Reputation: 13
I'm trying to have multiple sprite nodes of the same type/parent, but when I try to spawn another node I get an error. 'NSInvalidArgumentException', reason: 'Attemped to add a SKNode which already has a parent'
Here's my code:
import SpriteKit
class GameScene: SKScene {
//global declarations
let player = SKSpriteNode(imageNamed: "mage")
let fireball = SKSpriteNode(imageNamed: "fireball")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
createScene()
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
spawnFireball(location)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
self.enumerateChildNodesWithName("fireball", usingBlock: ({
(node,error) in
if (self.fireball.position.x < -self.fireball.size.width/2.0 || self.fireball.position.x > self.size.width+self.fireball.size.width/2.0
|| self.fireball.position.y < -self.fireball.size.height/2.0 || self.fireball.position.y > self.size.height+self.fireball.size.height/2.0) {
self.fireball.removeFromParent()
self.fireball.removeAllChildren()
self.fireball.removeAllActions()
}
}))
}
func createScene() {
//player
player.size = CGSizeMake(100, 100)
player.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2 + 50)
player.zPosition = 2.0
self.addChild(player)
}
func spawnFireball(point: CGPoint) {
//setup
fireball.name = "fireball"
fireball.size = CGSizeMake(100, 50)
let fireballCenter = CGPointMake(fireball.size.width / 4 * 3, fireball.size.height / 2)
fireball.position = player.position
fireball.physicsBody = SKPhysicsBody(circleOfRadius: fireball.size.height/2, center: fireballCenter)
fireball.physicsBody?.affectedByGravity = false
//action
var dx = CGFloat(point.x - player.position.x)
var dy = CGFloat(point.y - player.position.y)
let magnitude = sqrt(dx * dx + dy * dy)
dx /= magnitude
dy /= magnitude
let vector = CGVector(dx: 32.0 * dx, dy: 32.0 * dy)
var rad = atan2(dy,dx)
fireball.runAction(SKAction.rotateToAngle(rad, duration: 0.0))
self.addChild(fireball)
fireball.physicsBody?.applyImpulse(vector)
}
}
Upvotes: 1
Views: 168
Reputation: 2835
You need to instantiate another SKSpriteNode
. In your existing code, you create a single fireball and add it to the scene; your program crashes when you try to add the same fireball again.
First, remove your let fireball = SKSpriteNode...
line. Move it to inside the spawnFireball()
method, like so:
func spawnFireball(point: CGPoint) {
let fireball = SKSpriteNode(imageNamed: "fireball")
//Insert all customization here (your existing code should mostly work)
self.addChild(fireball)
}
Because the fireball
variable is a local variable, you can now instantiate a new one every time you call the function. Now, just change your update()
method to properly use enumerateChildrenWithName()
by getting changing every self.fireball
to just node
.
This way, the code will loop through every existing fireball that is currently on the scene, rather than your current code, which only allows you to create one fireball.
Upvotes: 2