.
I have also followed the following guide: Implementing Rich Text with Images on OS X and iOS. This moves the code to subclasses, but has the same effect.
Any suggestions? Is there something besides NSTextAttachment.bounds that I should be adjusting?
UPDATE
I found that modifying the size component of NSImage works! However, it is now showing all my images upside, but at the correct size. :(
Solved!
extension NSImage {
func resizeToFit(containerWidth: CGFloat) {
var scaleFactor : CGFloat = 1.0
let currentWidth = self.size.width
let currentHeight = self.size.height
if currentWidth > containerWidth {
scaleFactor = (containerWidth * 0.9) / currentWidth
}
let newWidth = currentWidth * scaleFactor
let newHeight = currentHeight * scaleFactor
self.size = NSSize(width: newWidth, height: newHeight)
print("Size: \(size)")
}
}
As I mentioned in the update, you need to change the NSImage.size. The flip was coming from one of the subclasses I had left in there from the link in the question. Once I went back to the main classes, it works!

Clock minute-hand disappears when attempting to rotate it

Modus Operandi:
1) Use an UIImageView of a base Clock Image.
2) Add MinuteHand & HourHand sublayers (containing their respective images) to the UIImageView layer.
Problem: both sublayers disappear when attempting to perform a rotation transformation.
Note: 1) I've removed the 'hour' code & ancillary radian calculations to simplify code.
2) The 'center' is the center of the clock. I had adjusted the coordinates to actually pin the hands to the clock's center.
3) The ViewDidLayoutSubviews() appear to be okay. I got the clock + hands.
class ClockViewController:UIViewController {
private let minuteLayer = CALayer()
#IBOutlet weak var clockBaseImageView: UIImageView!
#IBOutlet weak var datePicker: UIDatePicker!
override func viewDidLayoutSubviews() {
guard var minuteSize = UIImage(named: "MinuteHand")?.size,
var hourSize = UIImage(named: "HourHand")?.size
else {
return
}
var contentLayer:CALayer {
return self.view.layer
}
var center = clockBaseImageView.center
// Minute Hand:
minuteLayer.setValue("*** Minute Hand ***", forKey: "id")
minuteSize = CGSize(width: minuteSize.width/3, height: minuteSize.height/3)
minuteLayer.contents = UIImage(named: "MinuteHand")?.cgImage
center = CGPoint(x: 107.0, y: 40.0)
var handFrame = CGRect(origin: center, size: minuteSize)
minuteLayer.frame = handFrame
minuteLayer.contentsScale = clockBaseImageView.layer.contentsScale
minuteLayer.anchorPoint = center
clockBaseImageView.layer.addSublayer(minuteLayer)
}
Here's my problem: Attempting to rotate the minute hand via 0.01 radians:
func set(_ time:Date) {
minuteLayer.setAffineTransform(CGAffineTransform(rotationAngle: .01)) // random value for test.
}
Before rotation attempt:
After attempting to rotate minute hand:
The hand shifted laterally to the right vs rotate.
Why? Perhaps due to the pivot point?
I think this will solve your problem, Take a look and let me know.
import GLKit // Importing GLKit Framework
func set(_ time:Date) {
minuteLayer.transform = CGAffineTransformMakeRotation(CGFloat(GLKMathDegreesToRadians(0.01)))
}
Note: this solution doesn't solve the issue about rotating a CALayer. Instead, it bypasses the issue by replacing the layer with a subview and rotating the subview via:
func set(_ time:Date) {
minuteView.transform = CGAffineTransform(rotationAngle: 45 * CGFloat(M_PI)/180.0)
}
Here's the result:
Still, it would be nice to know how to rotate a CALayer.

How can I make SKSpriteNode positions the same for any simulator/device?

In my game, the position of my SKNodes slightly change when I run the App on a virtual simulator vs on a real device(my iPad).
Here are pictures of what I am talking about.
This is the virtual simulator
This is my Ipad
It is hard to see, but the two red boxes are slightly higher on my iPad than in the simulator
Here is how i declare the size and position of the red boxes and green net:
The following code is located in my GameScene.swift file
func loadAppearance_Rim1() {
Rim1 = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake((frame.size.width) / 40, (frame.size.width) / 40))
Rim1.position = CGPointMake(((frame.size.width) / 2.23), ((frame.size.height) / 1.33))
Rim1.zPosition = 1
addChild(Rim1)
}
func loadAppearance_Rim2(){
Rim2 = SKSpriteNode(color: UIColor.redColor(), size: CGSizeMake((frame.size.width) / 40, (frame.size.width) / 40))
Rim2.position = CGPoint(x: ((frame.size.width) / 1.8), y: ((frame.size.height) / 1.33))
Rim2.zPosition = 1
addChild(Rim2)
}
func loadAppearance_RimNet(){
RimNet = SKSpriteNode(color: UIColor.greenColor(), size: CGSizeMake((frame.size.width) / 7.5, (frame.size.width) / 150))
RimNet.position = CGPointMake(frame.size.width / 1.99, frame.size.height / 1.33)
RimNet.zPosition = 1
addChild(RimNet)
}
func addBackground(){
//background
background = SKSpriteNode(imageNamed: "Background")
background.zPosition = 0
background.size = self.frame.size
background.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
self.addChild(background)
}
Additionally my GameViewController.swift looks like this
import UIKit
import SpriteKit
class GameViewController: UIViewController {
var scene: GameScene!
override func viewDidLoad() {
super.viewDidLoad()
//Configure the view
let skView = view as! SKView
//If finger is on iphone, you cant tap again
skView.multipleTouchEnabled = false
//Create and configure the scene
//create scene within size of skview
scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .AspectFill
scene.size = skView.bounds.size
//scene.anchorPoint = CGPointZero
//present the scene
skView.presentScene(scene)
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .Landscape
} else {
return .All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
How can I make the positions of my nodes be the same for each simulator/physical device?
You should round those floating point values to integers via a call to (int)round(float) so that the values snap to whole pixels. Any place where you use CGPoint or CGSize should use whole pixels as opposed to floating point values.
If you are making a Universal application you need to declare the size of the scene using integer values. Here is an example:
scene = GameScene(size:CGSize(width: 2048, height: 1536))
Then when you initialize the positions and sizes of your nodes using CGPoint and CGSize, make them dependant on SKScene size. Here is an example:
node.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height / 2)
If you declare the size of the scene for a Universal App like this:
scene.size = skView.bounds.size
then your SKSpriteNode positions will be all messed up. You may also need to change the scaleMode to .ResizeFill. This worked for me.

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