I'm trying to animate my game using a sprite sheet. How would I go about cutting out each sprite from the sprite sheet and using the sprite in xcode? I'm currently using obj -c. I read somewhere that i need to use a frame work, cocoa2d, in order to do this?
In sprite kit you can cut part of a texture out using SKTexture(rect: inTexture:) initializer. This is a helper class which manages an evenly spaced sprite sheet and can cut out a texture at a given row and column. It is used like So
let sheet=SpriteSheet(texture: SKTexture(imageNamed: "spritesheet"), rows: 1, columns: 11, spacing: 1, margin: 1)
let sprite=SKSpriteNode(texture: sheet.textureForColumn(0, row: 0))
Here is the full code
//
// SpriteSheet.swift
//
import SpriteKit
class SpriteSheet {
let texture: SKTexture
let rows: Int
let columns: Int
var margin: CGFloat=0
var spacing: CGFloat=0
var frameSize: CGSize {
return CGSize(width: (self.texture.size().width-(self.margin*2+self.spacing*CGFloat(self.columns-1)))/CGFloat(self.columns),
height: (self.texture.size().height-(self.margin*2+self.spacing*CGFloat(self.rows-1)))/CGFloat(self.rows))
}
init(texture: SKTexture, rows: Int, columns: Int, spacing: CGFloat, margin: CGFloat) {
self.texture=texture
self.rows=rows
self.columns=columns
self.spacing=spacing
self.margin=margin
}
convenience init(texture: SKTexture, rows: Int, columns: Int) {
self.init(texture: texture, rows: rows, columns: columns, spacing: 0, margin: 0)
}
func textureForColumn(column: Int, row: Int)->SKTexture? {
if !(0...self.rows ~= row && 0...self.columns ~= column) {
//location is out of bounds
return nil
}
var textureRect=CGRect(x: self.margin+CGFloat(column)*(self.frameSize.width+self.spacing)-self.spacing,
y: self.margin+CGFloat(row)*(self.frameSize.height+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
textureRect=CGRect(x: textureRect.origin.x/self.texture.size().width, y: textureRect.origin.y/self.texture.size().height,
width: textureRect.size.width/self.texture.size().width, height: textureRect.size.height/self.texture.size().height)
return SKTexture(rect: textureRect, inTexture: self.texture)
}
}
The margin property is the gap between the edge of the image and the sprites. The spacing is the gap between each sprite. The fameSize is the size each sprite will be. This image explains it:
Since the original question was tagged as Objective-C, here's a rough version of this SpriteSheet class in that language. Hope this is helpful:
#import "SpriteSheet.h"
#interface SpriteSheet ()
#property (nonatomic, strong) SKTexture *texture;
#property (nonatomic) NSInteger rows;
#property (nonatomic) NSInteger cols;
#property (nonatomic) CGFloat margin;
#property (nonatomic) CGFloat spacing;
#property (nonatomic, getter=frameSize) CGSize frameSize;
#end
#implementation SpriteSheet
- (instancetype)initWithTextureName:(NSString *)name rows:(NSInteger)rows cols:(NSInteger)cols margin:(CGFloat)margin spacing:(CGFloat)spacing {
SKTexture *texture = [SKTexture textureWithImageNamed:name];
return [self initWithTexture:texture rows:rows cols:cols margin:margin spacing:spacing];
}
- (instancetype)initWithTexture:(SKTexture *)texture rows:(NSInteger)rows cols:(NSInteger)cols {
return [self initWithTexture:texture rows:rows cols:cols margin:0 spacing:0];
}
- (instancetype)initWithTexture:(SKTexture *)texture rows:(NSInteger)rows cols:(NSInteger)cols margin:(CGFloat)margin spacing:(CGFloat)spacing {
if (self == [super init]) {
_texture = texture;
_rows = rows;
_cols = cols;
_margin = margin;
_spacing = spacing;
_frameSize = [self frameSize];
}
return self;
}
- (CGSize)frameSize {
CGSize newSize = CGSizeMake((self.texture.size.width - (self.margin * 2.0 + self.spacing * ((CGFloat)self.cols - 1.0))) / ((CGFloat)self.cols),
(self.texture.size.height - ((self.margin * 2.0) + (self.spacing * ((CGFloat)self.rows - 1.0))) / ((CGFloat)self.rows)));
return newSize;
}
- (SKTexture *)textureForColumn:(NSInteger)column andRow:(NSInteger)row {
if (column >= (self.cols) || row >= (self.rows)) {
NSLog(#"Asking for row or col greater than spritesheet");
return nil;
}
CGRect textureRect = CGRectMake(self.margin + (column * self.frameSize.width + self.spacing) - self.spacing,
self.margin + (row * self.frameSize.width + self.spacing) - self.spacing, // note using width here
self.frameSize.width,
self.frameSize.height);
textureRect = CGRectMake(textureRect.origin.x / self.texture.size.width, textureRect.origin.y / self.texture.size.height, textureRect.size.width / self.texture.size.width, textureRect.size.height/self.texture.size.height);
return [SKTexture textureWithRect:textureRect inTexture:self.texture];
}
I am adding this into a separate answer, because it contains two important things, that I found:
First :
var textureRect=CGRect(x: self.margin+CGFloat(column)*(self.frameSize.width+self.spacing)-self.spacing,
y: self.margin+CGFloat(row)*(self.frameSize.width+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
This code in Swift and its Objective-C counterpart both have a bug. The self.frameSize.width is used for both row and column calculations. The height needs to be used for column.
Second :
The coordinate system for SKTexture places its (0,0) origin at the bottom left corner of the image, this has to be considered when making your sprites or the code needs to be altered.
For example You can get all the frames of the sprite from top left corner to bottom right corner of the sprite like this:
var anim = [SKTexture]()
for row in (0..<self.rows).reversed() {
for column in 0..<self.columns {
if let frame = textureForColumn(column: column, row: row) {
anim.append(frame)
}
}
}
PS. I don't have the much experience with SpriteKit, so if there are any mistakes in my answer, please correct me.
I did a fix for getting sprites from top to bottom, left to right.
Also added a totalFrames so if you don't have a sprite with all frames, you can set the total frames so the array only contains the sprites, no blank sprites.
//
// SpriteSheet.swift
//
import SpriteKit
class SpriteSheet {
let texture: SKTexture
let rows: Int
let columns: Int
var margin: CGFloat=0
var spacing: CGFloat=0
var frameSize: CGSize {
return CGSize(width: (self.texture.size().width-(self.margin*2+self.spacing*CGFloat(self.columns-1)))/CGFloat(self.columns),
height: (self.texture.size().height-(self.margin*2+self.spacing*CGFloat(self.rows-1)))/CGFloat(self.rows))
}
init(texture: SKTexture, rows: Int, columns: Int, spacing: CGFloat, margin: CGFloat) {
self.texture=texture
self.rows=rows
self.columns=columns
self.spacing=spacing
self.margin=margin
}
convenience init(texture: SKTexture, rows: Int, columns: Int) {
self.init(texture: texture, rows: rows, columns: columns, spacing: 0, margin: 0)
}
func textureForColumn(column: Int, row: Int)->SKTexture? {
if !(0...self.rows ~= row && 0...self.columns ~= column) {
return nil
}
var textureRect = CGRect(x: self.margin + CGFloat(column) * (self.frameSize.width+self.spacing)-self.spacing, y: self.margin + CGFloat(self.rows - row - 1) * (self.frameSize.height+self.spacing)-self.spacing,
width: self.frameSize.width,
height: self.frameSize.height)
textureRect = CGRect(x: textureRect.origin.x/self.texture.size().width, y: textureRect.origin.y/self.texture.size().height,
width: textureRect.size.width/self.texture.size().width, height: textureRect.size.height/self.texture.size().height)
return SKTexture(rect: textureRect, in: self.texture)
}
}
To call, just add the animation like this:
fileprivate let framesOpening: [SKTexture] = {
let totalFrames = 28
let rows = 6
let columns = 5
let sheet = SpriteSheet(texture: SKTexture(imageNamed: "GETREADY"), rows: rows, columns: columns, spacing: 0, margin: 0)
var frames = [SKTexture]()
var count = 0
for row in (0..<rows) {
for column in (0..<columns){
if count < totalFrames {
if let texture = sheet.textureForColumn(column: column, row: row) {
frames.append(texture)
}
}
count+=1
}
}
return frames
}()
and call it
let sprite1 = SKSpriteNode(texture: framesOpening.first)
let openingAnimation: SKAction = SKAction.animate(with: framesOpening, timePerFrame: 0.2, resize: false, restore: true)
sprite1.position = CGPoint(x: frame.midX, y: frame.midY)
sprite1.zPosition = 2000
self.addChild(sprite1)
sprite1.run(SKAction.repeatForever(openingAnimation))
Related
My Swift-Class defines an initWith.. method by the following code
convenience init(controlType: ApplePencilControlType) {
self.init(frame: CGRect())
type = controlType
self.frame = self.controlFrame
if type == .zoom {
zoomSlider = UISlider(frame: CGRect(x: 10, y: 10, width: 100, height: 20))
if let slider = zoomSlider {
self.addSubview(slider)
}
}
else if type == .toLeft || type == .toRight {
imageView = UIImageView(frame: CGRect(x: 5, y: 5, width: 20, height: 20))
if let imgView = imageView {
if let img = type.image {
imgView.image = img
}
self.addSubview(imgView)
}
}
}
Trying to call this method by the following Objective-C Code makes Xcode show up an error.
- (void)presentOrHidePencilControls {
self.apToLeft = [[ApplePencilControl alloc] initWithControlType:ApplePencilControlTypeToLeft];
}
The error is No visible #interface for 'ApplePencilControl' declares the selector 'initWithControlType:'
What have I to do, so i can call this initializer from Objective-C? The "Project/Modul-Swift.h" is already imported.
I had to insert #objc and : Int to my enum definition in the same class.
I've been racking my brain and searching here and all over to try to find out how to generate a random position on screen to spawn a circle. I'm hoping someone here can help me because I'm completely stumped. Basically, I'm trying to create a shape that always spawns in a random spot on screen when the user touches.
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let screenSize: CGRect = UIScreen.mainScreen().bounds
let screenHeight = screenSize.height
let screenWidth = screenSize.width
let currentBall = SKShapeNode(circleOfRadius: 100)
currentBall.position = CGPointMake(CGFloat(arc4random_uniform(UInt32(Float(screenWidth)))), CGFloat(arc4random_uniform(UInt32(Float(screenHeight)))))
self.removeAllChildren()
self.addChild(currentBall)
}
If you all need more of my code, there really isn't any more. But thank you for whatever help you can give! (Just to reiterate, this code kind of works... But a majority of the spawned balls seem to spawn offscreen)
The problem there is that you scene is bigger than your screen bounds
let viewMidX = view!.bounds.midX
let viewMidY = view!.bounds.midY
print(viewMidX)
print(viewMidY)
let sceneHeight = view!.scene!.frame.height
let sceneWidth = view!.scene!.frame.width
print(sceneWidth)
print(sceneHeight)
let currentBall = SKShapeNode(circleOfRadius: 100)
currentBall.fillColor = .green
let x = view!.scene!.frame.midX - viewMidX + CGFloat(arc4random_uniform(UInt32(viewMidX*2)))
let y = view!.scene!.frame.midY - viewMidY + CGFloat(arc4random_uniform(UInt32(viewMidY*2)))
print(x)
print(y)
currentBall.position = CGPoint(x: x, y: y)
view?.scene?.addChild(currentBall)
self.removeAllChildren()
self.addChild(currentBall)
First: Determine the area that will be valid. It might not be the frame of the superview because perhaps the ball (let's call it ballView) might be cut off. The area will likely be (in pseudocode):
CGSize( Width of the superview - width of ballView , Height of the superview - height of ballView)
Once you have a view of that size, just place it on screen with the origin 0, 0.
Secondly: Now you have a range of valid coordinates. Just use a random function (like the one you are using) to select one of them.
Create a swift file with the following:
extension Int
{
static func random(range: Range<Int>) -> Int
{
var offset = 0
if range.startIndex < 0 // allow negative ranges
{
offset = abs(range.startIndex)
}
let mini = UInt32(range.startIndex + offset)
let maxi = UInt32(range.endIndex + offset)
return Int(mini + arc4random_uniform(maxi - mini)) - offset
}
}
And now you can specify a random number as follows:
Int.random(1...1000) //generate a random number integer somewhere from 1 to 1000.
You can generate the values for the x and y coordinates now using this function.
Given the following random generators:
public extension CGFloat {
public static var random: CGFloat { return CGFloat(arc4random()) / CGFloat(UInt32.max) }
public static func random(between x: CGFloat, and y: CGFloat) -> CGFloat {
let (start, end) = x < y ? (x, y) : (y, x)
return start + CGFloat.random * (end - start)
}
}
public extension CGRect {
public var randomPoint: CGPoint {
var point = CGPoint()
point.x = CGFloat.random(between: origin.x, and: origin.x + width)
point.y = CGFloat.random(between: origin.y, and: origin.y + height)
return point
}
}
You can paste the following into a playground:
import XCPlayground
import SpriteKit
let view = SKView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
XCPShowView("game", view)
let scene = SKScene(size: view.frame.size)
view.presentScene(scene)
let wait = SKAction.waitForDuration(0.5)
let popIn = SKAction.scaleTo(1, duration: 0.25)
let popOut = SKAction.scaleTo(0, duration: 0.25)
let remove = SKAction.removeFromParent()
let popInAndOut = SKAction.sequence([popIn, wait, popOut, remove])
let addBall = SKAction.runBlock { [unowned scene] in
let ballRadius: CGFloat = 25
let ball = SKShapeNode(circleOfRadius: ballRadius)
var popInArea = scene.frame
popInArea.inset(dx: ballRadius, dy: ballRadius)
ball.position = popInArea.randomPoint
ball.xScale = 0
ball.yScale = 0
ball.runAction(popInAndOut)
scene.addChild(ball)
}
scene.runAction(SKAction.repeatActionForever(SKAction.sequence([addBall, wait])))
(Just make sure to also paste in the random generators, too, or to copy them to the playground's Sources, as well as to open the assistant editor so you can see the animation.)
I have update my Project to Swift3 in Xcode 8 and it comes this error but I have no idea what I can make there. I have already search in google but nothing founded.
Have anyone an Idea what I can make ?
Here the Error:
Method 'collectionViewContentSize()' with Objective-C selector 'collectionViewContentSize' conflicts with getter for 'collectionViewContentSize' from superclass 'UICollectionViewLayout' with the same Objective-C selector
public func collectionViewContentSize() -> CGSize {
let numberOfSections = collectionView?.numberOfSections
if numberOfSections == 0 {
return CGSize.zero
}
var contentSize = collectionView?.bounds.size
contentSize?.height = CGFloat(columnHeights[0])
return contentSize!
}
I had something similar but I was overriding collectionViewContentSize()
override func collectionViewContentSize() -> CGSize {
let collection = collectionView!
let width = collection.bounds.size.width
let height = max(posYColumn1, posYColumn2)
return CGSize(width: width, height: height)
}
I Downloaded XCode 8 beta 4 today and have had to change it to:
override var collectionViewContentSize: CGSize {
let collection = collectionView!
let width = collection.bounds.size.width
let height = max(posYColumn1, posYColumn2)
return CGSize(width: width, height: height)
}
How can I get current constraints and set them later for a UIView. Am I doing this correctly?
Current Attempt:
Get Current Constraints
// get current constraints
var txtViewConstraints = txtView.constraints()
Set Constraints Later
override func viewDidLayoutSubviews() {
if txtViewConstraints.isEmpty == false {
txtView.addConstraints(txtViewConstraints)
}
}
Edit: This is a followup to this question: BringSubViewToFront Repositions UIView in AutoLayout
Update Code Used to Move txtView:
#IBAction func moveTxtView(sender: UIPanGestureRecognizer) {
var translation: CGPoint = sender.translationInView(self.view)
sender.view?.center = CGPointMake(sender.view!.center.x + translation.x, sender.view!.center.y + translation.y)
sender.setTranslation(CGPointMake(0, 0), inView: self.view)
txtViewConstraints = txtView.constraints()
txtViewPosition = CGRect(x: txtView.frame.origin.x, y: txtView.frame.origin.y, width: txtView.frame.size.width, height: txtView.frame.size.height)
}
Is it possible to make a certain amount of copies of a rectangle maybe by using a for loop or by any other way with the ability of changing each rectangle attributes like x,y,width etc.. by using QML
I have tried the following :
var x = 0
var t = 80
var z = 125
var Rectangle = []
if(rs.rows.length > 0){
x = 2
for(var i = 0; i < rs.rows.length; i++){
Rectangle[i] = rectangle18
Rectangle[i].x = t
Rectangle[i].y = z
Rectangle[i].visible = true
t = t - 40
z = z - 7
}
}
But unfortunately it's not working with me, is there a way of making this working
It's not quite that simple. You need to use Qt.createComponent and that object's createObject() call to achieve what you want. It's not just a matter of creating the rectangle and then copying it, you need to load each new copy separately from a qml file.
Something like:
var rects = []
var creator = Qt.createComponent("myRect.qml")
for (var i = 0; i < 10; i++) {
rects[i] = creator.createObject(PARENT)
rects[i].x = ...
}
Obviously extrapolating it to what you need. Note the reference to PARENT, which is the object that should end up containing the rectangle, which is often a container like a Grid or something.
If you don't want to use the Qt.CreateComponent method you can also consider using a Repeater component with a ListModel containing the info for each Rectangle. Here is an example placing 4 Rectangle in the scene:
ListModel {
id: modelRects
ListElement { _x: 0; _y:0 ; _width: 10; _height: 10; _color: "red" }
ListElement { _x: 100; _y:0 ; _width: 20; _height: 20; _color: "blue" }
ListElement { _x: 0; _y:100 ; _width: 30; _height: 30; _color: "yellow" }
ListElement { _x: 100; _y:100 ; _width: 40; _height: 40; _color: "green" }
}
Repeater {
model: modelRects
delegate: Rectangle {
width: _width
height: _height
x: _x
y: _y
color: _color
}
}
If you don't want to create the ListModel you can also base your calculations on the index of the element. Here is an example growing the Rectangle based on the index:
Repeater {
model: 5
delegate: Rectangle {
// Index starts at 0 so you want a width higher than 0 on first element
width: 10 * (index + 1)
height: 10 * (index + 1)
x: 50 * index
y: 50 * index
color: "red"
}
}