py_ios_dev
py_ios_dev

Reputation: 497

Horizontal bounds not working in SpriteKit

import SpriteKit

class GameScene: SKScene {
override func didMoveToView(view: SKView) {
    /* Setup your scene here */
/*    let myLabel = SKLabelNode(fontNamed:"Chalkduster")
    myLabel.text = "Hello, World!";
    myLabel.fontSize = 45;
    myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));

    self.addChild(myLabel)*/   let sprite = SKSpriteNode(imageNamed:"Beach Ball-100")
    self.addChild(sprite)
    let bb = SKPhysicsBody(edgeLoopFromRect: self.frame)
    bb.friction = 0
    self.physicsBody = bb

   }

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    /* Called when a touch begins */

    for touch in touches {
        let location = touch.locationInNode(self)

        let sprite = SKSpriteNode(imageNamed:"Beach Ball-100")
        self.addChild(sprite)

        sprite.xScale = 0.15
        sprite.yScale = 0.15

        sprite.position = location
        sprite.color = UIColor.redColor()
        //sprite.physicsBody = SKPhysicsBody(edgeLoopFromRect:self.frame)
        sprite.physicsBody = SKPhysicsBody(circleOfRadius: 2.5)
        //sprite.physicsBody?.usesPreciseCollisionDetection = true
        sprite.physicsBody?.affectedByGravity = true
        sprite.physicsBody?.allowsRotation = false
        sprite.physicsBody?.restitution = 0.5
        sprite.physicsBody?.linearDamping = 0
        sprite.physicsBody?.friction = 0
        //self.physicsWorld.

        self.physicsWorld.gravity = CGVectorMake(0,-2.5)

        //self.physicsWorld.gravity = CGVectorMake(0.25, -0.25)
        //var action2 = SKAction.rotateByAngle(180.0, duration:5)
        //sprite.runAction( action2)
        //action = SKAction.applyTorque(2, duration: 3)
        //sprite.runAction(SKAction.repeatActionForever(action))

        //let boundaries = UICollisionBehavior(items: [sprite])
    }
}
}

The horizontal boundaries don't seem to be working. If I drop the ball from the same point, since the friction is set to zero, they keep moving out of the screen. Please help me understand what the problem is.

Upvotes: 1

Views: 297

Answers (1)

Whirlwind
Whirlwind

Reputation: 13665

It is probably because your scene size differs from a view's size. By default a scene is loaded from .sks file and it has size of 1024x768.

To fix this you can make these changes in your GameViewController:

override func viewDidLoad() {
        super.viewDidLoad()

        if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
            // Configure the view.
            let skView = self.view as SKView
            skView.showsFPS = true
            skView.showsNodeCount = true

            /* Sprite Kit applies additional optimizations to improve rendering performance */
            skView.ignoresSiblingOrder = true

            /* Set the scale mode to scale to fit the window */
            scene.scaleMode = .AspectFill

            //Make scene's size same as view's size
            scene.size = skView.bounds.size
            skView.presentScene(scene)
        }
    }

Hope this helps!

Upvotes: 2

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