Post

Replies

Boosts

Views

Activity

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
2.4k
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
3.6k
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
0
801
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
611
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
0
846
May ’21
Need help on SQLite wrapper for Swift
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
0
0
384
May ’21
Can I create an .fsh file from an image?
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
0
0
616
Mar ’21
Is there a simple way to make a background fit the entire screen?
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)
2
0
576
Mar ’21
How can I have an SKSpriteNode follow the same path back and forth?
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.
2
0
636
Feb ’21
How can I execute animations for multiple SKSprintNodes at once?
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?
1
0
560
Feb ’21