Reputation: 113
I want to make it so my node (ball) always ends up resetting above my other node block1 based on where block 1 ends up. However, I could not think of any code that would help me do that. I was thinking of making a function saying something ball.position = block1 + 20 but I have no ideas of how to go about that. Thanks for any help!
Code:
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
func resetScene (){
let ball = childNode(withName: BallCategoryName) as! SKSpriteNode
ball.removeFromParent()
ball.physicsBody?.velocity = CGVector( dx: 0, dy: 0 )
ball.physicsBody?.collisionBitMask = BallCategory
ball.physicsBody?.collisionBitMask = BorderCategory | PaddleCategory
ball.zRotation = 0.0
addChild(ball)
let block1 = childNode(withName: Block1Name) as! SKSpriteNode
block1.removeFromParent()
let actualX = random(min:85, max: 300)
block1.position = CGPoint(x: actualX, y: 190)
addChild(block1)
//ball.position = CGPoint(x: , y: )
//This is the line i would like to change
canRestart = false
}
Upvotes: 1
Views: 30
Reputation: 6061
assuming you are just trying to set the Y position of your ball you can use
ball.position.y = block1.position.y + 20
or if you need to set the x and the y
ball.position = CGPoint(x: block1.position.x, y: block1.position.y + 20)
Upvotes: 1