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Animating individual characters in a SKLabelNode

Is there a more efficient way to animate text shivering with typewriting all in one sklabelnode? I'm trying to achieve the effect in some games like undertale where the words appear type writer style while they are shivering at the same time.

So far I've only been able to achieve it but with such luck:

class TextEffectScene: SKScene {

    var typeWriterLabel : SKLabelNode?
    var shiveringText_L : SKLabelNode?
    var shiveringText_O : SKLabelNode?
    var shiveringText_S : SKLabelNode?
    var shiveringText_E : SKLabelNode?
    var shiveringText_R : SKLabelNode?

    var button : SKSpriteNode?


    override func sceneDidLoad() {
        button = self.childNode(withName: "//button") as? SKSpriteNode

        self.scaleMode = .aspectFill //Very important for ensuring that the screen sizes do not change after transitioning to other scenes

        typeWriterLabel = self.childNode(withName: "//typeWriterLabel") as? SKLabelNode
        shiveringText_L = self.childNode(withName: "//L") as? SKLabelNode
        shiveringText_O = self.childNode(withName: "//O") as? SKLabelNode
        shiveringText_S = self.childNode(withName: "//S") as? SKLabelNode
        shiveringText_E = self.childNode(withName: "//E") as? SKLabelNode
        shiveringText_R = self.childNode(withName: "//R") as? SKLabelNode
    }



    // Type writer style animation

    override func didMove(to view: SKView) {
        fireTyping()
        shiveringText_L?.run(SKAction.repeatForever(SKAction.init(named: "shivering")!))
        shiveringText_O?.run(SKAction.repeatForever(SKAction.init(named: "shivering2")!))
        shiveringText_S?.run(SKAction.repeatForever(SKAction.init(named: "shivering3")!))
        shiveringText_E?.run(SKAction.repeatForever(SKAction.init(named: "shivering4")!))
        shiveringText_R?.run(SKAction.repeatForever(SKAction.init(named: "shivering5")!))
    }


    let myText = Array("You just lost the game :)".characters)
    var myCounter = 0
    var timer:Timer?

    func fireTyping(){
        typeWriterLabel?.text = ""
        timer = Timer.scheduledTimer(timeInterval: 0.5, target: self, selector: #selector(TextEffectScene.typeLetter), userInfo: nil, repeats: true)
    }


    func typeLetter(){
        if myCounter < myText.count {
            typeWriterLabel?.text = (typeWriterLabel?.text!)! + String(myText[myCounter])
            //let randomInterval = Double((arc4random_uniform(8)+1))/20 Random typing speed

            timer?.invalidate()
            timer = Timer.scheduledTimer(timeInterval: 0.2, target: self, selector: #selector(TextEffectScene.typeLetter), userInfo: nil, repeats: false)
        } else {
            timer?.invalidate() // stop the timer
        }
        myCounter += 1
    }


    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        let touch = touches.first

        if let location = touch?.location(in: self) {
            if (button?.contains(location))! {
                print("doggoSceneLoaded")
                let transition = SKTransition.fade(withDuration: 0.5)
                let newScene = SKScene(fileNamed: "GameScene") as! GameScene
                self.view?.presentScene(newScene, transition: transition)
            }

        }


    }



}

enter image description here

As you can see, I had to animate each individual label node in a word "loser".

To create this effect:

enter image description here

like image 703
lws803 Avatar asked May 04 '17 11:05

lws803


3 Answers

For those who may be interested to Swift 4 I've realized a gitHub project around this special request called SKAdvancedLabelNode. You can find here all sources.

Usage:

// horizontal alignment : left
var advLabel = SKAdvancedLabelNode(fontNamed:"Optima-ExtraBlack")
advLabel.name = "advLabel"
advLabel.text = labelTxt
advLabel.fontSize = 20.0
advLabel.fontColor = .green
advLabel.horizontalAlignmentMode = .left
addChild(self.advLabel)
advLabel.position = CGPoint(x:frame.width / 2.5, y:frame.height*0.70)
advLabel.sequentiallyBouncingZoom(delay: 0.3,infinite: true)

Output:

enter image description here

like image 55
Alessandro Ornano Avatar answered Oct 24 '22 08:10

Alessandro Ornano


something i have a lot of experience with... There is no way to do this properly outside of what you are already doing. My solution (for a text game) was to use NSAttributedString alongside CoreAnimation which allows you to have crazy good animations over UILabels... Then adding the UILabels in over top of SpriteKit.

I was working on a better SKLabel subclass, but ultimately gave up on it after I realized that there was no way to get the kerning right without a lot more work.

It is possible to use an SKSpriteNode and have a view as a texture, then you would just update the texture every frame, but this requires even more timing / resources.

The best way to do this is in the SK Editor how you have been doing it. If you need a lot of animated text, then you need to use UIKit and NSAttributedString alongside CoreAnimation for fancy things.

This is a huge, massive oversight IMO and is a considerable drawback to SpriteKit. SKLabelNode SUCKS.

like image 31
Fluidity Avatar answered Oct 24 '22 09:10

Fluidity


As I said in a comment, you can subclass from an SKNode and use it to generate your labels for each characters. You then store the labels in an array for future reference.

I've thrown something together quickly and it works pretty well. I had to play a little bit with positionning so it looks decent, because spaces were a bit too small. Also horizontal alignement of each label has to be .left or else, it will be all crooked.

Anyway, it'S super easy to use! Go give it a try!

Here is a link to the gist I just created.

https://gist.github.com/sonoblaise/e3e1c04b57940a37bb9e6d9929ccce27

like image 35
BadgerBadger Avatar answered Oct 24 '22 09:10

BadgerBadger