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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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
}
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)
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
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.
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?
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?
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)
}
}
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
My app needs a database and I would like to use SQLite.
Other than
using import SQLite3
and
adding libsqlite3.tbd in the Build Phase
Are there any other files I need to copy or import into my project?
Xcode updated, and when it first asked, allow Xcode to access to local files, I said No by mistake.
Now I don't know how to change that?
I just keep getting Could not open workspace file at
I can open the project using File-Open-Project. But I can't open from the Start Window.
I wanted to use a png image to create a pattern for an SKSpriteNode. Supposedly:
Pattern images are not supported via UIColor in SpriteKit
So I am supposed to use an .fsh file for shading. The thing is, can I create such a file from an image? Everywhere I've looked only show's mathematical methods for creating those files.
I hope this is something that is possible
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)
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.
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?