I'm trying to add an image in UIImage format to SpritKit's SKSpriteNode.
When converting a UIImage into a texture to SKTexture and adding it to SKSpriteNode, the image that takes into account the orientation of the image held by the UIImage is not displayed on the screen.
I tried the code below, but the result is identical.
Code1:
let image: UIImage?
let texture: SKTexture = SKTexture(image: image!)
ver imageNode = SKSpriteNode(texture: texture)
Code2:
let image: UIImage?
let cgImage = image?.cgImage
let ciImage = CIImage(cgImage: cgImage!)
let orientedImage = UIImage(cgImage: CIContext(options: nil).createCGImage(ciImage, from: ciImage.extent)!, scale: 0, orientation: image!.imageOrientation)
let texture: SKTexture = SKTexture(image: orientedImage)
ver imageNode = SKSpriteNode(texture: texture)
Code3:
let image: UIImage?
guard let cgImage = image?.cgImage else { return }
let orientedImage = UIImage(cgImage: cgImage, scale: image!.scale, orientation: .up)
let texture = SKTexture(image: orientedImage)
ver imageNode = SKSpriteNode(texture: texture)
Is there a way to ensure that the image orientation is taken into account when displayed?
SpriteKit
RSS for tagDrawing shapes, particles, text, images, and video in two dimensions using SpriteKit.
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I am trying to make an application for the Vision Pro where the particles don't move but rather stay still so that there is no lag. For example I am trying to spawn in a 100 particles here:
I want the particles to remain static but spawning in many causes the simulator to lag. Also is there maybe a way i can get a particle system to follow a specific shape like the one i have in the image.
Currently, I have multiple model entities that take on a particle system component
for i in 0..<100 {
let newEntity = ModelEntity()
var particleSystem = particleSystem(color: newColor)
newEntity.components.set(particleSystem)
newEntity.position = position
newEntity.scale = scale
stars.append(newEntity)
}
}
func particleSystem(color: UIColor) -> ParticleEmitterComponent {
var particles = ParticleEmitterComponent()
particles.emitterShapeSize = .init(repeating: 0.02)
// make burst smaller
particles.emitterShape = .sphere
particles.mainEmitter.birthRate = 1
particles.mainEmitter.lifeSpan = 2
particles.mainEmitter.size = 0.02
particles.burstCount = 50
particles.speed = 0.01
particles.mainEmitter.isLightingEnabled = false
particles.mainEmitter.color = .constant(.single(color))
return particles
}
An SCNNode is created and used for either an SCNView or an SKView.
SceneKit and SpriteKit are using default values.
The SceneView has an SCNScene with a rootNode of the SCNNode.
The SpriteKitView has a SpriteKitScene with an SK3DNode that has an SCNScene with a rootNode of the SCNNode.
There is no other code changing or adding values.
Why are the colors for the SCNView less vibrant than the colors for the SKView?
Is there a default to change to make them equivalent, or another value to add? I have tried changing the default SCNMaterial but only succeeded in making the image black or dark.
Any help is appreciated.
How do I change a UIBezierPath.currentPoint to a SKSpriteNode.position?
Here are the appropriate code snippets:
func createTrainPath() {
let startX = -tracksWidth/2,
startY = tracksPosY
savedTrainPosition = CGPoint(x: startX, y: startY!)
trackRect = CGRect(x: savedTrainPosition.x,
y: savedTrainPosition.y,
width: tracksWidth,
height: tracksHeight)
trainPath = UIBezierPath(ovalIn: trackRect)
trainPath = trainPath.reversing() // makes myTrain move CW
} // createTrainPath
Followed by:
func startFollowTrainPath() {
let theSpeed = Double(5*thisSpeed)
var trainAction = SKAction.follow(
trainPath.cgPath,
asOffset: false,
orientToPath: true,
speed: theSpeed)
trainAction = SKAction.repeatForever(trainAction)
createPivotNodeFor(myTrain)
myTrain.run(trainAction, withKey: runTrainKey)
} // startFollowTrainPath
So far, so good (I think?) ...
Within other places in my code, I call:
return trainPath.currentPoint
I need to convert trainPath.currentPoint to myTrain.position ...
When I insert the appropriate print statements, I see for example:
myTrain.position = (0.0, -295.05999755859375)
trainPath.currentPoint = (392.0, -385.0)
which obviously disqualifies a simple = , as in:
myTrain.position = trainPath.currentPoint
Since this = is not correct, what is ?
After more investigation, my guess is that .currentPoint is in SKSpriteNode coordinates and .position is in SKScene coordinates.
I am using the following code to create a texture atlas at runtime using a single .png image sprite sheet:
func createSpriteTextureAtlas(atlasNumber atlas:Int, forWorld world:Int) {
//load the png file
let image = UIImage(named: "world\(world)_spritesheet\(atlas)_2048x2048.png")
//create the dictonary
var imageDictionary = [String: UIImage]()
//iterate through all rows and columns and get the subimage
var imageIndex = 0
for row in 0...7 {
for column in 0...7 {
let sourceRect = CGRect(x:column * 256, y:row * 256, width:256, height:256)
let sourceImage = image?.cgImage!.cropping(to: sourceRect)
let subImage = UIImage(cgImage: sourceImage!)
//add the sub image and name to the dictionary
imageDictionary["\(imageIndex)"] = subImage
imageIndex = imageIndex + 1
}
}
//create the texture atlas using the dictionary
spriteTextureAtlas[atlas] = SKTextureAtlas(dictionary: imageDictionary)
}
I have a different sprite sheet for every world. I made all the sprite sheets myself using the same tool. This code works 100% of the time for most images.
For some images however, the program crashes at: SKTextureAtlas(dictionary: imageDictionary) with the error: Thread 4: EXC_BAD_ACCESS (code=1, address=0x105ff2000). The stack trace says it is crashing inside: #0 0x00000002178e2d34 in -[SKTextureAtlasPacker isFullyOpaque:] ().
The crash does not happen every time and only happens for some images. The crash never happens on the simulator.
Did I make a mistake inside createSpriteTextureAtlas or is this a SpriteKit bug?
P.S. I already know that I can let Xcode make the texture atlas for me by using a folder with a .atlas extension but this is not what i want to do.
I have implemented auto renewable subscriptions in my app, as well as promo codes. Purchase of subscriptions both monthly and annual; work correctly. What I don't know is what to "listen for" instead of product, when the user uses a promo code to purchase the product. am I looking for a different product code? or product identifier when the offer code is used to subscribe?
Hello everyone
I am porting my existing 2d game writing by spritekit to visionOS
and I am creating a SpriteView in WindowGroup
let currentScene = BattleScene.newGameScene(gameMode: "endless", dataContext: dataController.container.viewContext)
SpriteView(scene: currentScene)
.ignoresSafeArea(.all)
.frame(width: currentScene.frame.width, height: currentScene.frame.height, alignment: .center)
.onReceive(NotificationCenter.default.publisher(for: GameoverNotification)) { _ in
stopAllAudio()
}
.onTapGesture { location in
let viewPosition = location
let touchLocation = CGPoint(x: viewPosition.x, y: viewPosition.y)
print("touch on vision window: ", touchLocation.x, touchLocation.y)
}
.glassBackgroundEffect()
//WindowGameView()
// .environment(\.managedObjectContext, dataController.container.viewContext)
// .environment(model)
// .environment(pressedKeys)
}
.windowStyle(.automatic)
.defaultSize(width: 0.5, height: 1.0, depth: 0.0, in: .meters)
run it and it turns out the scene can't receive tap event.
but it works normal if I run it with my ios target (vision Os designd for ipad)
is there anything I missed?
Background:
This is a question asking for a good example of SpriteKit from a very new iOS developer who is investigating for starting an iOS 2D game project.
As I explored in the official apple development doc, to dev a 2D game SpriteKit is the very framework I am looking for.
There have been some clear and succinct words for any API and class documented in the reference spec when I started a project in Xcode. However I haven't been able to finish the project as having no any general idea about what is always needed of a typical game using the framework.
Question:
As an experienced Java Spring programmer I believe that I am needed a brief example to get started with the SpriteKit framework which provides me an idea of necessary steps for a 2D game.
I need to associate sound with the movement of a sprite. Movement can be as a result of physics, not as a result of an SKAction. When the object is sliding thee should be sliding sound throughout the time when it is sliding, and then a different sound when it bumps into a rock and goes up in the air. When the object is airborne, there is no sound, till it falls again - a falling sound, and then slides down with a sliding sound. The sounds associated with the collision ( rock, ground and so on ) are straightforward and work fine. But am having difficulty associating the sound with movement.
The closest result I have is to check the velocity of the sprite's physics body every update cycle and play or stop the sound based on whether the velocity is greater than zero. I tried SKAction.playSoundFileNamed first - the sound kept going even when the object was not moving. I tried adding an SKAudioNode with Play and Stop, with no better result. I finally tried using AVAudioPlayer to play and Pause , which yielded the best results, but the sliding sound still played past the sliding action.
What is the best way to do this?
My code for playing the sound is as follows:
var blockSliding = false
for block in gameBlocks {
if (block.physicsBody?.velocity.dx ?? 0) + (ball.physicsBody?.velocity.dy ?? 0) > 0.05 {
blockSliding = true
break
}
}
if slideSound.isPlaying {
if !blockSliding {
slideSound.pause()
}
} else {
if blockSliding {
slideSound.play()
}
}
I have setup slideSound earlier loading the appropriate sound file into an AVAudioPlayer
I have a ProRes 4444 format video with an alpha channel.
The circle in the middle of the video is completely opaque, while the rest is fully transparent. Everything looks normal in iMovie, as I can see the background through the surrounding parts.
However, when I play it using AVPlayer, the parts that are supposed to be fully transparent appear somewhat opaque, as shown in the image below:
I used the official project provided by Apple named 'using_hevc_video_with_alpha', but I only replaced the HEVC with alpha format file with a ProRes 4444 format video file. Below is the main code.
import Cocoa
import SpriteKit
import AVFoundation
class ViewController: NSViewController {
@IBOutlet var skView: SKView!
var videoPlayer: AVPlayer!
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.skView {
// Load the SKScene from 'backgroundScene.sks'
guard let scene = SKScene(fileNamed: "backgroundScene") else {
print ("Could not create a background scene")
return
}
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
// Add the video node
guard let alphaMovieURL = Bundle.main.url(forResource: "xuewang", withExtension: "mov") else {
print("Failed to overlay alpha movie on the background")
return
}
videoPlayer = AVPlayer(url: alphaMovieURL)
let video = SKVideoNode(avPlayer: videoPlayer)
video.size = CGSize(width: view.frame.width, height: view.frame.height)
print( "Video size is %f x %f", video.size.width, video.size.height)
scene.addChild(video)
// Play video
videoPlayer.play()
}
}
}
All our custom Playground Books using SpriteKit stopped working after upgrading to SwiftPlaygrounds version 4.4
To reproduce the issue, simply create a new book by clicking the top right hand icon and in the book add two lines of code.
import SpriteKit
let circle = SKShapeNode(circleOfRadius: 100.0)
The second line produces an error. I tried with other classes. SKAction seems to work. SKSpriteNode, SKTexture etc have the same issue. Please help. Our students are stuck!
Hi all
So I'm quite new into GameDev and am struggling a bit with the Tilemap
All my elements have the size of 64x64. As you can see in my screenshot there is some gap between the street and the water. It might be simple but what's the best way to fix that gap? I could increase the width of the left and right edge png but then I will sooner or later run into other problems as it then is not fitting with the rest.
Thanks for your help
Cheers from Switzerland
[SKCropNode setMaskNode:] crash, any idea? Help!
Crashed: com.apple.main-thread
EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x000000012e8067b0
0 SpriteKit 0x62d2c SKCCropNode::setMaskNode(SKCNode*) + 8
1 SpriteKit 0xa0854 -[SKCropNode setMaskNode:] + 88
I have a sprite kit scene with an edge loop physics body set programmatically with the category bit mask set to a custom Physics Category called Edge. Through the scene editor, I've added several sprite nodes with varying physics body types and various category masks and collision masks.
The collision mask for a particular sprite node includes the Edge category. Initially, I have this node partially off the screen on the scene editor but when I run the program, it appears completely inside the edge loop.
Is it possible to have a sprite node be positioned partially inside the edge loop and partially outside the edge loop?
I'm trying to animate a shape (e.g. a circle) to follow a custom path, and struggling to find the best way of doing this.
I've had a look at the animation options from SwiftUI, UIKit and SpriteKit and all seem very limited in what paths you can provide. Given the complexity of my path, I was hoping there'd be a way of providing a set of coordinates in some input file and have the shape follow that, but maybe that's too ambitious.
I was wondering if this were even possible, and assuming not, if there were other options I could consider.
Hi,
I'm creating a SF Symbols image like this:
var img = UIImage(systemName: "x.circle" ,withConfiguration: symbolConfig)!.withTintColor(.red)
In the debugger the image is really red.
and I'm using this image to create a SKTexture:
let shuffleTexture = SKTexture(image: img)
The texture image is ALWAYS black and I have no idea how to change it's color. Nothing I've tried so far works.
Any ideas how to solve this?
Thank you!
Best Regards,
Frank
Mac Studio won't show scene in canvas assist
I have multiple images that at various times I need to replace a target image for a SKSpriteNode.
Each of these multiple images has a different size.
The target SKSpriteNode has a fixed frame that I want to stay fixed.
This target is created via:
myTarget = SKSpriteNode(imageNamed: “target”)
myTarget.size = CGSize(…)
myTarget.physicsBody = SKPhysicsBody(rectangleOf: myTarget.size)
How do I resize each of the multiple images so that each fills up the target frame (expand or contract)?
Pretend the target is a shoebox and each image is a balloon that expands or contracts to fill the shoebox.
I have tried the following that fails, that is, it changes the size of the target to fit the new image .. in short, it does the exact opposite of what I want.
let newTexture = SKTexture(imageNamed: newImage)
let changeImgAction = SKAction.setTexture(newTexture, resize: true)
myTarget.run(changeImgAction)
Again, keep frame of myTarget fixed and change size of newTexture to fit the above frame ..
Hello there 👋
I've noticed a different behavior between iOS 15 and iOS 16 using CIFilter and SpriteKit.
Here is a sample code where I want to display a text and apply a blurry effect on the same text in the back of it.
Here is the expected behavior (iOS 15):
And the broken behavior on iOS 16:
It looks like the text is rotated around the x-axis and way too deep.
Here is the sample code:
import UIKit
import SpriteKit
class ViewController: UIViewController {
var skView: SKView?
var scene: SKScene?
override func viewDidLoad() {
super.viewDidLoad()
skView = SKView(frame: view.frame)
scene = SKScene(size: skView?.bounds.size ?? .zero)
scene?.backgroundColor = UIColor.red
view.addSubview(skView!)
skView!.presentScene(scene)
let neonNode = SKNode()
let glowNode = SKEffectNode()
glowNode.shouldEnableEffects = true
glowNode.shouldRasterize = true
let blurFilter = CIFilter(name: "CIGaussianBlur")
blurFilter?.setValue(20, forKey: kCIInputRadiusKey)
glowNode.filter = blurFilter
glowNode.blendMode = .alpha
let labelNode = SKLabelNode(text: "MOJO")
labelNode.fontName = "HelveticaNeue-Medium"
labelNode.fontSize = 60
let labelNodeCopy = labelNode.copy() as! SKLabelNode
glowNode.addChild(labelNode)
neonNode.addChild(glowNode)
neonNode.addChild(labelNodeCopy)
neonNode.position = CGPoint(x: 200, y: 200)
scene?.addChild(neonNode)
}
}
I've an app I've been working on for quite some time now. It uses SpriteKit. The windows with the scenes in them are generated programmatically. All of a sudden, when it's up and running through XCode, the console throws out a continuous stream of errors - probably in the order of 1 per second. The main one that makes up this stream is:
2022-03-07 20:07:38.765930+0000 My*App[8461:465673] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value
But others that appear slightly less frequently are:
2022-03-07 20:07:38.447800+0000 My*App[8461:465143] Metal GPU Frame Capture Enabled 2022-03-07 20:07:38.448070+0000 My*App[8461:465143] Metal API Validation Enabled 2022-03-07 20:07:38.613097+0000 My*App[8461:465640] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.613415+0000 My*App[8461:465640] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.613442+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkCreateWithCGDisplays count: 1 [displayID[0]: 0x1] [CVCGDisplayLink: 0x7f9596053820] 2022-03-07 20:07:38.613467+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613487+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613541+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613575+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613634+0000 My*App[8461:465671] [] [0x600000c09f10] CVXTime::reset 2022-03-07 20:07:38.613718+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639810+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639887+0000 My*App[8461:465671] [] [0x7f9596053820] CVCGDisplayLink::getDisplayTimes display: 1 -- SLSDisplayGetCurrentVBLDelta returned 0 => generating fake times 2022-03-07 20:07:38.673702+0000 My*App[8461:465653] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.673748+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::stop 2022-03-07 20:07:38.673862+0000 My*App[8461:465653] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.673883+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::start
I really don't know how else to describe this. I can only imagine having to hand over the entire project as lately I've only been working on the storyboard file so how would this affect it? To be honest the only change I can see is my upgrade to OSX 12.2.1. It's definitely something to do with SpriteKit since not initialising a window with a scene in it stops the errors from showing.