I have a question about using another class in my main GameplayScene. What I am trying to do is make the motions of the X-axis of the phone move the character left and right. Here is what I have in my MotionClass.swift
import SpriteKit
import CoreMotion
class MotionClass: SKScene {
var player: Player?
var motionManager = CMMotionManager()
var destX: CGFloat = 0.0
override func sceneDidLoad() {
motionManager.accelerometerUpdateInterval = 0.2
motionManager.startAccelerometerUpdates(to: OperationQueue.current!) { (data, error) in
if let myData = data {
let currentX = self.player?.position.x
if myData.acceleration.x > 0.2 {
self.destX = currentX! + CGFloat(myData.acceleration.x * 100)
print("Tilted Right")
} else {
if myData.acceleration.x < -0.2 {
self.destX = currentX! + CGFloat(myData.acceleration.x * 100)
print("Tilted Left")
}
}
}
}
}
override func update(_ currentTime: TimeInterval) {
let action = SKAction.moveTo(x: destX, duration: 1)
self.player?.run(action)
}
}
Now I'm trying to call this class in my GameplayScene.swift in the motionBegan function, but I don't know how to go about doing that. I have the variable 'grapple' as MotionClass? but I don't know where to go from there. Could anyone give a good an example on doing this?
I think you may be confused about the purpose of an SKScene
subclass, which is what your MotionClass currently is. (The main idea) is to only use one SKScene at a time: if you need stuff from MotionClass then you should just make it a plain class, not an SKScene
subclass.
I think you may also need to familiarize yourself a bit more with OOP as well... Outside of static
properties / functions, you don't "call" a class, you instantiate it ( you make an object :] )
So, if you have goodies in MotionClass that you want to access in GamePlayClass, you need a reference to a MotionClass object
This can be done with a simple global variable... I suggest putting it into your GameViewController.swift:
// Here is a global reference to an 'empty' motion class object..
var global_motionClassObject = MotionClass()
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// ...
if let view = self.view as! SKView? else {
let scene = MotionClass(size: view.frame.size)
// Assign our global to the new scene just made:
global_motionClassObject = scene
scene.scaleMode = .aspectFit
view.presentScene(scene)
}
// ...
}
Now inside of your GamePlayClass, or wherever else, you can access MotionClass by calling global_motionClassObject
However, this may not give the desired results because I'm worried you may need to restructure your MotionClass into something other than an SKScene :)