Refrence : https://stackoverflow.com/a/26578895/6619234
how to erase and redraw circle on click evnet?
i tried to call addCircleView method on click event but circle is overlapping every time.
class CircleClosing: UIView {
var circleLayer: CAShapeLayer!
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath : UIBezierPath!
circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 5)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.blue.cgColor
circleLayer.lineWidth = 20.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
}
override func layoutSubviews()
{
let frame = self.layer.bounds
circleLayer.frame = frame
layer.addSublayer(circleLayer)
}
required init?(coder aDecoder: NSCoder)
{ super.init(coder: aDecoder) }
func animateCircle(duration: TimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e. the speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// right value when the animation ends.
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
}
}
Add in your subview
func addCircleView() {
var circleView : CircleClosing!
let diceRoll = CGFloat(510) //CGFloat(Int(arc4random_uniform(7))*50)
let diceRolly = CGFloat(70)
let circleWidth = CGFloat(40)
let circleHeight = circleWidth
// Create a new CircleView
circleView = CircleClosing(frame:CGRect(x:diceRoll,y: diceRolly,width: circleWidth,height: circleHeight) )
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(duration: 20.0)
}
Thanks in Advance
var circleView : CircleClosing!
func addCircleView() {
let diceRoll = CGFloat(510) //CGFloat(Int(arc4random_uniform(7))*50)
let diceRolly = CGFloat(70)
let circleWidth = CGFloat(40)
let circleHeight = circleWidth
//Add this line here to remove from superview
circleView.removeFromSuperview()
circleView = CircleClosing(frame:CGRect(x:diceRoll,y: diceRolly,width: circleWidth,height: circleHeight) )
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(duration: 20.0)
}
Related
I have a ball and a cylinder. When i tap on the ball it moves in forward position. When the ball hits the cylinder they collide and the cylinder moves and changes color. Thats working fine.
I have 2 problems:
When i start the app the cylinder is constantly colliding and changes color immediately, so even when the ball is not near it. It looks like its colliding with something else.
The second thing is, there will be more cylinders in the scene, how can i make a collision event only between 2 objects. Lets say there are 2 cylinders in the scene how can ik set a filter or group.
import SwiftUI
import RealityKit
import ARKit
import FocusEntity
import Combine
struct ContentView : View {
var body: some View {
ARViewContainer()
}
}
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let view = ARView()
let session = view.session
let config = ARWorldTrackingConfiguration()
config.planeDetection = .horizontal
session.run(config)
let coachingOverlay = ARCoachingOverlayView()
coachingOverlay.autoresizingMask = [.flexibleWidth, .flexibleHeight]
coachingOverlay.session = session
coachingOverlay.goal = .horizontalPlane
view.addSubview(coachingOverlay)
context.coordinator.view = view
session.delegate = context.coordinator
view.addGestureRecognizer(UITapGestureRecognizer(target: context.coordinator, action: #selector(Coordinator.handleTap)))
return view
}
func updateUIView(_ uiView: ARView, context: Context) {}
func makeCoordinator() -> Coordinator {
Coordinator()
}
//coordinator class
class Coordinator: NSObject,ARSessionDelegate {
weak var view: ARView?
var focusEntity: FocusEntity?
#Published var sceneIsPlaced:Bool = false //is de scene reeds geplaats na openen app
#Published var subscriptions: [AnyCancellable] = []
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
guard let view = self.view else { return }
self.focusEntity = FocusEntity(on: view, style: .classic(color: .yellow))
}
//na tap op het scherm, wat te doen -> creeer locatie en plaats het object
#objc func handleTap(recognizer: UITapGestureRecognizer) {
guard let view = self.view, let focusEntity = self.focusEntity else { return }
//tap location van de tap gesture
let tapLocation = recognizer.location(in: self.view)
//Create Anchor
let anchor = AnchorEntity()
let importModel = try! Entity.load(named: "cilinder") //alle objects!
importModel.position = focusEntity.position
importModel.scale = SIMD3(repeating: 0.5)
//The cylinder
let kolomMiddleModel = importModel.findEntity(named: "cilinder")!.children[0] as! (ModelEntity & HasPhysicsBody & HasCollision)
let materialKolomMiddle = SimpleMaterial(color: .yellow, isMetallic: true)
kolomMiddleModel.model?.materials = [materialKolomMiddle]
kolomMiddleModel.generateCollisionShapes(recursive: false)
let physics = PhysicsBodyComponent(massProperties: .default, material: .default, mode: .dynamic)
kolomMiddleModel.components.set(physics)
//MAKE A BALL
let materialsBall = SimpleMaterial(color: .red, isMetallic: true)
let ballModel = ModelEntity(mesh: .generateSphere(radius: 0.1),
materials: [materialsBall])
as (Entity & HasPhysicsBody & HasCollision)
ballModel.position = [-0.1, -1.0,-0.1]
ballModel.generateCollisionShapes(recursive: true)
ballModel.name = "ballModel"
//LIGHTS --> let op voor de shadow moet de plane van occlusion material met dynamical lightning op tue
let directionalLight = DirectionalLight()
directionalLight.light.color = .white
directionalLight.light.intensity = 4000
directionalLight.light.isRealWorldProxy = true
directionalLight.shadow?.maximumDistance = 1.5
directionalLight.shadow?.depthBias = 7.0
directionalLight.orientation = simd_quatf(angle: .pi/1.5, axis: [0,1,0])
//maak een anchor voor het licht
let lightAnchor = AnchorEntity(world: [0, 0, 2.5])
lightAnchor.addChild(directionalLight)
//COLLISION EVENTS
DispatchQueue.main.async {
//collision of kolomModel
view.scene.subscribe(to: CollisionEvents.Began.self,
on: kolomMiddleModel) { _ in
print("Collision kolomModel detected!")
let material = SimpleMaterial(color: .red, isMetallic: true)
kolomMiddleModel.model?.materials = [material]
}.store(in: &self.subscriptions)
}
// view.installGestures(for: ballModel)
//
//PLACE SCENE IF NOT PLACED ALREADY
if !sceneIsPlaced {
//ADD MODELS TO ANCHOR
anchor.addChild(importModel)
anchor.addChild(ballModel)
anchor.addChild(lightAnchor)
view.scene.addAnchor(anchor)
sceneIsPlaced = true
//If the scene is already placed get the taplocation
}else{
if let locationEntity = view.entity(at: tapLocation) {
let entityTapped = locationEntity as! ModelEntity
//MAKE THE BALL GO FORWARD
print("entity tapped \(entityTapped)")
entityTapped.physicsBody = .init()
entityTapped.physicsBody?.mode = .kinematic
entityTapped.physicsMotion = PhysicsMotionComponent(linearVelocity: [0, 0, -0.5],
angularVelocity: [1, 3, 5])
}
}
}
}
}
Here is an example of two objects in RealityKit that can only collide with each other:
let sphere = ModelEntity(mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial()])
sphere.collision = CollisionComponent(shapes: [ShapeResource.generateSphere(radius: 0.1)])
sphere.collision?.filter = CollisionFilter(group: 1 << 2, categories: .default, mask: .default)
let cube = ModelEntity(mesh: .generateBox(size: [0.1, 0.1, 0.1]), materials: [SimpleMaterial()])
cube.collision = CollisionComponent(shapes: [ShapeResource.generateBox(size: [0.1, 0.1, 0.1])])
cube.collision?.filter = CollisionFilter(group: 1 << 1, categories: .default, mask: .default)
sphere.collision?.filter.collisionGroup = 1 << 1
cube.collision?.filter.collisionGroup = 1 << 2
arView.scene.addAnchor(sphere)
arView.scene.addAnchor(cube)
This code creates two objects: a sphere and a cube. Each object is given a CollisionComponent with a corresponding ShapeResource and CollisionFilter. The CollisionFilter for each object specifies that only objects in a different collisionGroup can collide with it. As a result, the sphere and cube can only collide with each other, not with other objects in the scene.
See more information about CollisionGroups here:
https://developer.apple.com/documentation/realitykit/collisionfilter
I have a simple game in which players get three rounds to achieve the highest score . The gameScene exists inside a SwiftUI View and is created like this:
var gameScene: SKScene {
let scene = NyonindoGameScene(
size: CGSize(
width: UIScreen.main.bounds.width,
height: UIScreen.main.bounds.height
)
)
scene.viewModel = self.viewModel
scene.scaleMode = .aspectFill
return scene
}
It is called from the body of the view (inside a GeometryReader inside a ZStack) using SpriteView(). The code was working great until I tested on a new iPhone 13, which gave me all kinds of quirky and unexpected behaviors. I won't elaborate on them now as I have fixed most, but I am still left with a "phantom" start button. It is designed to display different text depending on the round being played (viz.: "Start," "Try Again," "Last Chance") using a var that is accurately counting rounds. However, I get this at the end of the first round:
When this Frankenstein button gets tapped, the new round begins. HOWEVER, SKPhysicsContactDelegate didBegin(_:) does not get called and collisions are ignored. (In my general bafflement here, I don't know if this is a separate issue or one that will go away when I solve the overlapping button problem.)
In any case, here is the relevant code for the startButton:
func addStartButton(text: String) {
startButton.removeFromParent() // added as one of many failed remedies
let startButtonLabel = SKLabelNode(text: text)
startButtonLabel.fontName = SKFont.bold
startButtonLabel.fontSize = 40.0
startButtonLabel.fontColor = UIColor.white
startButtonLabel.position = CGPoint(x: 0, y: -12)
startButton.position = CGPoint(x:self.frame.midX, y:self.frame.midY)
startButton.zPosition = 3
startButton.addChild(startButtonLabel)
addChild(startButton)
}
The initial start button is called like this in didMove(to view: SKView):
if attempts == 0 {
addStartButton(text: "Start")
}
And the buttons for the second and third round are called inside a gameOver() function like this:
if attempts == 1 {
startButton.removeFromParent() // again, this is overkill as it gets removed before this...
let text: String = "Try Again!"
addStartButton(text: text)
}
if attempts == 2 {
startButton.removeFromParent()
let text: String = "Last Chance!"
addStartButton(text: text)
}
I originally had a switch statement instead of the two if statements, but that generated the same problem. Print statements to the console suggest that only one button is being called for each round, but the results suggest something different.
Any clues? (Apologies if I haven't provided enough code for an assessment.)
why are you removing the button? change it's label:
class TTESTGameScene: SKScene {
var allBoxes: [SKSpriteNode] = []
var startButton: SKShapeNode = SKShapeNode(rect: CGRect(x: 0, y: 0, width: 200, height: 43), cornerRadius: 20)
override func didMove(to view: SKView) {
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
view.allowsTransparency = true
self.backgroundColor = .clear
view.alpha = 1.0
view.isOpaque = true
view.backgroundColor = SKColor.clear.withAlphaComponent(0.0)
let nextButton = SKShapeNode(rect: CGRect(x: 0, y: view.frame.maxY - 40, width: 66, height: 33), cornerRadius: 20)
nextButton.fillColor = .yellow
nextButton.name = "nextButton"
let nextLabel = SKLabelNode(text: "")
nextLabel.fontSize = 40.0
nextLabel.fontColor = UIColor.white
nextLabel.position = CGPoint(x: 0, y: -12)
nextButton.addChild(nextLabel)
addChild(nextButton)
startButton.fillColor = .red
startButton.name = "startButton"
let startButtonLabel = SKLabelNode(text: "000")
startButtonLabel.fontSize = 30.0
startButtonLabel.fontColor = UIColor.white
startButtonLabel.horizontalAlignmentMode = .center
startButtonLabel.position = CGPoint(x: startButton.frame.size.width/2, y: 10)
startButtonLabel.name = "startButtonLabel"
startButton.position = CGPoint(x:self.frame.midX - startButton.frame.size.width/2, y:self.frame.midY)
startButton.zPosition = 3
startButton.addChild(startButtonLabel)
addChild(startButton)
}
var attempts: Int = 0
func nextLevel() {
//startButton.removeFromParent() // added as one of many failed remedies
var text = ""
if attempts == 0 {
text = "Start"
}
else if attempts == 1 {
text = "Try Again!"
}
else if attempts == 2 {
text = "Last Chance!"
}
if let label = startButton.childNode(withName: "//startButtonLabel") as? SKLabelNode {
label.text = text
attempts += 1
attempts = attempts > 2 ? 0:attempts
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self.view)
let sceneTouchPoint = self.convertPoint(fromView: location)
let touchedNode = self.atPoint(sceneTouchPoint)
print(touchedNode.name)
if touchedNode.name == "nextButton" {
nextLevel()
}
}
}
// A sample SwiftUI creating a GameScene and sizing it
// at 300x400 points
struct TTESTContentView: View {
var scene: SKScene {
let scene = TTESTGameScene()
scene.size = CGSize(width: 300, height: 400)
scene.scaleMode = .aspectFill
return scene
}
var body: some View {
SpriteView(scene: scene)
.frame(width: 300, height: 400)
//.ignoresSafeArea()
}
}
struct ContentViewTest_Previews: PreviewProvider {
static var previews: some View {
TTESTContentView()
}
}
I try to make an endless background through the nodes, but the background has not become infinite and is interrupted, the third background is not yet shown. After the first show, the number of nodes in the scene grows, how can this be fixed?
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var bgNode: SKNode!
var overlay: SKNode!
var overlayWidth: CGFloat!
//var viewSize: CGSize!
var levelPositionX: CGFloat = 0.0
//var speed: CGFloat = 5.5
override func didMove(to view: SKView) {
setupNode()
//viewSize = CGSize(width: frame.size.width, height:
frame.size.height )
}
func setupNode() {
let worldNode = childNode(withName: "World")!
bgNode = worldNode.childNode(withName: "Background")!
overlay = bgNode.childNode(withName: "Overlay")!.copy() as!
SKNode
overlayWidth = overlay.calculateAccumulatedFrame().width
}
func createBackgroundOverlay() {
let backgroundOverlay = overlay.copy() as! SKNode
backgroundOverlay.position = CGPoint(x: 0.0, y: 0.0)
bgNode.addChild(backgroundOverlay)
levelPositionX += overlayWidth
}
func update() {
bgNode.position.x -= 5
if bgNode.position.x <= -self.frame.size.width {
bgNode.position.x = self.frame.size.width * 2
createBackgroundOverlay()
}
}
override func update(_ currentTime: TimeInterval) {
update()
}
In my endless runner game, I have implemented an endless background and a ground(or floor) much similar to your app. Below I shall discuss the steps i have used in my game.
Step 1: In your GameScene.swift file add these variables.
var backgroundSpeed: CGFloat = 80.0 // speed may vary as you like
var deltaTime: TimeInterval = 0
var lastUpdateTimeInterval: TimeInterval = 0
Step 2: In GameScene file, make setUpBackgrouds method as follows
func setUpBackgrounds() {
//add background
for i in 0..<3 {
// add backgrounds, my images were namely, bg-0.png, bg-1.png, bg-2.png
let background = SKSpriteNode(imageNamed: "bg-\(i).png")
background.anchorPoint = CGPoint.zero
background.position = CGPoint(x: CGFloat(i) * size.width, y: 0.0)
background.size = self.size
background.zPosition = -5
background.name = "Background"
self.addChild(background)
}
for i in 0..<3 {
// I have used one ground image, you can use 3
let ground = SKSpriteNode(imageNamed: "Screen.png")
ground.anchorPoint = CGPoint(x: 0, y: 0)
ground.size = CGSize(width: self.size.width, height: ground.size.height)
ground.position = CGPoint(x: CGFloat(i) * size.width, y: 0)
ground.zPosition = 1
ground.name = "ground"
self.addChild(ground)
}
}
Step 3: Now we have to capture timeIntervals from update method
override func update(_ currentTime: TimeInterval) {
if lastUpdateTimeInterval == 0 {
lastUpdateTimeInterval = currentTime
}
deltaTime = currentTime - lastUpdateTimeInterval
lastUpdateTimeInterval = currentTime
}
Step 4: Here comes the most important part, moving our backgrounds and groungFloor by enumerating child nodes. Add these two methods in GameScene.swift file.
func updateBackground() {
self.enumerateChildNodes(withName: "Background") { (node, stop) in
if let back = node as? SKSpriteNode {
let move = CGPoint(x: -self.backgroundSpeed * CGFloat(self.deltaTime), y: 0)
back.position += move
if back.position.x < -back.size.width {
back.position += CGPoint(x: back.size.width * CGFloat(3), y: 0)
}
}
}
}
func updateGroundMovement() {
self.enumerateChildNodes(withName: "ground") { (node, stop) in
if let back = node as? SKSpriteNode {
let move = CGPoint(x: -self.backgroundSpeed * CGFloat(self.deltaTime), y: 0)
back.position += move
if back.position.x < -back.size.width {
back.position += CGPoint(x: back.size.width * CGFloat(3), y: 0)
}
}
}
}
Step 5: At this point you should get this error:"Binary operator '+=' cannot be applied to two 'CGPoint' operands" in updateBackground and updateGroundMovement methods.
Now we need to implement operator overloading to resolve this problem. Create a new Swift File and name it Extensions.swift and then implement as follows:
// Extensions.swift
import CoreGraphics
import SpriteKit
public func + (left: CGPoint, right: CGPoint) -> CGPoint {
return CGPoint(x: left.x + right.x, y: left.y + right.y)
}
public func += (left: inout CGPoint, right: CGPoint) {
left = left + right
}
Step 6: call setUpBackgrounds method in didMove(toView:)
override func didMove(to view: SKView) {
setUpBackgrounds()
}
Step 7: Finally call the updateBackground and updateGroundMovement methods in update(_ currentTime) method. updated code is given below:
override func update(_ currentTime: TimeInterval) {
if lastUpdateTimeInterval == 0 {
lastUpdateTimeInterval = currentTime
}
deltaTime = currentTime - lastUpdateTimeInterval
lastUpdateTimeInterval = currentTime
//MARK:- Last step:- add these methods here
updateBackground()
updateGroundMovement()
}
I'm new to Swift SpriteKit, I want to make a game like a virtual joystick and two buttons(two nodes), I've enabled the multi-touch. However, whenever I move both virtual joystick and attack Spritenode, the virtual joystick of the button seems to be Jagging. How am I gonna separate the touches of virtual joystick from touches attackbutton
class GameScene: SKScene {
var defend : Bool = false
var attack : Bool = false
var stickMove : Bool = false
var stickEnd:Bool = false
var moveattack:Bool = false
var movedefend:Bool = false
var playermovement:Bool = true
let vj1 = SKSpriteNode(imageNamed: "vj1")
let vj2 = SKSpriteNode(imageNamed: "vj2")
let player = SKSpriteNode(imageNamed: "player")
let rotationSpeed :CGFloat = CGFloat(M_PI)
let rotationOffSet : CGFloat = -CGFloat(M_PI/2.0)
let attackvj = SKSpriteNode(imageNamed: "attackvj")
let defendvj = SKSpriteNode(imageNamed: "defendvj")
private var touchPosition: CGFloat = 0
private var targetZRotation: CGFloat = 0
override func didMove(to view: SKView) {
self.view?.isMultipleTouchEnabled = true
self.backgroundColor = SKColor.black
//position of joystick
vj1.zPosition = 1
vj1.xScale = 1.5
vj1.yScale = 1.5
self.addChild(vj1)
vj1.position = CGPoint(x: self.size.width*15/100, y:self.size.height*30/100)
vj2.zPosition = 1
vj2.xScale = 1.5
vj2.yScale = 1.5
self.addChild(vj2)
vj2.position = vj1.position
player.zPosition = 0
player.physicsBody = SKPhysicsBody(rectangleOf: player.size)
player.physicsBody!.affectedByGravity = false
player.position = CGPoint(x: self.size.width/2, y:self.size.height/2)
self.addChild(player)
attackvj.anchorPoint = CGPoint(x: 0.5, y:0.5)
attackvj.position = CGPoint(x: self.size.width*80/100, y:self.size.height*30/100)
attackvj.xScale = 2.0
attackvj.yScale = 2.0
self.addChild(attackvj)
defendvj.anchorPoint = CGPoint(x: 0.5, y:0.5)
defendvj.position = CGPoint(x: self.size.width*90/100, y:self.size.height*50/100)
defendvj.xScale = 2.0
defendvj.yScale = 2.0
self.addChild(defendvj)
vj1.alpha = 0.4
vj2.alpha = 0.4
attackvj.alpha = 0.4
defendvj.alpha = 0.4
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches){
let location = touch.location(in: self)
if vj2.contains(location){
stickEnd = false
stickMove = true
}
if defendvj.contains(location){
defend = true
}
if attackvj.contains(location){
attack = true
attackvj.xScale = 2.5
attackvj.yScale = 2.5
}
if(stickMove == true && attack == true){
moveattack = true
}
if(stickMove == true && defend == true){
movedefend = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches){
let location = touch.location(in: self)
let previousLocation = touch.previousLocation(in: self)
let v = CGVector(dx: location.x - vj1.position.x, dy: location.y - vj1.position.y)
print("locationsss" , location , "previouslocationsss", previousLocation)
let angle = atan2(v.dy, v.dx)
targetZRotation = angle + rotationOffSet
let length:CGFloat = vj1.frame.size.height / 2
let xDist:CGFloat = sin(angle - 1.57079633) * length
let yDist:CGFloat = cos(angle - 1.57079633) * length
if(stickMove == true){
if(vj1.frame.contains(location)){
vj2.position = location
}
else{
vj2.position = CGPoint(x: vj1.position.x - xDist, y: vj1.position.y + yDist)
}
if(attackvj.frame.contains(location)){//How am I gonna make this location in attackvj, not to influence my joystick location?
}
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(stickMove == true && attack == false && defend == false){
let move:SKAction = SKAction.move(to: vj1.position, duration: 0.2)
move.timingMode = .easeOut
vj2.run(move)
stickEnd = true
stickMove = false
}
if(attack == true){
attack = false
attackvj.xScale = 2.0
attackvj.yScale = 2.0
moveattack = false
}
if(defend == true){
defend = false
movedefend = false
}
}
override func update(_ currentTime: TimeInterval) {
//rotation
if (stickEnd == false) {
var angularDisplacement = targetZRotation - player.zRotation
if angularDisplacement > CGFloat(M_PI) {
angularDisplacement = (angularDisplacement - CGFloat(M_PI)*2)
}
else if angularDisplacement < -CGFloat(M_PI) {
angularDisplacement = (angularDisplacement + CGFloat(M_PI)*2)
}
if abs(angularDisplacement) > rotationSpeed*(1.0/60.0){
let angularVelocity = angularDisplacement < 0 ? -rotationSpeed : rotationSpeed
player.physicsBody!.angularVelocity = angularVelocity
} else {
player.physicsBody!.angularVelocity = 0
player.zPosition = targetZRotation
}
}
else{
player.physicsBody!.angularVelocity = 0
}
//movement but use attack button to testing
if (attack == true)
{
player.position = CGPoint(x:player.position.x + cos(player.zRotation + 1.57079633),y:player.position.y + sin(player.zRotation + 1.57079633))
}
}
The problem you are facing is that you are mixing the contexts for your touches. This is making things more difficult and complicated than they need to be.
The easiest thing to do would be to make your virtual joystick a separate SKSpriteNode class that tracks its own touches and reports them. Same with the buttons - they track their own touches and report their state.
But if you want to continue with your current approach of having a high-level object track multiple touches, what you want to do is capture the context that each touch is associated with in touchesBegan, and then just update things on touchesMoved as necessary, canceling the touches in touchesEnded.
For instance, you want to associate a particular touch with the virtual joystick, because you don't want weirdness if they drag their finger off of it and over to the button, say. And you want to know exactly which touch is lifted off when the user lifts a finger.
Here's some sample code that should illustrate the process:
//
// This scene lets the user drag a red and a blue box
// around the scene. In the .sks file (or in the didMove
// function), add two sprites and name them "red" and "blue".
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
private var redTouch:UITouch?
private var blueTouch:UITouch?
override func didMove(to view: SKView) {
super.didMove(to: view)
isUserInteractionEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Grab some references to the red and blue sprites.
// (They must be direct children of the scene, or the
// paths must be amended.)
guard let redBox = childNode(withName: "red") else { return }
guard let blueBox = childNode(withName: "blue") else { return }
for touch in touches {
// Get the location of the touch in SpriteKit Scene space.
let touchLocation = touch.location(in: self)
// Check to see if the user is touching one of the boxes.
if redBox.contains( touchLocation ) {
// If we already have a touch in the red box, do nothing.
// Otherwise, make this our new red touch.
redTouch = touch
} else if blueBox.contains( touchLocation ) {
// If we already have a touch in the blue box, do nothing.
// Otherwise, make this our new blue touch.
blueTouch = touch
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
// We have already established which touches are active,
// and we have already tied them to the two contexts, so
// we just need to read their current location and update
// the location of the red and blue boxes for the touches
// that are active.
if let redTouch = redTouch {
guard let redBox = childNode(withName: "red") else { return }
let location = redTouch.location(in:self)
redBox.position = location
}
if let blueTouch = blueTouch {
guard let blueBox = childNode(withName: "blue") else { return }
let location = blueTouch.location(in:self)
blueBox.position = location
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// The parameter touches contains a list of ending touches,
// so we check the touches we are currently tracking to
// see if they are newly lifted. If so, we cancel them.
if let touch = redTouch {
if touches.contains( touch ) {
redTouch = nil
}
}
if let touch = blueTouch {
if touches.contains( touch ) {
blueTouch = nil
}
}
}
}
In the above code, we have separated out the touches on the red box and the blue box. We always know which touch is dragging the red box around and which touch is dragging the blue box around, if any. This is a simple example, but it's generalizable to your situation, where you'd have touches for the virtual joystick and each individual button.
Note that this approach works well for multitouch elements, too. If you have a map that you want to be zoomable, you can keep track of two touches so that you can compare them for pinch gestures. That way, if your pinch gesture accidentally strays over a button, you've already marked it as part of the pinch gesture, and know not to start triggering that button.
But again, a better approach would be to have a separate SKSpriteNode subclass that just tracks the joystick touches and reports its state to some higher-level manager class. You already know everything you need to know to do this - it's like what you have without all the extra checking to see if there are other buttons pressed. Same with the buttons. The only new part would be messaging "up the chain" to a manager, and that's pretty straightforward to deal with.
I have the following view in IB (Using Swift 3)
The green UIImageView is nested inside a UIView.
When I press begin, I'd ike to draw a line, indication the sound level currently beeing recorded.
I'm very new to Core Graphics, and have found the following code in SO that explains how to draw on a UYIImageView.
func drawLine(from fromPoint: CGPoint, to toPoint: CGPoint) {
UIGraphicsBeginImageContextWithOptions(view.bounds.size, false, 0)
plotArea.image?.draw(in: view.bounds)
let context = UIGraphicsGetCurrentContext()
context?.move(to: fromPoint)
context?.addLine(to: toPoint)
context?.setLineCap(CGLineCap.round)
context?.setLineWidth(brushWidth)
context?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
context?.setBlendMode(CGBlendMode.normal)
context?.strokePath()
plotArea.image = UIGraphicsGetImageFromCurrentImageContext()
plotArea.alpha = opacity
UIGraphicsEndImageContext()
}
This draws a nice line, when called, inside the green UIImageView (called plotArea). What I want to happen is that the line draws on top of the UIView (called rangeView) (indicating to the user, that when the line is over the green imageview, he's at the correct level)
Can anyone point me towards refactoring my drawLine function to draw on the UIView in stead of the UIImageView
When I solve that, I will also need for the line to be drawn continuously - meaning that when it reaches 2/3 of the view, it should continue drawing at that fixed x coordinate, and disappear to the left (like a rolling line)
Right now I'm calling the drawLine func every 0.1 seconds with this function:
func animatePin() {
let viewHeight = self.rangeView.frame.height
let ypos = viewHeight/maxDb*CGFloat(self.calculateLevel())
let p = CGPoint(x:self.lastPoint.x+10, y: ypos)
self.drawLine(from: self.lastPoint, to: p)
self.lastPoint = p
}
EDIT: Solved the first part, by calling this method in stead:
func drawLineFromPoint(start : CGPoint, toPoint end:CGPoint, ofColor lineColor: UIColor, inView view:UIView) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = lineColor.cgColor
shapeLayer.lineWidth = 1.0
view.layer.addSublayer(shapeLayer)
}
EDIT2 - Managed to get the line "rolling" by refactoring the function to
func drawLineFromPoint(start : CGPoint, toPoint end:CGPoint, ofColor lineColor: UIColor, inView view:UIView) {
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = lineColor.cgColor
shapeLayer.lineWidth = 1.0
if(end.x > view.frame.width*0.95){
let newRect = CGRect(x: view.frame.origin.x-10, y: view.frame.origin.y, width: view.frame.width+10, height: view.frame.height)
view.frame = newRect
}
if(start != CGPoint.zero){
view.layer.addSublayer(shapeLayer)
}
}
Function to draw the line:
func drawLineFromPoint(start : CGPoint, toPoint end:CGPoint, ofColor lineColor: UIColor, inView view:UIView) {
//create a path
let path = UIBezierPath()
path.move(to: start)
path.addLine(to: end)
//create a shape, and add the path to it
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = lineColor.cgColor
shapeLayer.lineWidth = 1.0
//if we are at the end of the view, move the view left by 10, and add the 10 to the right, making it roll
if(end.x > view.frame.width*0.95){
let newRect = CGRect(x: view.frame.origin.x-10, y: view.frame.origin.y, width: view.frame.width+10, height: view.frame.height)
view.frame = newRect
}
//wait till there iss data to show, so we don't get a huge spike from 0.0
if(start != CGPoint.zero){
view.layer.addSublayer(shapeLayer)
}
}