Need some help as a beginner: I've got different nodes: 4 squares (sprite1) and 1 counter (counterLabel, counts the nodes, which have been removed). I want to remove the 4 squares by touching them. With the code below the squares can be removed, but also the counter. Strangely enough, because I tried to address the square nodes (sprite1) exclusively. Is there any possibility to remove the square nodes (sprite 1) exclusively?
@implementation GameScene {
BOOL updateLabel;
SKLabelNode *counterLabel;
}
int x;
int y;
int counter;
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]){
self.backgroundColor = [SKColor /*colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0*/ whiteColor];
counter = 0;
updateLabel = false;
counterLabel = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
counterLabel.name = @"myCounterLabel";
counterLabel.text = @"0";
counterLabel.fontSize = 48;
counterLabel.fontColor = [SKColor greenColor];
//counterLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
//counterLabel.verticalAlignmentMode = SKLabelVerticalAlignmentModeBottom;
counterLabel.position = CGPointMake(50,50); // change x,y to location you want
//counterLabel.zPosition = 900;
[self addChild: counterLabel];
}
return self;
}
-(void) didMoveToView:(SKView *)view {
SKTexture *texture1 = [SKTexture textureWithImageNamed:@"square"];
for (int i = 0; i < 4; i++) {
x = arc4random()%668;
y = arc4random()%924;
SKSpriteNode *sprite1 = [SKSpriteNode spriteNodeWithTexture:texture1];
sprite1.position = CGPointMake(x, y);
sprite1.name = @"square";
[self addChild:sprite1];
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
NSArray *nodes = [self nodesAtPoint: [touch locationInNode: self]];
for (SKNode *sprite1 in nodes) {
[sprite1 removeFromParent];
counter ++;
updateLabel = true;
}
}
-(void)update:(CFTimeInterval)currentTime {
if(updateLabel == true){
counterLabel.text = [NSString stringWithFormat:@"%i",counter];
updateLabel = false;
}
}
@end
you should use the property name
of SKSpriteNode
in this case you can do:
for (SKNode *sprite1 in nodes) {
if(![sprite1.name isEqualToString:@"myCounterLabel"]) {
[sprite1 removeFromParent];
}
counter ++;
updateLabel = true;
}
So if the SKNode name is different to the name of counterLabel, then removeFromParent.