Reputation: 21
please forgive me as I'm a bit of a Swift noob and am creating my first game :D
Ok, so I have two nodes... one is Guava and the other is Pepper. Guava moves from the bottom of the screen to the top. I want the Pepper to move from the top of the screen to the bottom. Here's the code I have, which works fine for the Guava.
// movement of guavas
let guavaToMove = CGFloat(self.frame.size.width + 2.0 * guavaNodeTexture.size().width)
let moveGuava = SKAction.moveByX(-guavaToMove, y: self.frame.size.width, duration: NSTimeInterval(0.01 * guavaToMove))
let removeGuava = SKAction.removeFromParent()
// movement of peppers
let pepperToMove = CGFloat(self.frame.size.width + 2.0 * pepperNodeTexture.size().width)
let movePepper = SKAction.moveByX(-pepperToMove, y: self.frame.size.width, duration: NSTimeInterval(0.01 * pepperToMove))
let removePepper = SKAction.removeFromParent()
GuavaMoveAndRemove = SKAction.sequence([moveGuava,removeGuava])
PepperMoveAndRemove = SKAction.sequence([movePepper,removePepper])
Now I have the Guava Node anchored to the bottom of the screen and it floats up perfectly. I have the Pepper Node anchored to the top of the screen and am trying to get it to float down in a similar fashion.
Here is the code for both functions, spawnGuava and spawnPepper where both nodes/textures are anchored:
func spawnPepper(){
//The way the Guava spawn and move
let pepperNode = SKNode()
let pepper = SKSpriteNode(texture: pepperNodeTexture)
pepper.setScale(0.30)
pepper.position = CGPointMake (self.size.width + 140, self.size.height * 0.75)
pepper.alpha = 0.75
pepper.physicsBody = SKPhysicsBody(rectangleOfSize: pepper.size)
pepper.physicsBody?.affectedByGravity = false
pepper.physicsBody?.dynamic = true
pepper.physicsBody?.categoryBitMask = PhysicsCatagory.Guava
pepper.physicsBody?.collisionBitMask = 1
pepper.physicsBody?.contactTestBitMask = PhysicsCatagory.Boognish
pepper.zPosition = 50
pepperNode.addChild(pepper)
pepper.runAction(PepperMoveAndRemove)
self.addChild(pepperNode)
if scoreIncreased == true {
}
//the way the pepper collide
}
func spawnGuava(){
//The way the Guava spawn and move
let guavaNode = SKNode()
let guava = SKSpriteNode(texture: guavaNodeTexture)
guava.setScale(0.75)
guava.position = CGPointMake (self.size.width - 40, self.size.height * 0.05)
guava.physicsBody = SKPhysicsBody(rectangleOfSize: guava.size)
guava.physicsBody?.affectedByGravity = false
guava.physicsBody?.dynamic = true
guava.alpha = 0.75
guava.physicsBody?.categoryBitMask = PhysicsCatagory.Guava
guava.physicsBody?.collisionBitMask = 1
guava.physicsBody?.contactTestBitMask = PhysicsCatagory.Boognish
guava.zPosition = 0
guavaNode.addChild(guava)
guava.runAction(GuavaMoveAndRemove)
self.addChild(guavaNode)
if scoreIncreased == true {
}
//the way the guava collide
}
Please help me configure this code accordingly so that the peppers fall from the sky :)
THANKS in advance. First post :)
FYI: I have tried modifying the code many times myself to no avail, so I have reverted it to the baseline you see now. IF I anchored the pepper to where the Guava is anchored then both would float up at the same time.
Upvotes: 2
Views: 409
Reputation: 21
// movement of peppers let pepperToMove = CGFloat(self.frame.size.width + 2.0 * pepperNodeTexture.size().width) let movePepper = SKAction.moveByX(-pepperToMove, y: self.frame.size.height / -1, duration: NSTimeInterval(0.01 * pepperToMove)) let removePepper = SKAction.removeFromParent()
just has to divide the y value by a negative, derp... :D
Upvotes: 0
Reputation: 434
You're trying to move guavas and peppers in the opposite direction, but it seems like you are moving them in the same direction. Try removing or adding negative signs in movePepper
:
let movePepper = SKAction.moveByX(-pepperToMove, y: -self.frame.size.width, duration: NSTimeInterval(0.01 * pepperToMove))
Upvotes: 0