So my problem regards the rotation of a sprite. I want it look like it's balancing. When you tap left - the sprite moves left, when you tap right - the sprite moves right. To get a better idea, put a pencil on it's end and try balance it... Yeah... that (but only in x axis).
Currently I am rotating a sprite either clockwise or anti-clockwise dependent upon whether I tap the left or right side of the screen. This is all done using SKActions.
The problem with this is that it results in a very 'jerky' and not particularly realistic motion.
I assume that I want to use physics body and something similar to velocity but my questions are:
Thanks in advance!
-- Code - This is how I'm currently rotating and moving my sprite:
import SpriteKit
enum rotationDirection{
case clockwise
case counterClockwise
case none
}
// Creates GameScene and initialises Sprites in Scene //
class GameScene: SKScene, SKPhysicsContactDelegate {
// Rotation direction variable for ship motion (rotation and movement) //
var currentRotationDirection = rotationDirection.none
var xVelocity: CGFloat = 0
var sprite = SKSpriteNode()
// Setup Scene here //
override func didMoveToView(view: SKView) {
// Background colour //
self.backgroundColor = SKColor.whiteColor()
// sprite Physics + add's sprite //
sprite.physicsBody = SKPhysicsBody(rectangleOfSize: ship.size)
sprite.physicsBody?.affectedByGravity = true
sprite.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
self.addSprite()
// Initialises sprite node and it's properties //
func addSprite() {
// Sprite dimension properities //
sprite.name = "sprite"
sprite = SKSpriteNode(imageNamed: "sprite")
sprite.setScale(0.5)
sprite.position = CGPointMake(frame.midX, 220)
sprite.anchorPoint = CGPoint(x: 0.5, y: 0.25)
sprite.zPosition = 1;
// sprite Physics properties //
sprite.physicsBody = SKPhysicsBody(rectangleOfSize: ship.size)
sprite.physicsBody?.categoryBitMask = UInt32(shipCategory)
sprite.physicsBody?.dynamic = true
sprite.physicsBody?.contactTestBitMask = UInt32(obstacleCategory)
sprite.physicsBody?.collisionBitMask = 0
self.addChild(sprite)
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
// Defines UI Touch //
let touch = touches.first as UITouch!
let touchPosition = touch.locationInNode(self)
// Sets up Inital Rotation Direction //
let newRotationDirection : rotationDirection = touchPosition.x < CGRectGetMidX(self.frame) ? .clockwise : .counterClockwise
// Left or Right movement based on touch //
if touchPosition.x < CGRectGetMidX(self.frame) {xVelocity = -75}
else {xVelocity = 75}
// Clockwise or anticlockwise rotation based on touch //
if currentRotationDirection != newRotationDirection && currentRotationDirection != .none {
reverseRotation()
currentRotationDirection = newRotationDirection
}
else if (currentRotationDirection == .none) {
setupRotationWith(direction: newRotationDirection)
currentRotationDirection = newRotationDirection
}
}
func reverseRotation() {
let oldRotateAction = sprite.actionForKey("rotate")
let newRotateAction = SKAction.reversedAction(oldRotateAction!)
sprite.runAction(newRotateAction(), withKey: "rotate")
}
func stopRotation() {
sprite.removeActionForKey("rotate")
}
func setupRotationWith(direction direction: rotationDirection){
let angle : CGFloat = (direction == .clockwise) ? CGFloat(M_PI) : -CGFloat(M_PI)
let rotate = SKAction.rotateByAngle(angle, duration: 2)
let repeatAction = SKAction.repeatActionForever(rotate)
sprite.runAction(repeatAction, withKey: "rotate")
}
override func update(currentTime: CFTimeInterval) {
let rate: CGFloat = 0.3; //Controls rate of motion. 1.0 instantaneous, 0.0 none.
let relativeVelocity: CGVector = CGVector(dx:xVelocity-sprite.physicsBody!.velocity.dx, dy:0);
sprite.physicsBody!.velocity=CGVector(dx:sprite.physicsBody!.velocity.dx+relativeVelocity.dx*rate, dy:0);
}
I think what your are going to want to look into is acceleration. Right now you are adjusting verlocityX with a static amount using:
if touchPosition.x < CGRectGetMidX(self.frame) {
xVelocity = -75
}
else {
xVelocity = 75
}
Doing this will result in your jerky motion. Which is actually just linear. Using acceleration you can avoid this.
For this you'll need two more variables for maxVelocity
and acceleration
. You want a maxVelocity probably to limit the velocity. Each frame you'll need to increase the velocity
with the acceleration amount.
I suggest you try something like this:
velocity = 0 // No movement
acceleration = 2 // Increase velocity with 2 each frame
maxVelocity = 75 // The maximum velocity
if touchPosition.x < CGRectGetMidX(self.frame) {
xVelocity += acceleration
if xVelocity <= -maxVelocity {
xVelocity = -maxVelocity
}
}
else {
xVelocity -= acceleration
if xVelocity >= maxSpeed {
xVelocity = maxSpeed
}
}
Increasing your velocity like this will result with a rotation speed of 2 in the first frame, than 4 in the second and 6 in the thirds etc. So it will have an increasing effect. While at the same time, when trying to reverse it you wont have a jerky effect either. Say the velocity is at 50, you first decrease it to 48, 46, 44, etc. Not until the 0 point you will actually start rotating the other way.