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Comment on Detecting touching a SKSpriteNode within a touchesBegan event?
Someone else provided this very illuminating comment which you may also find very insightful: "If we set isUserInteractionEnabled = true, the Node, not the Scene, will receive touch events. Therefore, the Scene's touchesBegan method is not called. Instead, the Node's touchesBegan is called. If we set isUserInteractionEnabled = false (default case), the Node will not receive any touch events. So where do the touch events go? = To the parent of the Node = the Scene!
Topic: Graphics & Games SubTopic: General Tags:
Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
I have come to the conclusion that anytime they offer to credit you for submitting a TSI, the response may not come from DTS. I remember with joy how one Engineer really helped me. (1) He didn’t endlessly barrage me for a skinny project (2) He accepted my full project and never complained. (3) And he took about 12 hours to actually solve my problem (4) ASAMOF he provided me a skinny project (5) And he never offered to credit me for anything.
Topic: Graphics & Games SubTopic: General Tags:
Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
It is 100% certain that I appreciate your wonderful generosity about crediting my TSI count. Clearly, I won't turn it down .. but this is the 1st of my last 2 challenges that I (we) need to solve before I Archive and submit to your App Store. You will see the very last problem in all its infamy when you Run this App in Xcode - that rotated Train (SKSpriteNode) which is described here: My very last challenge
Topic: Graphics & Games SubTopic: General Tags:
Feb ’24
Comment on How to prevent initial rotation of a node when following a UIBezierPath?
I am not ignoring you ... I'm just trying to absorb the mountain of information out there on "pivot". Right now, myTrain is a child of my master GameViewController. From what I have learned so far is that this "pivot" in my case is a created intermediate parent between myTrain and the above GameViewController. So, I let this pivot rotate to its heart's content, but its child = myTrain won't pivot because its zRotation = 0. Hopefully this is correct .. but I am not 100% certain ??
Topic: Programming Languages SubTopic: Swift Tags:
Jan ’24
Comment on Stopping and then re-starting a `SKSpriteNode` not behaving when moving along the bottom half of an oval UIBezierPath Works great when moving along top half; just the bottom half that produces a problem.
Still trying to contact her
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Nov ’24
Comment on Detecting touching a SKSpriteNode within a touchesBegan event?
Someone else provided this very illuminating comment which you may also find very insightful: "If we set isUserInteractionEnabled = true, the Node, not the Scene, will receive touch events. Therefore, the Scene's touchesBegan method is not called. Instead, the Node's touchesBegan is called. If we set isUserInteractionEnabled = false (default case), the Node will not receive any touch events. So where do the touch events go? = To the parent of the Node = the Scene!
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on Detecting touching a SKSpriteNode within a touchesBegan event?
Let me check my .zPosition numbers and I will provide feedback
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on Detecting touching a SKSpriteNode within a touchesBegan event?
I think my problem comes from my .sks file which has many figures, including the horse. Within the .sks file I set the GameScene’s size to something very large. Within my swift code I set the GameViewController’s .scaleMode = .resizeFill so the .sks file fills the UIDevice screen. SO, somehow my touchesBegan code is singling out the .sks figures.
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on Detecting touching a SKSpriteNode within a touchesBegan event?
An hour ago I just inserted a print() statement. When I clicked in the Simulator the SKSpriteNode I got a position near the top-left corner of the UIDevice. I re-clicked everywhere and the position changed as it should have.
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to detect the location of a mouseDown event using Swift?
Silly ole me .. just activate touch-simulation via the settings Panel of the Simulator. My very bad!
Topic: UI Frameworks SubTopic: AppKit Tags:
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Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
I have come to the conclusion that anytime they offer to credit you for submitting a TSI, the response may not come from DTS. I remember with joy how one Engineer really helped me. (1) He didn’t endlessly barrage me for a skinny project (2) He accepted my full project and never complained. (3) And he took about 12 hours to actually solve my problem (4) ASAMOF he provided me a skinny project (5) And he never offered to credit me for anything.
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
Is an example of elsewhere another DTS engineer? Just asking.
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
Here’s another link to my very last challenge. I provide this for the singular reason that stackoverflow allows showing pics to help diagnose problems. For this last challenge pics definitely help. https://stackoverflow.com/questions/77903234/why-does-orient-path-true-cause-the-sprite-node-to-rotate-cw-when-the-path-is
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
It is 100% certain that I appreciate your wonderful generosity about crediting my TSI count. Clearly, I won't turn it down .. but this is the 1st of my last 2 challenges that I (we) need to solve before I Archive and submit to your App Store. You will see the very last problem in all its infamy when you Run this App in Xcode - that rotated Train (SKSpriteNode) which is described here: My very last challenge
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
Stupid ole me .. just reply to your email .. sometimes my stupidity amazes me.
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
Won't let me select my .zip file
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
I am definitely ready to cry "Uncle" ...
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to integrate UIDevice rotation and creating a new UIBezierPath after rotation?
Up till now, I have been concentrating on building a new UIBezierPath with rotation of the UIDevice. I came across a set of routines that make an existing UIBezierPath fit into a new cgPath.boundingBox. So, I will travel down that road for a bit and see where it leads me.
Topic: Graphics & Games SubTopic: General Tags:
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Feb ’24
Comment on How to prevent initial rotation of a node when following a UIBezierPath?
I am not ignoring you ... I'm just trying to absorb the mountain of information out there on "pivot". Right now, myTrain is a child of my master GameViewController. From what I have learned so far is that this "pivot" in my case is a created intermediate parent between myTrain and the above GameViewController. So, I let this pivot rotate to its heart's content, but its child = myTrain won't pivot because its zRotation = 0. Hopefully this is correct .. but I am not 100% certain ??
Topic: Programming Languages SubTopic: Swift Tags:
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Jan ’24