For a puzzle game project on iOS, I try to subclass the SKSpriteNode class from SpriteKit with the following code:
class SKPuzzle: SKSpriteNode {
var name2:String = "";
}
I need to add other variables in SKSpriteNode like another name (name2) in this case. Here is the use I made of the class in a class type SKScene:
class GameScene: SKScene {
let background = SKSpriteNode(imageNamed: "BW")
var selectedNode = SKPuzzle()
override init(size: CGSize) {
super.init(size: size)
let imageNames = [sheet.Puzzle13() , sheet.Puzzle19(),sheet.Puzzle30(),
sheet.Puzzle11(), sheet.Puzzle29(), sheet.Puzzle35() ]
for i in 0..<imageNames.count {
let imageName = imageNames[i]
let sprite = SKPuzzle(texture: imageName)
sprite.name = kAnimalNodeName
sprite.name2 = "\(i)"
let offsetFraction = (CGFloat(i) + 1.0)/(CGFloat(imageNames.count) + 1.0)
sprite.position = CGPoint(x: size.width * offsetFraction, y: size.height / 2)
sprite.zPosition = 1
background.addChild(sprite)
}
}
I have the sprite object from the subclass SKPuzzle wich contains the new variable name2.
sprite.name2 = "\(i)"
The problem I have is the variable selectedNode (created with)
var selectedNode = SKPuzzle()
used later in the program contain always a nil value for the data name and name2. When I click on the jigsaw parts of the game, I get the following error:
fatal error: unexpectly found nil while unwrapping an optional value in the following function:
func panForTranslation(translation : CGPoint) {
let position = selectedNode.position
if selectedNode.name! == kAnimalNodeName {
selectedNode.position = CGPoint(x: position.x + translation.x * 2, y: position.y + translation.y * 2)
}
}
selectedNode seems containing only nil values. The code is working fine when I just use the SKSpriteNode but failed with my SKPuzzle class.
Here is the whole code of the program:
import SpriteKit
import UIKit
private let kAnimalNodeName = "puzzle"
private let kdancing = "dancing"
class SKPuzzle: SKSpriteNode {
var name2:String = "";
}
class GameScene: SKScene {
let background = SKSpriteNode(imageNamed: "BW")
var selectedNode = SKPuzzle()
var selectedVideo = SKVideoNode()
override init(size: CGSize) {
super.init(size: size)
// 1
self.background.name = kdancing
self.background.anchorPoint = CGPointZero
background.zPosition = 0
self.addChild(background)
//background.play()
// 2
let sheet = Statiques()
let sprite_dancing1 = SKSpriteNode(texture: sheet.Dancing1())
let sprite_dancing2 = SKSpriteNode(texture: sheet.Dancing2())
sprite_dancing1.name = kdancing
sprite_dancing2.name = kdancing
sprite_dancing1.position = CGPoint(x: 837, y: 752)
sprite_dancing1.zPosition = 1
sprite_dancing2.position = CGPoint(x: 1241, y: 752)
sprite_dancing2.zPosition = 1
background.addChild(sprite_dancing1)
background.addChild(sprite_dancing2)
let imageNames = [sheet.Puzzle13() , sheet.Puzzle19(), sheet.Puzzle30(), sheet.Puzzle11(), sheet.Puzzle29(), sheet.Puzzle35() ]
for i in 0..<imageNames.count {
let imageName = imageNames[i]
let sprite = SKPuzzle(texture: imageName)
sprite.name = kAnimalNodeName
sprite.name2 = "\(i)"
let offsetFraction = (CGFloat(i) + 1.0)/(CGFloat(imageNames.count) + 1.0)
sprite.position = CGPoint(x: size.width * offsetFraction, y: size.height / 2)
sprite.zPosition = 1
background.addChild(sprite)
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let positionInScene = touch.locationInNode(self)
selectNodeForTouch(positionInScene)
}
}
override func didMoveToView(view: SKView) {
let gestureRecognizer = UIPanGestureRecognizer(target: self, action: Selector("handlePanFrom:"))
self.view!.addGestureRecognizer(gestureRecognizer)
}
func handlePanFrom(recognizer : UIPanGestureRecognizer) {
if recognizer.state == .Began {
var touchLocation = recognizer.locationInView(recognizer.view)
touchLocation = self.convertPointFromView(touchLocation)
self.selectNodeForTouch(touchLocation)
} else if recognizer.state == .Changed {
var translation = recognizer.translationInView(recognizer.view!)
translation = CGPoint(x: translation.x, y: -translation.y)
self.panForTranslation(translation)
recognizer.setTranslation(CGPointZero, inView: recognizer.view)
} else if recognizer.state == .Ended {
}
}
func degToRad(degree: Double) -> CGFloat {
return CGFloat(degree / 180.0 * M_PI)
}
func selectNodeForTouch(touchLocation : CGPoint) {
// 1
let touchedNode = self.nodeAtPoint(touchLocation)
if touchedNode is SKPuzzle {
// 2
if !selectedNode.isEqual(touchedNode) {
selectedNode.removeAllActions()
selectedNode.runAction(SKAction.rotateToAngle(0.0, duration: 0.1))
//selectedNode = touchedNode as! SKSpriteNode
// 3
if touchedNode.name! == kAnimalNodeName {
let sequence = SKAction.sequence([SKAction.rotateByAngle(degToRad(-4.0), duration: 0.1),
SKAction.rotateByAngle(0.0, duration: 0.1),
SKAction.rotateByAngle(degToRad(4.0), duration: 0.1)])
selectedNode.runAction(SKAction.repeatActionForever(sequence))
}
}
}
}
func panForTranslation(translation : CGPoint) {
let position = selectedNode.position
if selectedNode.name! == kAnimalNodeName {
selectedNode.position = CGPoint(x: position.x + translation.x * 2, y: position.y + translation.y * 2)
}
}
}
Thanks by advance for your help, I'm beginning to code with Swift on iOS.
When selectedNode
is created by SKPuzzle()
, name
is nil.
You have to set selectedNode.name
to some value in init
method.
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