when dynamic body falls down, its `_ball.position.y` value doesn't change - scenekit

I have pretty simple question -
func setupScene() {
let sceneView = view as SCNView
sceneView.backgroundColor = SKColor.blackColor()
_scene = SCNScene()
sceneView.scene = _scene
sceneView.showsStatistics = true
// Scene gravity
sceneView.scene?.physicsWorld.gravity = SCNVector3Make(0, -70, 0)
sceneView.scene?.physicsWorld.speed = 2.0
sceneView.delegate = self
}
At some point of time have spawnBall method:
func spawnBall() {
_ball = SCNNode(geometry: SCNSphere(radius: 15))
_ball.geometry?.firstMaterial?.diffuse.contents = UIImage(named: "ball")
_ball.geometry?.firstMaterial?.emission.contents = UIImage(named: "ball")
_ball.geometry?.firstMaterial?.emission.intensity = 0
_ball.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.Dynamic, shape: nil)
_ball.physicsBody?.restitution = 0.1
_ball.physicsBody?.angularVelocity = SCNVector4(x: 1, y: 1, z: 1, w: 1)
let position = SCNVector3Make(0, 15*10, -200)
_ball.position = position
_scene.rootNode.addChildNode(_ball)
}
The question is - why when dynamic body falls down, the it's _ball.position.y value doesn't change?
I used to UIKit when you move UIView - it's origin changes (I was assuming to see something similar, coz I set _ball.position.y = 150 and it should go down)
And how to observe it's movement?

the position of its presentationNode will change. The model values are left untouched by the physics engine.

Related

How to change colors of a cell of collection view on scrolling swift5

i want to change color of the cell of my collectionview on scrolling in swift.
here is an image of my viewcontroller. i want to change background color of the specific cell to white on scroll. and i used animatedcollectionViewLayout for animation.
This may help you, call it in scrollViewDidScroll. Don't use indexPathsForVisibleItems、visibleCells, they have a few issues.
func updateCellsApperance() {
let visibleRect = CGRect(origin: modesCollectionView.contentOffset, size: modesCollectionView.frame.size)
let center = CGPoint(x: visibleRect.midX, y: visibleRect.midY)
var indexPaths: Set<IndexPath> = []
let step = 10.0
var x = center.x
while x > visibleRect.minX {
if let indexPath = modesCollectionView.indexPathForItem(at: CGPoint(x: x, y: center.y)) {
indexPaths.insert(indexPath)
}
x -= step
}
x = center.x + step
while x < visibleRect.maxX {
if let indexPath = modesCollectionView.indexPathForItem(at: CGPoint(x: x, y: center.y)) {
indexPaths.insert(indexPath)
}
x += step
}
indexPaths.forEach { indexPath in
if let cell = modesCollectionView.cellForItem(at: indexPath),
let attrs = modesCollectionView.layoutAttributesForItem(at: indexPath) {
let distanceX = visibleRect.midX - attrs.center.x
// >= 0.0
let ratio = abs(distanceX) * (1.0 / attrs.frame.width)
cell.xxx.color = UIColor(red: 0.0, green: max(0.0, 1.0 - ratio), blue: 0, alpha: 1.0)
}
}
}

Swift SpriteKit Hearts not appending in last spot

Im working on a SpriteKit game and the player starts with three hearts, when he gets hit he loses one and if he collects a heart item he can get a heart back. I got it all to work but when he gets a heart back they appear around the last heart.
// 1: here is the function for when he loses a heart
func takeDamage() {
if invulnerable || damaged { return }
lives -= 1
let lastElementIndex = heartsArray.count - 1
print(heartsArray.count)
if heartsArray.indices.contains(lastElementIndex - 1) {
let lastHeart = heartsArray[lastElementIndex]
lastHeart.removeFromParent()
print("removed heart")
heartsArray.remove(at: lastElementIndex)
}
// 2: here is the original filling of hearts
func fillHearts(count: Int) {
for index in 1...count {
let heartTexture = SKTexture(imageNamed: "heart")
let heart = SKSpriteNode(imageNamed: "heart")
heart.size = CGSize(width: heartTexture.size().width / 4, height: heartTexture.size().height / 4)
let xPosition = heart.size.width * CGFloat(index - 1)
heart.position = CGPoint(x: xPosition, y: 0)
heartsArray.append(heart)
heartContainer.addChild(heart)
}
// 3: and here is the adding + 1 heart when he gets a heart item
if refillHeart == true {
for index in 0..<1 {
let heartTexture = SKTexture(imageNamed: "heart")
let heart = SKSpriteNode(imageNamed: "heart")
heart.size = CGSize(width: heartTexture.size().width / 4, height: heartTexture.size().height / 4)
let xPosition = heart.size.width * CGFloat(index - 1)
heart.position = CGPoint(x: xPosition, y: 0)
heartsArray.append(heart)
heartContainer.addChild(heart)
print(heartsArray)
refillHeart = false
}
}
That's because in your for loop, the index is always 0, so the xPosition will always be 0.
if refillHeart == true
{
let heartTexture = SKTexture(imageNamed: "heart")
let heart = SKSpriteNode(imageNamed: "heart")
heart.size = CGSize(width: heartTexture.size().width / 4, height: heartTexture.size().height / 4)
// this was the problem
// let xPosition = heart.size.width * CGFloat(index - 1)
// because of your for loop, the index was always 0
// get number of displayed hearts
let heartsNumber: CGFloat = CGFloat(heartsArray.count)
let xPosition = heart.size.width * heartsNumber
heart.position = CGPoint(x: xPosition, y: 0)
heartsArray.append(heart)
heartContainer.addChild(heart)
print(heartsArray)
refillHeart = false
}

Graphic Points are not working outside of viewDidLoad

I've created a Graphic Class to show for user a graphic points choose accordingly with user information.
If I use the graphicView object and add points at viewDidLoad, the graphic is presented correctly, if not there, the graphic presents no data.
See below the code for the Graphics and the code when I am requesting to mark the points.
class GraphView: UIView {
private struct Constants {
static let cornerRadiusSize = CGSize(width: 8.0, height: 8.0)
static let margin: CGFloat = 40.0
static let topBorder: CGFloat = 30
static let bottomBorder: CGFloat = 40
static let colorAlpha: CGFloat = 0.3
static let circleDiameter: CGFloat = 5.0
}
//1 - the properties for the gradient
var startColor: UIColor = UIColor.rgb(red: 14, green: 40, blue: 80)
var endColor: UIColor = UIColor.rgb(red: 14, green: 40, blue: 80)
//Weekly sample data
var graphPoints: [Int] = [0]
override func draw(_ rect: CGRect) {
let width = rect.width
let height = rect.height
let path = UIBezierPath(roundedRect: rect,
byRoundingCorners: UIRectCorner.allCorners,
cornerRadii: Constants.cornerRadiusSize)
path.addClip()
//2 - get the current context
let context = UIGraphicsGetCurrentContext()!
let colors = [startColor.cgColor, endColor.cgColor]
//3 - set up the color space
let colorSpace = CGColorSpaceCreateDeviceRGB()
//4 - set up the color stops
let colorLocations: [CGFloat] = [0.0, 1.0]
//5 - create the gradient
let gradient = CGGradient(colorsSpace: colorSpace,
colors: colors as CFArray,
locations: colorLocations)!
//6 - draw the gradient
var startPoint = CGPoint.zero
var endPoint = CGPoint(x: 0, y: self.bounds.height)
context.drawLinearGradient(gradient,
start: startPoint,
end: endPoint,
options: CGGradientDrawingOptions(rawValue: 0))
//calculate the x point
let margin = Constants.margin
let columnXPoint = { (column:Int) -> CGFloat in
//Calculate gap between points
let spacer = (width - margin * 2 - 4) / CGFloat((self.graphPoints.count - 1))
var x: CGFloat = CGFloat(column) * spacer
x += margin + 2
return x
}
// calculate the y point
let topBorder: CGFloat = Constants.topBorder
let bottomBorder: CGFloat = Constants.bottomBorder
let graphHeight = height - topBorder - bottomBorder
let maxValue = graphPoints.max()!
let columnYPoint = { (graphPoint:Int) -> CGFloat in
var y:CGFloat = CGFloat(graphPoint) / CGFloat(maxValue) * graphHeight
y = graphHeight + topBorder - y // Flip the graph
return y
}
// draw the line graph
UIColor.white.setFill()
UIColor.white.setStroke()
//set up the points line
let graphPath = UIBezierPath()
//go to start of line
graphPath.move(to: CGPoint(x:columnXPoint(0), y:columnYPoint(graphPoints[0])))
//add points for each item in the graphPoints array
//at the correct (x, y) for the point
for i in 1..<graphPoints.count {
let nextPoint = CGPoint(x:columnXPoint(i), y:columnYPoint(graphPoints[i]))
graphPath.addLine(to: nextPoint)
}
//Create the clipping path for the graph gradient
//1 - save the state of the context (commented out for now)
context.saveGState()
//2 - make a copy of the path
let clippingPath = graphPath.copy() as! UIBezierPath
//3 - add lines to the copied path to complete the clip area
clippingPath.addLine(to: CGPoint(x: columnXPoint(graphPoints.count - 1), y:height))
clippingPath.addLine(to: CGPoint(x:columnXPoint(0), y:height))
clippingPath.close()
//4 - add the clipping path to the context
clippingPath.addClip()
let highestYPoint = columnYPoint(maxValue)
startPoint = CGPoint(x:margin, y: highestYPoint)
endPoint = CGPoint(x:margin, y:self.bounds.height)
context.drawLinearGradient(gradient, start: startPoint, end: endPoint, options: CGGradientDrawingOptions(rawValue: 0))
context.restoreGState()
//draw the line on top of the clipped gradient
graphPath.lineWidth = 3.0
graphPath.stroke()
//Draw the circles on top of graph stroke
for i in 0..<graphPoints.count {
var point = CGPoint(x:columnXPoint(i), y:columnYPoint(graphPoints[i]))
point.x -= Constants.circleDiameter / 2
point.y -= Constants.circleDiameter / 2
let circle = UIBezierPath(ovalIn: CGRect(origin: point, size: CGSize(width: Constants.circleDiameter, height: Constants.circleDiameter)))
circle.fill()
}
//Draw horizontal graph lines on the top of everything
let linePath = UIBezierPath()
//top line
linePath.move(to: CGPoint(x:margin, y: topBorder))
linePath.addLine(to: CGPoint(x: width - margin, y:topBorder))
//center line
linePath.move(to: CGPoint(x:margin, y: graphHeight/2 + topBorder))
linePath.addLine(to: CGPoint(x:width - margin, y:graphHeight/2 + topBorder))
//bottom line
linePath.move(to: CGPoint(x:margin, y:height - bottomBorder))
linePath.addLine(to: CGPoint(x:width - margin, y:height - bottomBorder))
let color = UIColor(white: 1.0, alpha: Constants.colorAlpha)
color.setStroke()
linePath.lineWidth = 1.0
linePath.stroke()
}
}
I am trying to mark the points accordingly with the user input - see below:
func budgetAvailableCalculationFunction() {
let bankValue = (userSalary as NSString).integerValue
let bankPorcentage: Int = 100
let expenses = (userExpenses as NSString).integerValue
let calculation1: Int = expenses * bankPorcentage
let calculation2: Int = calculation1 / bankValue
let cashPorcentageAvailable = calculation2
let value: [Int] = [expenses]
self.setupGraphy(points: value)
progressView.progress = 0.0
progress.completedUnitCount = Int64(cashPorcentageAvailable)
progressView.setProgress(Float(self.progress.fractionCompleted), animated: true)
progressView.progressTintColor = UIColor.rgb(red: 239, green: 75, blue: 92)
progressView.backgroundColor = UIColor.rgb(red: 239, green: 75, blue: 92)
progressView.trackTintColor = .white
progressView.clipsToBounds = false
progressView.translatesAutoresizingMaskIntoConstraints = false
progressView.layer.cornerRadius = 0
porcentageLabelForMonth.text = "\(Int(self.progress.fractionCompleted * 100)) %"
}
The setupGraphy is just a function that returns an array of indexes that the user adds it.
Please note that using the same function at the viewDidLoad works:
self.setupGraphy(points: [100, 400, 200, 250])
enter image description here
Anyone?
Code for viewDidLoad:
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor.rgb(red: 245, green: 246, blue: 250)
tableView.delegate = self
tableView.dataSource = self
tableView.register(LastTransactionsCell.self, forCellReuseIdentifier: "LastTransactionsCell")
tableView.backgroundColor = .clear
let now = Date()
let dateFormatter = DateFormatter()
dateFormatter.dateFormat = "yyyy - LLLL"
let nameOfMonth = dateFormatter.string(from: now)
currentMonthLabel.text = nameOfMonth
setupUIXViews()
fetchUserInfo()
//static data for now
*self.setupGraphy(points: [100, 400, 200, 250])*
DispatchQueue.main.asyncAfter(deadline: .now() + 2){
self.budgetAvailableCalculationFunction()
}
}
The way I managed to fix (seems like a temporary fix) is by creating a new Int variable at the top of the project and passing the fetch data from the DB to these variables. That way I can use them at viewDidLoad instead of inside the fetch function.

Show a video with transparent background on ARKit

I am trying to simply show a video removing part of its background which is meant to be transparent. I've tried several approaches courtesy of Stack Overflow, and so far they are all sub-par. The one that came closest to the results I'm seeking is the one in this link: ARKit / SpriteKit - set pixelBufferAttributes to SKVideoNode or make transparent pixels in video (chroma-key effect) another way
However, as sensible as the approach is, and as much as it seems to be working for the person who asked the question, in my case it only turns the whole video white.
My strategy is to show the video and add the effect as follows:
func setVideoNode(named name: String, in node: SCNNode, with imageReference: ARReferenceImage?, size: CGSize = CGSize(width: 500, height: 320), extension ext: String = "mp4") {
let nodeWidth = imageReference!.physicalSize.width
let nodeHeigth = imageReference!.physicalSize.height
guard let videoUrl = Bundle.main.url(forResource: name, withExtension: ext) else {
print("Guard Fail")
return
}
self.currentPlayer = AVPlayer(url: videoUrl)
let videoNode = SKVideoNode(avPlayer: self.currentPlayer)
videoNode.size = size
videoNode.name = name
videoNode.yScale = -1.0
videoNode.play()
let effectNode = SKEffectNode()
effectNode.addChild(videoNode)
effectNode.filter = colorCubeFilterForChromaKey(hueAngle: 0)
let planeGeometry = SCNPlane(width: nodeWidth, height: nodeHeigth)
planeGeometry.firstMaterial?.diffuse.contents = effectNode
planeGeometry.firstMaterial?.isDoubleSided = true
let planeNode = SCNNode()
planeNode.geometry = planeGeometry
planeNode.position = SCNVector3(planeNode.position.x + 1, 0.5, 0)
planeNode.eulerAngles.x = -.pi / 2
node.addChildNode(planeNode)
self.currentPlayer.play()
}
func RGBtoHSV(r : Float, g : Float, b : Float) -> (h : Float, s : Float, v : Float) {
var h : CGFloat = 0
var s : CGFloat = 0
var v : CGFloat = 0
let col = UIColor(red: CGFloat(r), green: CGFloat(g), blue: CGFloat(b), alpha: 1.0)
col.getHue(&h, saturation: &s, brightness: &v, alpha: nil)
return (Float(h), Float(s), Float(v))
}
func colorCubeFilterForChromaKey(hueAngle: Float) -> CIFilter {
let hueRange: Float = 20 // degrees size pie shape that we want to replace
let minHueAngle: Float = (hueAngle - hueRange/2.0) / 360
let maxHueAngle: Float = (hueAngle + hueRange/2.0) / 360
let size = 64
var cubeData = [Float](repeating: 0, count: size * size * size * 4)
var rgb: [Float] = [0, 0, 0]
var hsv: (h : Float, s : Float, v : Float)
var offset = 0
for z in 0 ..< size {
rgb[2] = Float(z) / Float(size) // blue value
for y in 0 ..< size {
rgb[1] = Float(y) / Float(size) // green value
for x in 0 ..< size {
rgb[0] = Float(x) / Float(size) // red value
hsv = RGBtoHSV(r: rgb[0], g: rgb[1], b: rgb[2])
// TODO: Check if hsv.s > 0.5 is really nesseccary
let alpha: Float = (hsv.h > minHueAngle && hsv.h < maxHueAngle && hsv.s > 0.5) ? 0 : 1.0
cubeData[offset] = rgb[0] * alpha
cubeData[offset + 1] = rgb[1] * alpha
cubeData[offset + 2] = rgb[2] * alpha
cubeData[offset + 3] = alpha
offset += 4
}
}
}
let b = cubeData.withUnsafeBufferPointer { Data(buffer: $0) }
let data = b as NSData
let colorCube = CIFilter(name: "CIColorCube", parameters: [
"inputCubeDimension": size,
"inputCubeData": data
])
return colorCube!
}
In my case, I'm trying to remove reds. Is there any other way to achieve this?
Hi dear friend as you seen in this link
.You must be use no between 330 to 360 degree for remove red color.
effectNode.filter = colorCubeFilterForChromaKey(hueAngle: 330)

Swift 4 SprikeKit - Thread 1: Fatal error: Index out of range

I am just learning Swift and I am following along with another project that I had worked on. However, I am getting this error:
Error I am getting:
Thread 1: Fatal error: Index out of range
All my code:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var scoreLabel : SKLabelNode?
var player : SKSpriteNode?
var track : Int = 0
var trackArray : [SKSpriteNode]? = [SKSpriteNode]()
var ballDirection = Int(arc4random_uniform(2))
var velocityArray = [Int]()
var playerVelocity : Int = GKRandomSource.sharedRandom().nextInt(upperBound: 100)
var currentScore : Int = 0 {
didSet {
self.scoreLabel?.text = "SCORE: \(self.currentScore)"
}
}
func createHUD() {
scoreLabel = self.childNode(withName: "score") as? SKLabelNode
currentScore = 0
}
//I think the problem is coming from this function, however I more-or-less copied it from a tutorial project that works so I don't know what the problem is.
func setupTracks() {
for i in {
if let track = self.childNode(withName: "\(i)") as? SKSpriteNode {
trackArray?.append(track)
print(track)
}
}
}
func createBall() {
player = SKSpriteNode(imageNamed: "ball1")
player?.physicsBody = SKPhysicsBody(circleOfRadius: player!.size.width / 2)
player?.physicsBody?.linearDamping = 0
//This line throws the error
let ballPosition = trackArray?[track].position
print(track)
player?.position = CGPoint(x: (ballPosition?.x)!, y: (ballPosition?.y)!)
player?.position.x = (ballPosition!.x)
player?.position.y = (ballPosition!.y)
self.addChild(player!)
}
override func didMove(to view: SKView) {
createHUD()
createBall()
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
I have 8 Color Sprite objects that I put in through the GameScene.sks each named 0 - 9,
I think it is looking for a value in the array that has not been yet assigned? but I have a part that (I think) is assigning that value. It also works in the other project so I am very lost.
Some of this doesn't make 100% sense to me without context, but based on what I can infer it seems a better solution for you would be to use a single dictionary to access the SKSpriteNode as well as the direction and velocity. To achieve this you could create a custom object, or just use a simple tuple.
After you initialize the dictionary and fill it with the objects you can access a single value in the dictionary to get all of the data you need for your createEnemy function. It might look something like this:
var tracks = [Int : (node: SKSpriteNode, direction: CGFloat, velocity: CGFloat)]()
func setupTrack() {
for i in 0 ... 9 {
if let track = self.childNode(withName: "\(i)") as? SKSpriteNode {
//Get direction and velocity here, if initial value is known
//Setting to 0 for now
tracks[i] = (node: track, direction: 0, velocity: 0)
}
}
}
func createEnemy(forTrack track: Int) -> SKShapeNode? {
guard let thisTrack = tracks[track] else { return nil }
let enemySprite = SKShapeNode()
enemySprite.name = "ENEMY"
enemySprite.path = CGPath(roundedRect: CGRect(x: 0, y: -10, width: 20, height: 20), cornerWidth: 10, cornerHeight: 10, transform: nil)
let enemyPosition = thisTrack.node.position
let left = thisTrack.direction
enemySprite.position.x = left ? -50 : self.size.height + 50
enemySprite.position.y = enemyPosition.y
enemySprite.physicsBody?.velocity = left ? CGVector(dx: thisTrack.velocity, dy: 0) : CGVector(dx: 0, dy: -thisTrack.velocity)
return enemySprite
}
This will prevent you from going out of bounds on your array. Note on this: Since you are looping through a hardcoded 0...9 range, but you are optionally appending items to that Array (in the case where your if let track fails) you have no guarantee that the "track" item with the name "7" corresponds to the 7th index in your array. This is another reason a Dictionary is safer. Additionally, it seems you are maintaining 3 separate arrays (tracks, directionArray, and velocityArray), which seems prone to error for the same reason I just described.

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