I am wondering if anyone may be able to help advise how I can change the following code, essentially I am trying to incorporate X2 gamescene buttons that do the following func:
1) Tap to fly (This I have working)
2) Tap to shoot a projectile from Player position (I do not have working).
My problem is I currently have the fly func set when touched anywhere on the screen.. I have tried the following :
This is in reference to my GameScene : I thought in order to split this out I would need a node on the screen to reference this function. This does not error in the console but does not appear in the GameScene.
In GameScene, I have declared a button within didmove func:
// Button to trigger shooting node from player:
let btnTest = SKSpriteNode(imageNamed: "Crater")
btnTest.setScale(0.2)
btnTest.name = "Button"
btnTest.zPosition = 10
btnTest.position = CGPoint(x: 100, y: 200)
self.addChild(btnTest)
2. In the Playerclass I have the following,
var shooting = false
var shootAnimation = SKAction()
var noshootAnimation = SKAction()
Init func:
self.run(noshootAnimation, withKey: "noshootAnimation")
let projectile = SKSpriteNode(imageNamed: "Crater")
projectile.position = CGPoint (x: 100, y: 50)
projectile.zPosition = 20
projectile.name = "projectile"
// Assigning categories to Game objects:
self.physicsBody?.categoryBitMask =
PhysicsCategory.plane.rawValue
self.physicsBody?.contactTestBitMask =
PhysicsCategory.ground.rawValue
self.physicsBody?.collisionBitMask =
PhysicsCategory.ground.rawValue
self.physicsBody?.applyImpulse(CGVector(dx: 300, dy: 0))
self.addChild(projectile)
// Start the shoot animation, set shooting to true:
func startShooting() {
self.removeAction(forKey: "noshootAnimation")
self.shooting = true
}
// Stop the shoot animation, set shooting to false:
func stopShooting() {
self.removeAction(forKey: "shootAnimation")
self.shooting = false
}
// This node appears in the gamescene alongside the player : 🙂
Finally back to the GameScene I have :
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches) {
let location = touch.location(in: self)
let nodeTouched = atPoint(location)
if let gameSprite = nodeTouched as? GameSprite {
gameSprite.onTap()
}
// Check the HUD buttons which I have appearing when game is over…
if nodeTouched.name == "restartGame" {
// Transition to a new version of the GameScene
// To restart the Game
self.view?.presentScene(GameScene(size: self.size), transition: .crossFade(withDuration: 0.6))
}
else if nodeTouched.name == "returnToMenu"{
// Transition to the main menu scene
self.view?.presentScene(MenuScene(size: self.size), transition: . crossFade(withDuration: 0.6))
}
}
Player.startFly()
player.startShooting()
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
Player.stopFly()
player.stopShooting()
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
Player.stopFly()
player.stopShooting()
}
override func update(_ currentTime: TimeInterval) {
player.update()
}
}
Unfortunately nothing happens in the GameScene and the node doesn’t fire when the screen is pressed, with the code above is there anyway I can amend this to allow for both ‘tap to fly’ + ‘tap to shoot’ functions. I still can’t figure out how to get the button I had declared early on in the GameScene to appear in which my gesture / touch position can be localised to this node on the screen as oppose to the whole screen in which I have currently..
I can say this sounded more simple in my head to begin with than actually coding together… having a nightmare..
Please can anyone help advise where I can correct this code?
Thanks again!
Tom
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