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swiftsprite-kituibezierpath

SKAction follow UIBezierPath function not working SpriteKit - Swift


In my app I have a Sprite circling around another sprite. I want this sprite to speed up when the screen is held down. I have achieved the speed up function, but I cannot seem to figure out why the sprite resets back to a certain position when the screen is clicked and after it is let go. I have a feeling I know why, but I have tried to fix it and I cannot seem to get any closer to a solution. Code below.

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

    let dx = Slider.accessibilityActivationPoint.x
    let dy = Slider.accessibilityActivationPoint.y

    let rad = atan2(dx, dy)

    let Path = UIBezierPath(arcCenter: CGPoint(x: self.frame.width / 2, y: self.frame.height / 2), radius: 90, startAngle: rad, endAngle: rad + CGFloat(M_PI * 4), clockwise: true)

    let follow = SKAction.followPath(Path.CGPath, asOffset: false, orientToPath: true, speed: 400)
    //let rotate = SKAction.rotateByAngle(75, duration: 100)

    Slider.runAction(SKAction.repeatActionForever(follow).reversedAction())
}

override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {


    let dx = Slider.accessibilityActivationPoint.x
    let dy = Slider.accessibilityActivationPoint.y

    let rad = atan2(dy, dx)

    let Path = UIBezierPath(arcCenter: CGPoint(x: self.frame.width / 2, y: self.frame.height / 2), radius: 90, startAngle: 9, endAngle: rad + CGFloat(M_PI * 4), clockwise: true)

    let follow = SKAction.followPath(Path.CGPath, asOffset: false, orientToPath: true, speed: 150)


    Slider.runAction(SKAction.repeatActionForever(follow).reversedAction())
}

func moveClockWise(){

    let dx = Slider.position.x / 2
    let dy = Slider.position.y / 2

    let rad = atan2(dy, dx)


    let Path = UIBezierPath(arcCenter: CGPoint(x: self.frame.width / 2, y: self.frame.height / 2), radius: 90, startAngle: rad, endAngle: rad + CGFloat(M_PI * 4), clockwise: true)

    let follow = SKAction.followPath(Path.CGPath, asOffset: false, orientToPath: true, speed: 150)
    //let rotate = SKAction.rotateByAngle(75, duration: 100)

    Slider.runAction(SKAction.repeatActionForever(follow).reversedAction())
    //Slider.runAction(SKAction.repeatActionForever(rotate).reversedAction())
}

Solution

  • Side Note: you shouldnt use uppercase on variables. Uppercase is reserved for class Names..

    for example:

    let slider = Slider()
    

    it's a naming convention thats used across pretty much all programming languages :)

    Anyway.. try doing

    import SpriteKit
    
    class GameScene: SKScene {
    
        let Slider = SKSpriteNode(color: SKColor.redColor(), size: CGSizeMake(10, 10))
    
        override func didMoveToView(view: SKView) {
            Slider.position = CGPointMake(size.width/2, size.height/2)
            addChild(Slider)
        }
    
        override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    
    
            let dx = Slider.accessibilityActivationPoint.x
            let dy = Slider.accessibilityActivationPoint.y
    
            let rad = atan2(dx, dy)
    
            let Path = UIBezierPath(arcCenter: CGPoint(x: self.frame.width / 2, y: self.frame.height / 2), radius: 90, startAngle: rad, endAngle: rad + CGFloat(M_PI * 4), clockwise: true)
    
            let follow = SKAction.followPath(Path.CGPath, asOffset: false, orientToPath: true, speed: 400)
            //let rotate = SKAction.rotateByAngle(75, duration: 100)
    
            if !Slider.hasActions() {
                Slider.runAction(SKAction.repeatActionForever(follow).reversedAction())
            } else {
                Slider.runAction(SKAction.speedTo(1, duration: 0))
            }
    
    
    
        }
    
        override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
            Slider.runAction(SKAction.speedTo(0.4, duration: 0))
    
        }
    
        func moveClockWise(){
    
            let dx = Slider.position.x / 2
            let dy = Slider.position.y / 2
    
            let rad = atan2(dy, dx)
    
    
            let Path = UIBezierPath(arcCenter: CGPoint(x: self.frame.width / 2, y: self.frame.height / 2), radius: 90, startAngle: rad, endAngle: rad + CGFloat(M_PI * 4), clockwise: true)
    
            let follow = SKAction.followPath(Path.CGPath, asOffset: false, orientToPath: true, speed: 150)
            //let rotate = SKAction.rotateByAngle(75, duration: 100)
    
            Slider.runAction(SKAction.repeatActionForever(follow).reversedAction())
            //Slider.runAction(SKAction.repeatActionForever(rotate).reversedAction())
    
        }
    }