I got an attributed string with an image in a textview, the attributed image is displaying fine. The issue is whenever I add the image it replaces the text inside the textview. I want to add the attributed image and then place the cursor at the end of the image, so that i can add text below the image. This is what I tried so far, thank in advance.
let attachment = NSTextAttachment()
attachment.image = selectedImage
let newImageWidth = (textView.bounds.size.width - 10 )
let scale = newImageWidth/(selectedImage.size.width)
let newImageHeight = selectedImage.size.height * scale
attachment.bounds = CGRect(x: 0, y: 0, width: newImageWidth, height: newImageHeight)
let myAttributedString = NSAttributedString(attachment: attachment)
textView.textStorage.insert(myAttributedString, at: textView.selectedRange.location)
I fixed my issue my creating an NSMutableAttributedString() and add a new line attribute to put cursor to the bottom of the image. Hope this help someone.
var mutableAttrString = NSMutableAttributedString()
let attachment = NSTextAttachment()
attachment.image = selectedImage
let newImageWidth = (textView.bounds.size.width - 10 )
let scale = newImageWidth/(selectedImage.size.width)
let newImageHeight = selectedImage.size.height * scale
attachment.bounds = CGRect(x: 0, y: 0, width: newImageWidth, height: newImageHeight)
let myAttributedString = NSAttributedString(attachment: attachment)
let text:[String:Any] = [NSFontAttributeName:UIFont.boldSystemFont(ofSize: 20)]
// Fixed my problem of having image replacing text, instead I place the text at the bottom of the image
let textAttr = NSMutableAttributedString(string: "bottom of image \n", attributes: text)
mutableAttrString.append(myAttributedString)
mutableAttrString.append(textAttr)
textView.attributedText = mutableAttrString
(( EDIT 4: Successful in making cards flip. Using .contains on the node and running a SKAction sequence. How would I create three states for the card? Tuple sounds like a fun idea. Unflipped, Flipped, Flipped-Highlighted. It loads with all cards down (done), I want to unflip the card (done), then tap it again to highlight it. In doing so the second time, it highlights itself and the top guess word. The two strings are then concatenated in a label at the bottom, and a Next button activated (not built yet). Upon successful match of the key[value] == A[B] then Score += 1. Getting closer! ))
(( EDIT 3: Update of didMove with split keys and values. Can get the title to be the first key now and I can put the first value on the top left card okay as a test. Progress. Now I just need to either blank out the card on touch down or find a way to flip it. How would the touch down code be done? touch Began? ))
(( EDIT 2: Now thinking of it from the perspective of dictionary key value pairs rather than values alone. Gets rid of the problem of finding the key when the value is assigned to the card. Now to play with labelling the card with SKLabelNode. Need to flip card, add value, compare key. ))
(( EDIT: I made the elements all code in GameScene.swift . That file is now included in this post. Also updated question text and removed some other text. ))
I'm new to SpriteKit and Swift 3. With a few million speakers there's not a lot of Esperanto software so I want to make a game for myself to learn 1000 Esperanto words. (not shown!)
I want to have each card flip to reveal a word value from the dictionary key/values.
Then see if that word matches the wordGuess label key for the value selected.
Also JSON might be better for breaking up 1000 words into modular sections but I'll cross that bridge at another time.
// Code updated to EDIT 4
//
//
import SpriteKit
class GameScene: SKScene {
let guessLabel = SKLabelNode(fontNamed: "HelveticaNeue-UltraLight")
let anotherLabel = SKLabelNode(fontNamed: "HelveticaNeue-UltraLight")
var cardTopLeftLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardTopLeft = SKSpriteNode(imageNamed: "Redcard")
var cardTopRightLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardTopRight = SKSpriteNode(imageNamed: "Redcard")
var cardBottomLeftLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardBottomLeft = SKSpriteNode(imageNamed: "Redcard")
var cardBottomRightLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardBottomRight = SKSpriteNode(imageNamed: "Redcard")
var cardsDictionary: [String:String] = [
"tree": "arbo",
"forest": "arbaro",
"spider": "araneo",
"water": "akvo",
"watermelon": "akvomelono",
"school": "lerno",
"year": "jaro",
"grasshopper": "akrido",
"lawn": "gazono",
"friend": "amiko",
"people": "homoj",
"city": "urbo",
"mayor": "urbestro",
"movie": "filmo",
"Monday": "lundo",
"dog": "hundo"
]
// not used yet
func randomSequenceGenerator(min: Int, max: Int) -> () -> Int {
var numbers: [Int] = []
return {
if numbers.count == 0 {
numbers = Array(min ... max)
}
let index = Int(arc4random_uniform(UInt32(numbers.count)))
return numbers.remove(at: index)
}
}
func addLabel(spriteNode:SKSpriteNode, labelNode: SKLabelNode, cardValue: String, cardName: String) {
labelNode.zPosition = 1
labelNode.text = cardValue
labelNode.name = cardName //"cardTopRightLabel"
labelNode.fontSize = 40
labelNode.fontColor = .black
labelNode.position = CGPoint.init(x: cardTopLeft.size.width/4, y: 0.5)
labelNode.isHidden = true
spriteNode.addChild(labelNode)
}
override func didMove(to view: SKView) {
if let words = self.userData?.value(forKey: "words")
{
print("word information contains \(words)")
}
// get all the card keys
var cardKeys:[String] = []
for (k,_) in cardsDictionary {
cardKeys.append(k)
}
print("all keys are \(cardKeys)")
// slice for four card keys
var fourCardKeys = cardKeys[0...3]
print("four keys are \(fourCardKeys)")
// get keys for display
var firstCardKey = fourCardKeys[0]
var secondCardKey = fourCardKeys[1]
var thirdCardKey = fourCardKeys[2]
var fourthCardKey = fourCardKeys[3]
// print("Card Keys are \(firstCardKey), \(secondCardKey), \(thirdCardKey), \(fourthCardKey)")
// get the card values
var cardsValue:[String] = []
for (_,v) in cardsDictionary {
cardsValue.append(v)
}
print(cardsValue)
// slice for card values
let fourCardValues = cardsValue[0...3]
print(fourCardValues)
// get values for display
let firstCardValue = fourCardValues[0]
let secondCardValue = fourCardValues[1]
let thirdCardValue = fourCardValues[2]
let fourthCardValue = fourCardValues[3]
print("Card Values are \(firstCardValue), \(secondCardValue), \(thirdCardValue), \(fourthCardValue)")
// put first card key into label
guessLabel.zPosition = 1
guessLabel.text = firstCardKey //cardKeys[0]
guessLabel.name = "guessLabel"
guessLabel.fontSize = 144;
guessLabel.fontColor = .black
//anotherLabel.position = CGPoint(x:frame.midX, y:frame.midY - 100.0)
guessLabel.position = CGPoint(x:-2, y:233)
addChild(guessLabel)
anotherLabel.zPosition = 0
anotherLabel.text = "Guess key here, values in cards"
anotherLabel.name = "anotherLabel"
anotherLabel.fontSize = 45;
anotherLabel.fontColor = .blue
//anotherLabel.position = CGPoint(x:frame.midX, y:frame.midY - 100.0)
anotherLabel.position = CGPoint(x:-2, y:203)
addChild(anotherLabel)
////////////////
// top left card
cardTopLeft.zPosition = 0
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
addChild(cardTopLeft)
addLabel(spriteNode: cardTopLeft,
labelNode: cardTopLeftLabel,
cardValue: firstCardValue,
cardName: "cardTopLeftLabel")
/////////////////
// top right card
cardTopRight.zPosition = 1
cardTopRight.size = CGSize(width: 300.0, height: 300.0)
cardTopRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopRight.position = CGPoint(x:132, y:-57)
addChild(cardTopRight)
addLabel(spriteNode: cardTopRight,
labelNode: cardTopRightLabel,
cardValue: secondCardValue,
cardName: "cardTopRightLabel")
///////////////////
// bottom left card
cardBottomLeft.zPosition = 1
cardBottomLeft.size = CGSize(width: 300.0, height: 300.0)
cardBottomLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardBottomLeft.position = CGPoint(x:-225, y:-365)
addChild(cardBottomLeft)
addLabel(spriteNode: cardBottomLeft,
labelNode: cardBottomLeftLabel,
cardValue: thirdCardValue,
cardName: "cardBottomLeftLabel")
////////////////////
// bottom right card
cardBottomRight.zPosition = 1
cardBottomRight.size = CGSize(width: 300.0, height: 300.0)
cardBottomRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardBottomRight.position = CGPoint(x:132, y:-365)
addChild(cardBottomRight)
addLabel(spriteNode: cardBottomRight,
labelNode: cardBottomRightLabel,
cardValue: fourthCardValue,
cardName: "cardBottomRightLabel")
}
func touchDown(atPoint pos : CGPoint)
{
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
func flipCard (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 0, duration: 0.2),
SKAction.scale(to: 1, duration: 0.0),
SKAction.setTexture(SKTexture(imageNamed: "Redcard-blank"))
]
))
label.isHidden = false
}
func flipCardPause (node: SKNode, interval: Double)
{
node.run(SKAction.wait(forDuration: interval))
print("paused for \(interval) seconds")
}
func flipCardBack (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 1, duration: 0.2),
SKAction.setTexture(SKTexture(imageNamed: "Redcard"))
// SKAction.scale(to: 1, duration: 0.2)
]
))
}
if cardTopLeft.contains(touchLocation)
{
flipCard(node: cardTopLeft, label: cardTopLeftLabel)
//flipCardPause(node: cardTopLeft, interval: 3)
//flipCardBack(node: cardTopLeft, label: cardTopLeftLabel)
}
if cardTopRight.contains(touchLocation)
{
flipCard(node: cardTopRight, label: cardTopRightLabel)
}
if cardBottomLeft.contains(touchLocation)
{
flipCard(node: cardBottomLeft, label: cardBottomLeftLabel)
}
if cardBottomRight.contains(touchLocation)
{
flipCard(node: cardBottomRight, label: cardBottomRightLabel)
}
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
How to assign dictionary values to the cards?. EDIT 2: By not using values! I'm going to do from the perspective of dictionary keys, that way each card has a key value pair, then just display the value.
// get all the card keys
var cardKeys:[String] = []
for (k,_) in cardsDictionary {
cardKeys.append(k)
}
// slice for only four cards
var fourCardKeys = cardKeys[0...3]
// get 1st value for display
cardsDictionary[fourCardKeys[0]]
So SKLabelNode on touchDown? I'll try it. Also need to flip card so word is not on the image. Lastly compare the pressed card's key to the wordGuess key text. Getting closer
EDIT 3: Update of didMove with split keys and values. Can get the title to be the first key now and I can put the first value on the top left card okay as a test. Progress. Now I just need to either blank out the card on touchDown or find a way to flip it.
cardTopLeft.zPosition = 0
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
addChild(cardTopLeft)
cardTopLeftLabel.zPosition = 1
cardTopLeftLabel.text = fourCardValues[0]
cardTopLeftLabel.name = "cardTopLeftLabel"
cardTopLeftLabel.fontSize = 40
cardTopLeftLabel.fontColor = .black
cardTopLeftLabel.position = CGPoint.init(x: cardTopLeft.size.width/4, y: 0.5)
cardTopLeft.addChild(cardTopLeftLabel)
EDIT 4: Successful in making cards flip. Using .contains on the node and running a SKAction sequence. How would I create three states for the card? Tuple sounds like a fun idea. Unflipped, Flipped, Flipped-Highlighted. It loads with all cards down (done), I want to unflip the card (done), then tap it again to highlight it (help?). In doing so the second time, it highlights itself and the top guess word. The two strings are then concatenated in a label at the bottom, and a Next button activated (not built yet). Upon successful match of the key[value] == A[B] then Score += 1. Getting closer! It's really similar to just a matching game but I'm adding an extra layer of card flipping.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
func flipCard (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 0, duration: 0.2),
SKAction.scale(to: 1, duration: 0.0),
SKAction.setTexture(SKTexture(imageNamed: "Redcard-blank"))
]
))
label.isHidden = false
}
Personally, I don't like to use userData, my opinion is that isn't a readable code.
I'd some like to create a custom SKNode like:
class Card: SKSpriteNode {
var value....
var dictionary
etc
}
Another solution, you can create a tuples:
var cardsDictionary: [String:String] = [
"vegetable":"legomo",
"plant":"vegetalo",
"actually":"efektive",
"currently":"aktuale"
]
let cardTopLeft = (node:SKNode, value:Int, type:[String:String])
cardTopLeft.node = SKSpriteNode(imageNamed: "Redcard")
cardTopLeft.value = 1
cardTopLeft.type = cardsDictionary[0]
All SKNodes have a dictionary you can write to called userData. It is an optional NSMutableDictionary, so you are going to have to create it:
cardTopLeft.zPosition = 1
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
cardTopLeft.userData = ["word":"tree","value","arbo"]
addChild(cardTopLeft)
To use:
let word = cardTopLeft.userData["word"]
let value = cardTopLeft.userData["value"]
Getting a better understanding of your question, I would use SKLabelNode as an alternative.
What you can do is create SKLabelNodes to the cards with the word you want to attach, and mark it as isHidden = true. When you are ready to reveal the word, you just mark isHidden = false
let value = SKLabelNode("arbo")
value.isHidden = false
cardTopLeft.zPosition = 1
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
cardTopLeft.addChild(value)
addChild(cardTopLeft)
//to reveal it
if let label = cardTopLeft.children[0] as? SKLabelNode
{
label.isHidden = false
}
//to use it
if let label = cardTopLeft.children[0] as? SKLabelNode
{
let value = label.text
//compare value to dictionary of answers
}
You may want to give your labels a name so that you do not have to use children[0], but I will leave how you want to find a node up to you.
I want to have a game over screen pop up, using SKSpriteNodes and it scales correctly on first try but from the second, the whole game over is small.
func spawnPlayAgainBTN() {
playAgain = SKSpriteNode(imageNamed: "buttonPlay")
playAgain.position = CGPoint(x: self.frame.midX + 54, y: self.frame.midY - 10)
playAgain.zPosition = 8
playAgain.setScale(0)
self.addChild(playAgain)
playAgain.run(SKAction.scale(to: 0.4, duration: 0.4))
}
func spawnMainMenuBTN() {
mainMenu = SKSpriteNode(imageNamed: "buttonMainMenu ")
mainMenu.position = CGPoint(x: self.frame.midX - 54, y: self.frame.midY - 10)
mainMenu.zPosition = 8
mainMenu.setScale(0)
self.addChild(mainMenu)
mainMenu.run(SKAction.scale(to: 1.0, duration: 0.4))
}
func spawnGameOverScreen() {
gameOverBG = SKSpriteNode(imageNamed: "gameOverBG")
gameOverBG.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
gameOverBG.zPosition = 7
gameOverBG.setScale(0)
self.addChild(gameOverBG)
gameOverBG.run(SKAction.scale(to: 1.0, duration: 0.4))
spawnPlayAgainBTN()
spawnMainMenuBTN()
isRunningGame = false
isShowingGameOver = true
}
This is the code I have for the two nodes. Declarations not included.
//paddle node and its physicsbody
paddle = childNode(withName: "paddle") as! SKSpriteNode
paddle.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: paddle.size.width,
height: paddle.size.height))
paddle.physicsBody?.isDynamic = false
paddle.physicsBody?.affectedByGravity = false;
paddle.physicsBody?.friction = 100
paddle.physicsBody?.restitution = 0
//paddle.physicsBody?.linearDamping = 1
//paddle.physicsBody?.angularDamping = 1
//Second node
rect.position = CGPoint(x: 100, y:500)
rect.fillColor = UIColor(hue: 215/360, saturation: 49/100, brightness: 54/100, alpha: 1.0)
rect.strokeColor = UIColor(hue: 215/360, saturation: 49/100, brightness: 54/100, alpha: 1.0)
rect.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: rect.frame.width, height: rect.frame.height))
rect.physicsBody?.friction = 0.4
rect.physicsBody?.restitution = 0
rect.physicsBody?.mass = 100
rect.physicsBody?.allowsRotation = true
rect.physicsBody?.isDynamic = true
rect.physicsBody?.linearDamping = 0
rect.physicsBody?.angularDamping = 0
//rect.physicsBody?.velocity = CGVector(dx: 0, dy: -700)
rect.physicsBody!.applyImpulse(CGVector(dx: 2.0, dy: -2.0))
rect.lineWidth = 10
addChild(rect)
I am not sure if I am asking the right question but I have the rectangular node falling down unto a paddle that can be moved side to side by touch. Once the rect node is on top of the paddle I want it to stay on it while the I move the paddle but it stays pinned and does not move although everything else (gravity, rotation, etc.) works.
Here are the pictures to clarify
https://i.stack.imgur.com/LIqYT.png
https://i.stack.imgur.com/ap6Yy.png
I'm trying to add pageControl to my collection View which is inside my collectionView Cell, so I need to declare UIPageControl so
let CollectionViewPageControl: UIPageControl = {
let pageControl = UIPageControl()
pageControl.frame = CGRect(x: 0, y: 100, width: 10, height: 10)
pageControl.currentPage = 0
pageControl.currentPageIndicatorTintColor = UIColor.red
pageControl.pageIndicatorTintColor = UIColor.lightGray
return pageControl
}
but I got this error Cannot convert value of type '() -> _' to specified type 'UIPageControl'
so any help ?
You're declaring collectionViewPageControl as an UIPageControl, but you're assigning a closure to it.
You can do this:
let collectionViewPageControl: UIPageControl = UIPageControl()
collectionViewPageControl.frame = CGRect(x: 0, y: 100, width: 10, height: 10)
collectionViewPageControl.currentPage = 0
collectionViewPageControl.currentPageIndicatorTintColor = UIColor.red
collectionViewPageControl.pageIndicatorTintColor = UIColor.lightGray
You can read more about closures in Swift here.
And don't forget to add it to your collectionViewCell (or whatever is the parent of the UICollectionView that will be paginated).
yourCollectionViewCell.addSubview(collectionViewPageControl)