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What is the syntax for "if not" in Swift?
I have the code below which works just fine. getTwinklingGem returns type MyGem. What I cannot figure out is if there is a proper syntax for writing the NOT into the if statement. Am still too new to Swift. This works, but seems lengthy: if let twinkling = getHighGem(), twinkling != nil Is this the proper way to test for a nil return? if let twinkling = getHighGem() as? MyGem if let twinkling = getTwinklingGem() { print ("not nil") }
4
0
2.5k
Jun ’21
How can I return a nil in Swift
I have a subclass of SKSpriteNode called MyGem. There are multiple instances of this class at runtime. They are all in an array of MyGems. At a specific point I would like to find out which MyGem is twinkling. The problem I am running into is if no MyGem is twinkling. What do I return? I can't return a nil. 'nil' is incompatible with return type 'MyGem' So what do I return? I thought of returning the index number of the MyGem in the array class, and then passing -1 if none were twinkling. But that seems kludgy. func getHighGem() -> MyGem {    for gem in myGems {     if gem.twinkling == true {     return gem       }    }     return nil //this line causes the IDE error }
1
0
3.7k
Jun ’21
Is there a way to translate touches to screen coordinates
As you can see in the last two lines of the code below, I specify a specific SKSpriteNode to get the correct (or is it, adjusted?) touch coordinates. The last line is just left in there to compare while I am debugging. I was curious if there was already a method in Swift that translates any coordinates handed to it into physical screen coordinates? It would just be easier than having to first find out: Is this item that I am tracking, owned by the main GameScene, or a SKSpriteNode that has been placed somewhere other than 0,0 on the GameScene? override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {         super.touchesEnded(touches , with:event)         var delta = CGPoint(x: 0, y: 0)         guard touches.first != nil else { return }         if let touch = touches.first,            let node = myGV.currentGem,            node.isMoving == true {             let touchLocation = touch.location(in: myGV.guessBar!)             let touchLocation2 = touch.location(in: self)
1
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854
Jun ’21
How can I access an array in one of my classes?
myGV is a structure where I store a handful of global variables. The following are all sub-classes of SKSpriteNode: I have a class called guessingBar which holds 6 guessSlots. The former class has an array of the guessSlots for me to loop through. I just don't know the syntax of how to access the array. myGV holds multiple variables, so the SKSpriteNode guessBar can be found at: myGV.guessBar I expected to be able to read the array with: myGV.guessBar.guessSlots[x] but as you can see from the debugger screenshot, I cannot. In the screenshot you can see that everything is initialized. Am I missing some silly typo, or is the syntax escaping me? http: //98.7.37.117/s.png
3
0
673
May ’21
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)         }     }
8
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941
May ’21
iPhone won't connect to Xcode over WiFi
Hello, Just starting to learn Xcode and I can test the first chapter's app on my iPhone if it's conncted via USB-C. The book walks me through the part where I can allow Xcode to connect to the iPhone via WiFi, just checking "Connect via Network."Yet Xcode cannot find my phone unless it's connected via USB. When I go to Devices that checkbox stays checked, unless I unplug the phone it which case that box doesn't even appear.And yes, they are both on the same WiFi, it's the only one I have and it's up and running.Any thoughs?
6
0
21k
May ’20
What is the syntax for "if not" in Swift?
I have the code below which works just fine. getTwinklingGem returns type MyGem. What I cannot figure out is if there is a proper syntax for writing the NOT into the if statement. Am still too new to Swift. This works, but seems lengthy: if let twinkling = getHighGem(), twinkling != nil Is this the proper way to test for a nil return? if let twinkling = getHighGem() as? MyGem if let twinkling = getTwinklingGem() { print ("not nil") }
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4
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0
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2.5k
Activity
Jun ’21
How can I return a nil in Swift
I have a subclass of SKSpriteNode called MyGem. There are multiple instances of this class at runtime. They are all in an array of MyGems. At a specific point I would like to find out which MyGem is twinkling. The problem I am running into is if no MyGem is twinkling. What do I return? I can't return a nil. 'nil' is incompatible with return type 'MyGem' So what do I return? I thought of returning the index number of the MyGem in the array class, and then passing -1 if none were twinkling. But that seems kludgy. func getHighGem() -> MyGem {    for gem in myGems {     if gem.twinkling == true {     return gem       }    }     return nil //this line causes the IDE error }
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1
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0
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3.7k
Activity
Jun ’21
Is there a way to translate touches to screen coordinates
As you can see in the last two lines of the code below, I specify a specific SKSpriteNode to get the correct (or is it, adjusted?) touch coordinates. The last line is just left in there to compare while I am debugging. I was curious if there was already a method in Swift that translates any coordinates handed to it into physical screen coordinates? It would just be easier than having to first find out: Is this item that I am tracking, owned by the main GameScene, or a SKSpriteNode that has been placed somewhere other than 0,0 on the GameScene? override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {         super.touchesEnded(touches , with:event)         var delta = CGPoint(x: 0, y: 0)         guard touches.first != nil else { return }         if let touch = touches.first,            let node = myGV.currentGem,            node.isMoving == true {             let touchLocation = touch.location(in: myGV.guessBar!)             let touchLocation2 = touch.location(in: self)
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1
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0
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854
Activity
Jun ’21
How can I access an array in one of my classes?
myGV is a structure where I store a handful of global variables. The following are all sub-classes of SKSpriteNode: I have a class called guessingBar which holds 6 guessSlots. The former class has an array of the guessSlots for me to loop through. I just don't know the syntax of how to access the array. myGV holds multiple variables, so the SKSpriteNode guessBar can be found at: myGV.guessBar I expected to be able to read the array with: myGV.guessBar.guessSlots[x] but as you can see from the debugger screenshot, I cannot. In the screenshot you can see that everything is initialized. Am I missing some silly typo, or is the syntax escaping me? http: //98.7.37.117/s.png
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3
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0
Views
673
Activity
May ’21
Is there a method that returns how much space is being occupied by two sprites at the same time?
I am working on my first game, and I do know about collision detecting. I am curious if there is a method that returns how much space is being occupied by two sprites at the same time? Am sure there are multiple reasons to calculate this, but in my case one sprite can be touching at least 2 other sprites at once.
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1
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0
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521
Activity
May ’21
Does SKLabelNode have a method to "automatically" adjust font size?
Am adding text to a Game Scene. Since I am new at this, I am curious about different screen sizes? Will a font size of 65 change in relationship to the SKSpriteNode it is a child of? Is there method that detects and sets the proper font size for you, based on the size of its SKSpriteNode parent?
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1
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0
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772
Activity
May ’21
Is it ok to have each SKSPriteNode's isUserInteractionEnabled set to true?
Am making a game which will have 6 interactive SKSpriteNodes. Is there anything wrong with having each node handle its own user interactions? Or is better to have all user touch interactions handled through one scene (GameScene)? Or is there, perhaps, no difference?
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0
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0
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452
Activity
May ’21
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)         }     }
Replies
8
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0
Views
941
Activity
May ’21
iPhone won't connect to Xcode over WiFi
Hello, Just starting to learn Xcode and I can test the first chapter's app on my iPhone if it's conncted via USB-C. The book walks me through the part where I can allow Xcode to connect to the iPhone via WiFi, just checking "Connect via Network."Yet Xcode cannot find my phone unless it's connected via USB. When I go to Devices that checkbox stays checked, unless I unplug the phone it which case that box doesn't even appear.And yes, they are both on the same WiFi, it's the only one I have and it's up and running.Any thoughs?
Replies
6
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0
Views
21k
Activity
May ’20