I cannot seem to work out how to get my scoring to work...
the concept of the game is birds will come in on the right hand side, and when they reach the left hand side i want my score to increment by 1.
In Obj_c i would have done something like
if (bird.enter.x < 0) {
score++
}
but in swift sprite kit I'm not to sure how to do it...
Another problem I'm having is that i have to use a timer to get my "Enemy Birds" to spawn (the birds going from right to left)
(every 1 second the timer runs the spawn enemy function) but in Obj_c i would have spawned say 3/4 at different x co-ordinates and like the previous code when the bird was < 0 px i would CGPointMake()
back over to the other side of the screen so they are on a constant loop
Any ideas of doing this in swift? My code is as follows: its in bit of a weird layout:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var bg = SKSpriteNode() // Create Background
var bird = SKSpriteNode() // Create User Bird
var scoreLabel = SKLabelNode() // Create Score Label
var score: Int = 0 // Create Score Integer
var enemyBird = SKSpriteNode() // Create Enemy Bird
var birdGroup:UInt32 = 1 // Bird Collision Group
var objectGroup:UInt32 = 2 // Enemy Collision Group
var scoreGroup:UInt32 = 3 // Score Collision Group
var gameOver = 0 // Game Over function
var movingObjects = SKNode() // ??
var gameOverLabel = SKLabelNode() // Game over label
var labelHolder = SKSpriteNode() // Holds Label - Game Over
var Menu = 0
/* Put Bird in and animate */
var birdTexture = SKTexture(imageNamed: "bird_img_1.png")
var birdTexture2 = SKTexture(imageNamed: "bird_img_2.png")
var birdTexture3 = SKTexture(imageNamed: "bird_img_3.png")
var birdTexture4 = SKTexture(imageNamed: "bird_img_4.png")
var birdDeadTexture = SKTexture(imageNamed: "bird_img_dead.png")
var finalSpawn: CGFloat = 0.0
/* ------------------------------------ Main Setup ------------------------------------------ */
override func didMoveToView(view: SKView) {
/* Setup your scene here */
println("Moved to Game Scene")
movingObjects.speed = 0
/* Call Functions */
backgroundImage()
enemySpawn()
/* Set up deletates and physics and timer */
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVectorMake(0, -5)
self.addChild(movingObjects)
self.addChild(labelHolder)
/* Load Score Text */
scoreLabel.fontName = "Helvetica"
scoreLabel.fontSize = 60
scoreLabel.text = "0"
scoreLabel.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)+self.frame.size.height*0.3)
self.addChild(scoreLabel)
enemyBird.position = CGPointMake(self.frame.width+200, 500)
movingObjects.addChild(enemyBird)
bird = SKSpriteNode(texture: birdTexture)
bird.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
// Make bird smaller
bird.size.height = bird.size.height/12
bird.size.width = bird.size.width/11
// Animate Bird
var animation = SKAction.animateWithTextures([birdTexture, birdTexture2, birdTexture3, birdTexture4], timePerFrame: 0.08)
var makeBirdFlap = SKAction.repeatActionForever(animation)
bird.runAction(makeBirdFlap)
// Load Physics
// birdPhysics()
// Run bird animation
bird.zPosition = 10
self.addChild(bird)
/* Introduce ground and top into the scene */
// Create Ground
var ground = SKSpriteNode()
ground.position = CGPointMake(CGRectGetMidX(self.frame), self.frame.size.height/100 * 16)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, 1))
ground.physicsBody?.dynamic = false
ground.physicsBody?.categoryBitMask = objectGroup
// Add Ground to scene
self.addChild(ground)
// Create Top
var top = SKSpriteNode()
top.position = CGPointMake(0, self.frame.size.height)
top.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, 1))
top.physicsBody?.dynamic = false
top.physicsBody?.categoryBitMask = objectGroup
// Add Top to scene
self.addChild(top)
}
/* ------------------------------------ Spawning Enemy Birds ------------------------------------------ */
/* Create and Spawn enemy birds */
func enemySpawn() {
let height = self.frame.size.height // screen height as variable
let width = self.frame.size.width // screen width as variable
var bottomBarHeight = self.frame.size.height*0.16 // bottom bar height
var spawningPoint = height - bottomBarHeight // screen height - 16%
var randSpawn = arc4random_uniform(UInt32(spawningPoint)) // random number between 0 and 645
finalSpawn = CGFloat(randSpawn) + bottomBarHeight // add 16% (bottombarheight to the random number
println(Int(finalSpawn))
if (enemyBird.position.y > frame.size.height) {
enemyBird.position.y = frame.size.height - 100
}
if (enemyBird.position.y < self.frame.size.width * 0.16) {
enemyBird.position.y = self.frame.size.width + 0.18
}
// Create enemy bird
var enemyBirdTexture = SKTexture(imageNamed: "enemy_img_2.png")
// enemyBird.position = CGPointMake(self.frame.width+200, 500)
enemyBird = SKSpriteNode(texture: enemyBirdTexture)
enemyBird.size.height = enemyBird.size.height/12
enemyBird.size.width = enemyBird.size.width/11
enemyBird.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(enemyBird.size.width/1.1, enemyBird.size.height/1.1))
enemyBird.physicsBody?.dynamic = false
enemyBird.physicsBody?.categoryBitMask = objectGroup
// BIRD LOOP - ONLY RUNNING ONCE???
let startPoint = CGPointMake(self.frame.width+200, finalSpawn)
let endPoint = CGPointMake(0, finalSpawn)
let moveToEndAction = SKAction.moveTo(endPoint, duration: 2)
let resetTostartAction = SKAction.moveTo(startPoint, duration: 0)
let moveToEndThenStartAgain = SKAction.repeatActionForever(SKAction.sequence([moveToEndAction,resetTostartAction]))
enemyBird.runAction(SKAction.repeatActionForever(moveToEndThenStartAgain))
}
/* ------------------------------------ Other Parts ------------------------------------------ */
func backgroundImage() {
/* Put Background Image In */
// Create Background Texture
var bgTexture = SKTexture(imageNamed: "bg.png")
// Link bg variable to texture
bg = SKSpriteNode(texture: bgTexture)
// Position thr bg image
bg.position = CGPoint(x: CGRectGetMidX(self.frame), y: self.frame.height/2)
bg.size.height = self.frame.height
// Move background image left
var moveBg = SKAction.moveByX(-bgTexture.size().width, y: 0, duration: 9)
var replaceBg = SKAction.moveByX(bgTexture.size().width, y: 0, duration: 0)
var moveBgForever = SKAction.repeatActionForever(SKAction.sequence([moveBg, replaceBg]))
// Keep world never ending
for var i:CGFloat = 0; i < 3; i++ {
// Position Background
bg = SKSpriteNode(texture: bgTexture)
bg.position = CGPoint(x: bgTexture.size().width/2 + bgTexture.size().width * i, y: CGRectGetMidY(self.frame))
// Stretch background full height of screen
bg.size.height = self.frame.height
// Run the action to move BG
bg.runAction(moveBgForever)
self.addChild(bg)
}
}
/* ------------------------------------ Create Bird Physics ------------------------------------------ */
func birdPhysics() {
/* Give bird physics */
// Give bird physics
bird.physicsBody = SKPhysicsBody(circleOfRadius: bird.size.height/3)
bird.physicsBody?.mass = 0.2
bird.physicsBody?.dynamic = true
bird.physicsBody?.allowsRotation = false
bird.physicsBody?.categoryBitMask = birdGroup
bird.physicsBody?.collisionBitMask = objectGroup
bird.physicsBody?.contactTestBitMask = objectGroup
}
/* ------------------------------------ If contact is found ------------------------------------------ */
func didBeginContact(contact: SKPhysicsContact) {
if contact.bodyA.categoryBitMask == objectGroup || contact.bodyB.categoryBitMask == objectGroup {
bird.removeAllActions()
bird.texture = birdDeadTexture
let action = SKAction.rotateByAngle(CGFloat(-M_PI), duration:1)
bird.runAction(SKAction.repeatActionForever(action))
if gameOver == 0 {
movingObjects.speed = 0
gameOver = 1
movingObjects.removeAllChildren()// Remove all enemies
gameOverLabel.fontName = "Helvetica"
gameOverLabel.fontSize = 25
gameOverLabel.text = "Tap to retry!"
gameOverLabel.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)*1.5)
labelHolder.addChild(gameOverLabel)
gameOverLabel.zPosition = 9
}
}
}
/* ------------------------------------ When user touches the screen ------------------------------------------ */
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
if (Menu == 0) {
movingObjects.speed = 1
birdPhysics()
let action = SKAction.rotateByAngle(CGFloat(-M_PI), duration:1)
bird.runAction(SKAction.repeatActionForever(action))
}
if (gameOver == 0) { // Runs if game is not over
bird.physicsBody?.velocity = CGVectorMake(0, 0)
bird.physicsBody?.applyImpulse(CGVectorMake(0, 80))
Menu = 1 // Number on right is jump height
} else { // Runs if game is over
score = 0 // Score int is 0
scoreLabel.text = "0" // Score Label is 0
bird.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame)) // Position Bird in center
bird.physicsBody?.velocity = CGVectorMake(0,0) // Cannot make bird jump
labelHolder.removeAllChildren() // Removes all labels
gameOver = 0 // Sets game over to 0 so game will run
movingObjects.speed = 1
bird.texture = birdTexture
// Animate Bird
var animation = SKAction.animateWithTextures([birdTexture, birdTexture2, birdTexture3, birdTexture4], timePerFrame: 0.08)
var makeBirdFlap = SKAction.repeatActionForever(animation)
bird.runAction(makeBirdFlap)
let height = self.frame.size.height
let width = self.frame.size.width
var gameScene: GameScene = GameScene(size: CGSizeMake(width, height))
var spriteView: SKView = self.view as SKView!
var trans :SKTransition = SKTransition.crossFadeWithDuration(0.5)
spriteView.presentScene(gameScene, transition: trans)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
if (enemyBird.position.x == 0) {
score = score + 1
scoreLabel.text = "\(score)"
}
if (enemyBird.position.y > frame.size.height) {
enemyBird.position.y = frame.size.height - enemyBird.size.height
}
} }
You can increase the score like
if (bird.position.x < 0)
{
score++
}
And to loop the animation of enemy birds, you can make a looping SKAction
from one end to other end. For example like this
let startPoint = CGPointMake(0, 200)
let endPoint = CGPointMake(self.frame.width, 200)
let moveToEndAction = SKAction.moveTo(endPoint, duration: 2)
let resetTostartAction = SKAction.moveTo(startPoint, duration: 0)
let moveToEndThenStartAgain = SKAction.repeatActionForever(SKAction.sequence([moveToEndAction,resetTostartAction]))
node.runAction(SKAction.repeatActionForever(moveToEndThenStartAgain))
To start at a random height each time, you can use
let maxHeight:UInt32 = 400
let startPoint = CGPointMake(0, CGFloat(arc4random() % maxHeight))
let moveToEndAction = SKAction.moveByX(self.frame.width, y: 0, duration: 1.0)
let resetTostartAction = SKAction.runBlock { () -> Void in
let randomHeight = CGFloat(arc4random() % maxHeight)
self.playButton.position = CGPointMake(startPoint.x,randomHeight)
}
let moveToEndThenStartAgain = SKAction.repeatActionForever(SKAction.sequence([moveToEndAction,resetTostartAction]))
enemyBird.runAction(SKAction.repeatActionForever(moveToEndThenStartAgain))
You can change maxHeight
as required.