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Having strange trouble with touchesMoved, need help.
Am trying to make a game, where I drag gems around. The hierarchy is: GameScene (this is the view controller) gemBase, which holds the gems (light grey) SKSpriteNode gems SKSpriteNode The gems are children of gemBase, which is a child of GameScene. When the gemBase is at 0,0 everything works fine when I drag the gems. They are in the same place I am touching the screen. But I want to offer a left-handed feature, where I offset the gemBase to the rightsize of the screen. All gems automatically move with the base so I don't need to recalculate their positions. But then, when I try to move the gems, they are offset to the right of where I am touching the screen. They are offset by as much as I move the gemBase. Below is my only code where I handle touchesMoved (in GameScene) If you're having problems visualizing what I am describing, the screen shot is at: http: // 98.7.37.117/ss.gif Do I have to convert the touch.location?     override func touchesMoved(_ touches: SetUITouch, with event: UIEvent?){         guard touches.first != nil else { return }         if toggleHigh {highliteGem(theGem: myGems[0], clearAll: true)}         if let touch = touches.first, let node = myGV.currentGem, node.isMoving == true {             let touchLocation = touch.location(in: self)             node.moved    = true             node.position = touchLocation             node.isMoving = true             node.inSlot = false             //addTrailToTwinkle(theNode: node)         }     }
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785
May ’21
Need help on SQLite wrapper for Swift
I am using the SQLite wrapper for Xcode. I got it from the link below and did install it. But was hoping there would better documentation, or tutorials out there for it. Am new enough at Swift and its syntax. Whatever can make this easier for me would be a big help. https: //git.pado.name/reviewspur/ios/tree/fd2486cf91e422e2df8d048ffd2d40ea89527685/Carthage/Checkouts/SQLite.swift/Documentation#building-type-safe-sql
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340
May ’21
Is there a simple way to make a background fit the entire screen?
I have an SKScene, where I use an SKSpriteNode as the background. While the work I do below to make it fit to scale isn't much, I wondered if Swift provided a method or property that would do the same? From my GameScene override func didMove(to view: SKView){ super.didMove(to: view) self.backgroundColor = .clear let ratio = self.size.height / background.size.height background.size.height *= ratio background.size.width *= ratio background.anchorPoint = CGPoint(x: 0.0, y: 0.0) background.zPosition = -1 addChild(background) physicsWorld.contactDelegate = self self.isHidden = true From my main ViewController, where I create the GameScene let scene = WheelScene(size: myView.frame.size) scene.anchorPoint = CGPoint(x: 0.0, y: 0.0) scene.backgroundColor = .clear scene.scaleMode = .aspectFit wheelScene = scene mainView = myView myView.presentScene(wheelScene)
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532
Mar ’21
How can I have an SKSpriteNode follow the same path back and forth?
My code is compartmentalized over many files, so I hope I can describe this easily. I have a path that goes from point A to point B I place an SKSpriteNode at point A and execute: iconPath[0] = the path SKAction.follow(iconPath[0], asOffset: false, orientToPath: false, duration: 1)) I execute that SKACtion and as I expected, my SKNode goes from point A to point B. Fine. I'm not sure how to reverse it, I assumed from the dox that calling that same SKAction as is, would make the SKNode go from point B to A.
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584
Feb ’21
How can I execute animations for multiple SKSprintNodes at once?
I already know how to run multiple animations on the same SKSpriteNode at once: createPaths() let myIcon1 = MyIcon(wIcon: "screen", iSize: iSize) let move = SKAction.follow(iconPath[0], asOffset: false, orientToPath: false, duration: 1) let shrink = SKAction.resize(byWidth: -iSize.width/2, height: -iSize.width/2, duration: 1) let blur = SKAction.fadeAlpha(to: 0.6, duration: 1) let group = SKAction.group([shrink, move, blur]) myIcon1.run(group) But I have two more icons I would like to animate at the same time. Granted, with just 3 icons total I can't see any lag if I do something like this: myIcon1.run(group1) myIcon2.run(group2) myIcon3.run(group3) But surely there is a proper way to do this?
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509
Feb ’21
Problem again with user-defined setting
This was something I needed so much help with in this post https://developer.apple.com/forums/thread/666997 I want to add a user defined setting. As I did (from the answer in the previous post, I made sure I was adding in SWIFTACTIVECOMPILATION_CONDITIONS I added MYDEBUG01, which does not work. This is in Xcode 12.4 I put up both projects in a picture, the one where it does work is the bottom one, MYSCENES. This was in Xcode 11.x The screens do look a little different, but can't figure out where my error is. Here is the screenshot http:// 98.7.37.117/index.html
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1.6k
Feb ’21
LaunchScreen doesn't show on simulator in Xcode 12.4
I just upgraded to Xcode 12.4, created a project using the "app" template, without SwiftUI, I chose Storyboard instead. I placed a small image on the LaunchScreen.storyboard, and an NSLog output in my ViewController. When I run the app on the simulator, the LaunchScreen does not, show, and I do get my NSLog output. So I know the app is running. When run this bare app on my physical iPhone X...I do get the launch screen. So I opened a game app I started under Xcode 11.x. It will show the LaunchScreen on both simulator and my device. I've checked that Launch screen interface file base name is set to LaunchScreen in Info.plist. It's also set under App Icons and Launch Images. Is this some bug?
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2.2k
Feb ’21
Can there be multiple SKNodes in a UITapGestureRecognizer
When I'm dealing with touchesBegan, moved, etc. I am able to loop through every item at the CGPoint where the action occurred. So obviously I am dealing with everything through my GameScene. Now when working with UITapGestureRecognizer, I can't seem to come up with the code that would tell me if there are multiple items at the point of tapping (single tap only). It's not that I want that to happen, but I fear my code may crash if it does occur. Should UITapGestureRecognizer be handled by each SKNode that uses it? Or is there a code solution where I can handle it all through GameScene? Here is how I deal with touches_: override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?){ &#9;&#9;&#9;&#9;guard let touch = touches.first else { return } &#9;&#9;&#9;&#9;let location = touch.location(in: self) &#9;&#9;&#9;&#9;let touchedNodes = self.nodes(at: location) &#9;&#9;&#9;&#9;for theNode in&#9;touchedNodes{ &#9;&#9;&#9;&#9;&#9;&#9;if let node = theNode as? MyBall { .......my code,...... &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;} &#9;&#9;&#9;&#9;&#9;&#9;} &#9;&#9;&#9;&#9;} &#9;&#9;&#9;} And here's how I handle UITapGestureRecognizer, yet unable to figure out code to see if there's more than one SKNode: @objc func tappedView(_ sender:UITapGestureRecognizer) { &#9;&#9;if sender.state == .ended{ &#9;&#9;&#9;&#9;let point : CGPoint = sender.location(in: self.view) var post = sender.location(in: sender.view) &#9;&#9;&#9;&#9;post = self.convertPoint(fromView: post) &#9;&#9;&#9;&#9;if let touchNode = self.atPoint(post) as? Ball{ ......my code....... &#9;&#9;&#9;&#9;} &#9;&#9;} }
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242
Dec ’20
Is there a property that detects SKSpriteNode taps vs. movements
My app is very simple. Using all the touchesFunctions, I can drag a ball around the screen I'd also, like the user to be able to tape the ball, then tap where to place it, hence no dragging. Just tap to select the ball, then tap where to send it. I added UITapGestureRecognizer to my code. My problem is that with a tap, touchesBegan and touchesMoved are also triggered. The heavier the user taps, the more touchesMoved are registered. In one test I was able to do an intended tap, and still got 15 touchesMoved before the Tap. Is there an iOS property that can somehow help me? Because the only other choice I see is writing ugly code that has to compare time so a selection My problem is that I don't get the tap trigger till the end. So I can write code to detect time differences, or something else horrendous, or maybe there's a property that can help?
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341
Nov ’20
Is there a way to run a group of SKActions followed by a sequence?
If I have the following SKActions I want done: let spinAction = SKAction.rotate(byAngle: 360, duration: 003) let moveAction = SKAction.move(to: CGPoint(x: origNP.x, y: origNP.y), duration: 0.3) let setFlags = SKAction.run { moveThis.inSlot = true; &#9;&#9;moveThis.isMoving = false; moveThis.inSlot = true} I know I can either run them in sequence: let sequence = SKAction.sequence([spinAction, moveAction, setFlags]) or all at once as a group let group = SKAction.group([spinAction, moveAction, setFlags]) But what if I need to call other sequences, or just reset flags after the sequence or group method is done? Do they have some sort of notifiers after completion?
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197
Nov ’20