Reputation:
Hi my problem is regarding the rotation of two sprites. When I touch the right half of the screen the rotation starts and moving sprite2 and sprite3. If I touch the left half of the screen the rotation stops because velocity-velocity = 0. If I touch the left half again the rotation begins.
However, if I touch the half of the screen corresponding with the current rotational-direction the velocity is duplicated. I want to be able to change the direction of the rotation, but for the speed to remain constant.
Video demonstrating the problem: http://youtu.be/HxLwl1QZiNM
import SpriteKit
class GameScene: SKScene {
let sprite = SKSpriteNode(imageNamed:"bWhite")
let sprite2 = SKSpriteNode(imageNamed:"bBlue")
let sprite3 = SKSpriteNode(imageNamed:"bRed")
let circle = SKSpriteNode(imageNamed:"bCircle")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
backColor = SKColor(red: 0, green: 0, blue: 0, alpha: 1)
self.backgroundColor = backColor
sprite.setScale(1.25)
sprite2.setScale(1)
sprite3.setScale(1)
sprite.position = CGPointMake(self.frame.size.width/2, (self.frame.size.height/2)-200);
circle.position = CGPointMake(self.frame.size.width/2, (self.frame.size.height/2)-200);
sprite3.zRotation = 172.77
sprite2.anchorPoint = CGPointMake(-1.10, 0.5);
sprite3.anchorPoint = CGPointMake(-1.10, 0.5);
self.addChild(sprite)
self.addChild(circle)
sprite.addChild(sprite2)
sprite.addChild(sprite3)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let action = SKAction.rotateByAngle(CGFloat(M_PI), duration:1)
let action2 = SKAction.rotateByAngle(CGFloat(-M_PI), duration:1)
if (location.x > self.frame.size.width / 2)
{
sprite2.runAction(SKAction.repeatActionForever(action2))
sprite3.runAction(SKAction.repeatActionForever(action2))
} else {
sprite2.runAction(SKAction.repeatActionForever(action))
sprite3.runAction(SKAction.repeatActionForever(action))
}
}
}
Upvotes: 2
Views: 11357
Reputation: 6383
OK, take three. I'm not 100% sure about the specifics of when the rotation should end etc. but all the pieces should be in place with the below code. It will:
switch the rotation if the user touches on the other half of the screen
import SpriteKit
enum rotationDirection{
case clockwise
case counterClockwise
case none
}
class GameScene: SKScene {
var currentRotationDirection = rotationDirection.none
let sprite = SKSpriteNode(color: UIColor.yellowColor(), size: CGSizeMake(100, 100))
override func didMoveToView(view: SKView) {
sprite.physicsBody = SKPhysicsBody(rectangleOfSize: sprite.size)
sprite.physicsBody.affectedByGravity = false
sprite.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
self.addChild(sprite)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch : UITouch = touches.anyObject() as UITouch
let touchPosition = touch.locationInNode(self)
let newRotationDirection : rotationDirection = touchPosition.x < CGRectGetMidX(self.frame) ? .clockwise : .counterClockwise
if currentRotationDirection != newRotationDirection && currentRotationDirection != .none{
reverseRotation()
currentRotationDirection = newRotationDirection
} else if currentRotationDirection == newRotationDirection{
stopRotation()
currentRotationDirection = .none
} 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: rotationDirection){
let angle : Float = (direction == .clockwise) ? Float(M_PI) : -Float(M_PI)
let rotate = SKAction.rotateByAngle(angle, duration: 1)
let repeatAction = SKAction.repeatActionForever(rotate)
sprite.runAction(repeatAction, withKey: "rotate")
}
}
Edit: Changed example to cater the specific needs in the question. Something odd with the code formatting not quite sure what's going on there.
Upvotes: 6
Reputation: 3
Have you just tired removing the actions at touchesEnded? I had a similar problem before where I wanted my object to move left to right based on which half of the screen the user touched. I had a similar issue where if I touched right and right again my velocity would double, and if I touched left my object would just stop.
I fixed this issue by adding the touchesEnded method and just removed the actions whenever I let go. This essentially reset my move action so the object would stop when I let go and would go to the opposite direction right away instead of having to tap it twice.
Upvotes: 0
Reputation: 5795
I suggest removing all current actions before adding new, since they may conflict. I'm still not sure what you are trying to achieve, can you explain more?
Upvotes: 0