Hey I have a 3D game thats not really a game yet. But it has a SceneKit 3D scene and a overlayskscene for the HUD/Controls. the "base" is the base of the joystick and the ball is the handle the problem is that the joystick does not move at all unless the scnView.allowsCameraControl = true. I find that weird. and this is my entire view controller code so nothings left out and if you want you can literally copy and paste it into Xcode to see what I'm talking about. Any help? Code:
import iAd
import UIKit
import GameKit
import SceneKit
import StoreKit
import SpriteKit
import QuartzCore
import Foundation
import AVFoundation
import AudioToolbox
class GameViewController: UIViewController, ADBannerViewDelegate, SKPhysicsContactDelegate, SKSceneDelegate, SCNSceneRendererDelegate, SCNPhysicsContactDelegate{
var stickActive:Bool = false
let base = SKSpriteNode(imageNamed:"VirtualJoystickBase")
let ball = SKSpriteNode(imageNamed:"VirtualJoyStickHandle")
let ship = SKSpriteNode(imageNamed:"Ship")
var ButtonA = SKSpriteNode(imageNamed:"GreenAButton")
var ButtonO = SKSpriteNode(imageNamed:"CircleButton")
var ButtonY = SKSpriteNode(imageNamed:"YellowYButton")
var ButtonSquare = SKSpriteNode(imageNamed:"BlueSquareButton")
let FieldScene = SCNScene(named: "art.scnassets/TesingCampusField.dae")!
let GuyScene = SCNScene(named: "art.scnassets/Guy.dae")!
let overlayScene = SKScene(size: CGSizeMake(100, 100))
override func viewDidLoad() {
super.viewDidLoad()
let scnView = self.view as! SCNView
scnView.overlaySKScene = overlayScene
scnView.backgroundColor = UIColor.whiteColor()
scnView.scene = FieldScene
scnView.delegate = self
scnView.overlaySKScene!.delegate = self
scnView.overlaySKScene!.anchorPoint = CGPointMake(0, 0)
scnView.overlaySKScene!.physicsWorld.contactDelegate = self
scnView.overlaySKScene!.physicsWorld.gravity = CGVectorMake(0.0, 0.0)
scnView.allowsCameraControl = true
scnView.showsStatistics = false
let Guy1: SCNNode = GuyScene.rootNode.childNodeWithName("Bob_014", recursively: true)!
FieldScene.rootNode.addChildNode(Guy1)
//----Positioning-the-Base-of-the-Joystick-----------
base.size = CGSize(width: 14, height: 24)
base.position = CGPointMake(15, 19)
base.zPosition = 0
overlayScene.addChild(base)
//----Positing-the-Ball/Joystick-----------
ball.size = CGSize(width: 10, height: 17)
ball.position = base.position
ball.zPosition = 1
overlayScene.addChild(ball)
//----A-Button--Creation -------------------
ButtonA.size = CGSize(width: 6, height: 9)
ButtonA.anchorPoint = CGPointMake(-13.3, -0.5)
ButtonA.zPosition = 0
overlayScene.addChild(ButtonA)
//----B-Button--Creation -------------------
ButtonO.size = CGSize(width: 6, height: 9)
ButtonO.anchorPoint = CGPointMake(-14.4, -1.7)
ButtonO.zPosition = 0
overlayScene.addChild(ButtonO)
//----C-Button--Creation -------------------
ButtonSquare.size = CGSize(width: 6, height: 9)
ButtonSquare.anchorPoint = CGPointMake(-12.2, -1.7)
ButtonSquare.zPosition = 0
overlayScene.addChild(ButtonSquare)
//----C-Button--Creation -------------------
ButtonY.size = CGSize(width: 6, height: 9)
ButtonY.anchorPoint = CGPointMake(-13.3, -2.7)
ButtonY.zPosition = 0
overlayScene.addChild(ButtonY)
//---Setting-Up-Ships-Position/PhysicsBody---------------------
ship.position = CGPointMake(0, 100)
ship.size = CGSize(width: 80, height: 80)
ship.physicsBody?.dynamic = true
ship.physicsBody?.allowsRotation = true
ship.physicsBody?.affectedByGravity = true
ship.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ship"), size: ship.size)
ship.physicsBody!.friction = 0
ship.physicsBody!.restitution = 0
ship.physicsBody!.linearDamping = 0
ship.physicsBody!.angularDamping = 0
//--------------------------
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
GuyScene.rootNode.addChildNode(cameraNode)
cameraNode.position = SCNVector3(x: 0, y: 5, z: 15)
//-----------------------------------------------
let lightNode = SCNNode()
lightNode.light = SCNLight()
lightNode.light!.type = SCNLightTypeOmni
lightNode.position = SCNVector3(x: 0, y: 10, z: 10)
FieldScene.rootNode.addChildNode(lightNode)
//-----------------------------------------------
let ambientLightNode = SCNNode()
ambientLightNode.light = SCNLight()
ambientLightNode.light!.type = SCNLightTypeAmbient
ambientLightNode.light!.color = UIColor.darkGrayColor()
FieldScene.rootNode.addChildNode(ambientLightNode)
//----------------------------------------------
}
func YButtonPressed() {
let YButtonPressed = SKTexture(imageNamed: "YellowYButtonPressed")
let OrignalButtonY = SKTexture(imageNamed:"YellowYButton")
let YButtonPressedAnimation = SKAction.animateWithTextures([YButtonPressed, OrignalButtonY], timePerFrame: 0.2)
let RunYButtonPressedAnimation = SKAction.repeatAction(YButtonPressedAnimation, count: 1)
ButtonY.runAction(RunYButtonPressedAnimation)
}
func OButtonPressed() {
let OButtonPressed = SKTexture(imageNamed: "CircleButtonPressed")
let OrignalButtonO = SKTexture(imageNamed:"CircleButton")
let OButtonPressedAnimation = SKAction.animateWithTextures([OButtonPressed, OrignalButtonO], timePerFrame: 0.2)
let RunOButtonPressedAnimation = SKAction.repeatAction(OButtonPressedAnimation, count: 1)
ButtonO.runAction(RunOButtonPressedAnimation)
}
func SquareButtonPressed() {
let SquareButtonPressed = SKTexture(imageNamed: "BlueSquareButtonPressed")
let OrignalButtonSquare = SKTexture(imageNamed:"BlueSquareButton")
let SquareButtonPressedAnimation = SKAction.animateWithTextures([SquareButtonPressed, OrignalButtonSquare], timePerFrame: 0.2)
let RunSquareButtonPressedAnimation = SKAction.repeatAction(SquareButtonPressedAnimation, count: 1)
ButtonSquare.runAction(RunSquareButtonPressedAnimation)
}
func AButtonPressed() {
let AButtonPressed = SKTexture(imageNamed: "GreenAButtonPressed")
let OrignalButtonA = SKTexture(imageNamed:"GreenAButton")
let AButtonPressedAnimation = SKAction.animateWithTextures([AButtonPressed, OrignalButtonA], timePerFrame: 0.2)
let RunAButtonPressedAnimation = SKAction.repeatAction(AButtonPressedAnimation, count: 1)
ButtonA.runAction(RunAButtonPressedAnimation)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if (CGRectContainsPoint(base.frame, location)) {
print("stickActive = true")
stickActive = true
} else {
print("stickActive = false")
stickActive = false
}
}
for touch: AnyObject in touches {
let location1 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location1) == self.ButtonA {
AButtonPressed()
print("AButtonPressed")
}
}
for touch: AnyObject in touches {
let location2 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location2) == self.ButtonO {
OButtonPressed()
print("OButtonPressed")
}
}
for touch: AnyObject in touches {
let location3 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location3) == self.ButtonY {
YButtonPressed()
print("YButtonPressed")
}
}
for touch: AnyObject in touches {
let location4 = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location4) == self.ButtonSquare {
SquareButtonPressed()
print("SquarButtonPressed")
}
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location) == self.ball {
if (stickActive == true) {
let v = CGVector(dx: location.x - base.position.x, dy: location.y - base.position.y)
let angle = atan2(v.dy, v.dx)
//println( deg + 180)
let length:CGFloat = base.frame.size.height / 2
let xDist:CGFloat = sin(angle - 1.57879633) * length
let yDist:CGFloat = cos(angle - 1.57879633) * length
if (CGRectContainsPoint(base.frame, location)) {
ball.position = location
} else {
ball.position = CGPointMake( base.position.x - xDist, base.position.y + yDist)
}
ship.zRotation = angle - 1.57879633
let calcRotation : Float = Float(angle - 1.57879633) + Float(M_PI_2);
let intensity : CGFloat = 200.0 // put your value
let xVelocity = intensity * CGFloat(cosf(calcRotation))
let yVelocity = intensity * CGFloat(sinf(calcRotation))
let vector : CGVector = CGVectorMake(xVelocity, yVelocity)
//Apply force to spaceship
ship.physicsBody?.applyForce(vector)
// ends stackActive
}
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self.overlayScene)
if self.overlayScene.nodeAtPoint(location) == self.ball {
if (stickActive == true) {
let move:SKAction = SKAction.moveTo(base.position, duration: 0.05)
move.timingMode = .EaseOut
ball.runAction(move)
}
}
}
}
//====================================================================
override func shouldAutorotate() -> Bool {
return true
}
//====================================================================
override func prefersStatusBarHidden() -> Bool {
return true
}
//====================================================================
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
//====================================================================
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
}
there's an issue in SceneKit where the SpriteKit overlay isn't automatically redrawn when changes are made in the 2D scene but the 3D scene is left untouched. In other words, the 2D overlay is only redrawn when the 3D view needs to be redrawn.
You can set the playing
property of the SCNView
to YES
to fix this. Alternatively you can call -setNeedsDisplay
whenever you make a change to the overlay scene.