Logo Questions Linux Laravel Mysql Ubuntu Git Menu
 

Zoom and Scroll SKNode in SpriteKit

I am working on a Game like Scrabble on SpriteKit and have been stuck on Zooming and Scrolling the Scrabble Board. First Let me Explain the working behind the game: On my GameScene I Have:

  • A SKNode subclass called GameBoard Layer (named NAME_GAME_BOARD_LAYER) containing following Children:

    A SKNode subclass for Scrabble Board named NAME_BOARD.
    A SKNode subclass for Letters Tile Rack named NAME_RACK.
    

    The Letters Tiles are picked from the Tile Rack and dropped at the Scrabble Board.

The problem here is, I need to mimic the zooming and scrolling which can be achieved by UIScrollView, which I think cant be added on a SKNode. The Features I need to mimic are:

  • Zoom at the precise location where the user has Double-Tapped
  • Scroll around (Tried PanGestures, somehow creates issue with tiles dragging-dropping)
  • Keep the Zoomed SKNode in the Particular Area (Like UIScrollView keeps the zoomed content in the scrollView bounds)

Here is the Code I have used for Zooming, using UITapGestures:

In my GameScene.m

- (void)didMoveToView:(SKView *)view {
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self
                                                                             action:@selector(handleTapGesture:)];
tapGesture.numberOfTapsRequired = 2;
tapGesture.numberOfTouchesRequired = 1;
[self.scene.view addGestureRecognizer:tapGesture];
}

- (void)handleTapGesture:(UITapGestureRecognizer*)recognizer {
if ([self childNodeWithName:NAME_GAME_BOARD_LAYER]) {
    GameBoardLayer *gameBoardLayer = (GameBoardLayer*)[self childNodeWithName:NAME_GAME_BOARD_LAYER];

    SKNode *node = [Utils nodeAt:[recognizer locationInView:self.view]
                        withName:NAME_BOARD
                   inCurrentNode:gameBoardLayer];

    if ([node.name isEqualToString:NAME_BOARD]) {
        [gameBoardLayer handleDoubleTap:recognizer];
    }

}
}

In my GameBoardLayer Node:

- (void)handleDoubleTap:(UITapGestureRecognizer*)recognizer {
Board *board = (Board*)[self childNodeWithName:NAME_BOARD];
if (isBoardZoomed)
{
    [board runAction:[SKAction scaleTo:1.0f duration:0.25f]];
    isBoardZoomed = NO;
}
else
{
    isBoardZoomed = YES;
    [board runAction:[SKAction scaleTo:1.5f duration:0.25f]];
}
}

Would someone kindly guide me how can i achieve this functionality?

Thanks Everyone.

like image 604
Haris Hussain Avatar asked Feb 18 '14 07:02

Haris Hussain


1 Answers

This is how I would do this:

Setup:

  • Create a GameScene as the rootNode of your game. (child of SKScene)
  • Add BoardNode as child to the scene (child of SKNode)
  • Add CameraNode as child to the Board (child of SKNode)
  • Add LetterNodes as children of the Board

Keep Camera node centered:

// GameScene.m
- (void) didSimulatePhysics
{
     [super didSimulatePhysics];
     [self centerOnNode:self.Board.Camera];
}

- (void) centerOnNode:(SKNode*)node
{
    CGPoint posInScene = [node.scene convertPoint:node.position fromNode:node.parent];
    node.parent.position = CGPointMake(node.parent.position.x - posInScene.x, node.parent.position.y - posInScene.y);
}

Pan view by moving BoardNode around (Remember to prevent panning out of bounds)

// GameScene.m
- (void) handlePan:(UIPanGestureRecognizer *)pan
{
    if (pan.state == UIGestureRecognizerStateChanged)
    {
        [self.Board.Camera moveCamera:CGVectorMake([pan translationInView:pan.view].x, [pan translationInView:pan.view].y)];
    }
}

// CameraNode.m
- (void) moveCamera:(CGVector)direction
{
    self.direction = direction;
}

- (void) update:(CFTimeInterval)dt
{
    if (ABS(self.direction.dx) > 0 || ABS(self.direction.dy) > 0)
    {
        float dx = self.direction.dx - self.direction.dx/20;
        float dy = self.direction.dy - self.direction.dy/20;
        if (ABS(dx) < 1.0f && ABS(dy) < 1.0f)
        {
            dx = 0.0;
            dy = 0.0;
        }
        self.direction = CGVectorMake(dx, dy);
        self.Board.position = CGPointMake(self.position.x - self.direction.dx, self.position.y + self.direction.dy);
    }
}

// BoardNode.m
- (void) setPosition:(CGPoint)position
{
    CGRect bounds = CGRectMake(-boardSize.width/2, -boardSize.height/2, boardSize.width, boardSize.height);

    self.position = CGPointMake(
        MAX(bounds.origin.x, MIN(bounds.origin.x + bounds.size.width, position.x)),
        MAX(bounds.origin.y, MIN(bounds.origin.y + bounds.size.height, position.y)));
}

Pinch Zoom by setting the size of your GameScene:

// GameScene.m
- (void) didMoveToView:(SKView*)view
{
    self.scaleMode = SKSceneScaleModeAspectFill;
}

- (void) handlePinch:(UIPinchGestureRecognizer *)pinch
{
    switch (pinch.state)
    {
        case UIGestureRecognizerStateBegan:
        {
            self.origPoint = [self GetGesture:pinch LocationInNode:self.Board];
            self.lastScale = pinch.scale;
        } break;

        case UIGestureRecognizerStateChanged:
        {
            CGPoint pinchPoint = [self GetGesture:pinch LocationInNode:self.Board];
            float scale = 1 - (self.lastScale - pinch.scale);

            float newWidth = MAX(kMinSceneWidth, MIN(kMaxSceneWidth, self.size.width / scale));
            float newHeight = MAX(kMinSceneHeight, MIN(kMaxSceneHeight, self.size.height / scale));

            [self.gameScene setSize:CGSizeMake(newWidth, newHeight)];                
            self.lastScale = pinch.scale;

        } break;

        default: break;
    }
}

What comes to the problem of panning accidentally dragging your LetterNodes, I usually implement a single TouchDispatcher (usually in GameScene class) that registers all the touches. TouchDispatcher then decides which node(s) should respond to the touch (and in which order).

like image 106
JKallio Avatar answered Oct 08 '22 09:10

JKallio