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Well it was a combination little hacks in touchesBegan/ touchesMoved and update func,First you need to catch on which touch occurred, get it's name (in my case I made nodes which had alpha of 0, but become visible upon moving over them i.e alpha 1). In touchesBegan, touchesMoved as follow guard let touch = touches.first else {return} let location = touch.location(in: self) lastTouchPoint = location let positionInScene = touch.location(in: self) let touchedNode = self.atPoint(positionInScene) if let name = touchedNode.name { if name == "vortex" { touching = false self.view!.isUserInteractionEnabled = false print("Touched on the interacted node") }else{ self.view!.isUserInteractionEnabled = true touching = true } } }Second use a BOOL touching to track user interactions, on the screen by using getting a tap recogniser setup, as follow, func setupTapDetection() { let t = UITapGestureRecognizer(target: self, action: #selector(tapped(_:))) view?.addGestureRecognizer(t) } @objc func tapped(_ tap: UITapGestureRecognizer) { touching = true }Finally in update put checks as follow,guard isGameOver == false else { return } self.view!.isUserInteractionEnabled = true if(touching ?? true){ if let lastTouchPosition = lastTouchPoint { //this usually gives a large value (related to screen size of the device) so /100 to normalize it let diff = CGPoint(x: lastTouchPosition.x - player.position.x, y: lastTouchPosition.y - player.position.y) physicsWorld.gravity = CGVector(dx: diff.x/100, dy: diff.y/100) } } }
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Set the contactTestBitMask properties of both objects. then detect when they collide in the didBegin func and then detect when they stop colliding in the didEnd funcplayer.physicsBody?.contactTestBitMask = collisionTypes.bullet.rawValue bullet.physicsBody?.contactTestBitMask = collisionTypes.player.rawValue func didBegin(_ contact: SKPhysicsContact) { //detect your collision and do what you need to do //maybe set a bool to true if you have multiple collision types } func didEnd(_ contact: SKPhysicsContact) { //check that the above collison is the one that ended //run appropriate code for end collision }
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let me clarify,node 1 is static and node 2 is dynamic, I want to know when node 2 is completely out of node 1's boundaries.
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Hi,In my case I'm hit with this error code(-1003) when using SDWebimage, it gets most URL but in some cases it gives this error. Upon opening the same error giving URL in browser with a VPN on, opens it.Is there a way to redirect DNS or same use a new DNS/VPN config programmatically to get the results from URL?