I am searching for the most efficient way to Nodes with random SKSpriteNodes on given positions.
I have 10 Platforms, on each of them I want to have an Enemy (SKNode) that contains for 3 different SKSpriteNodes which will randomly spawn. These SKSpriteNodes all do other behaviors, thats why I can't simply change the Texture of the SKNode.
As with my Code, I wanted to spawn the same Node on different Platforms.
However, the code does not work properly, the nodes do spawn but only at 1 position(the position from the last SpawnEnemycode in didMoveToView), meaning 10 nodes at 1 position.
I also tried it with adding 10 different Enemy nodes, each given a Platform. But this just looks like a copy & paste code thats inefficient.
How can I fix my problem, or is there either another way to spawn them more efficiently?
My Code:
class GameScene: SKScene, SKPhysicsContactDelegate {
var Enemy: SKNode!
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.physicsWorld.contactDelegate = self
self.physicsBody?.velocity = CGVectorMake(0, 0)
self.anchorPoint = CGPoint(x: 0, y: 0.20)
backgroundColor = SKColor(red: 81.0/255.0, green: 192.0/255.0, blue: 201.0/255.0, alpha: 1.0)
self.Enemy1 = SKNode()
addChild(Enemy1)
SpawnPlayer()
SpawnEnemy(CGPoint(x: self.frame.size.width / 2, y: Platform1.position.y + 15))
SpawnEnemy(CGPoint(x: self.frame.size.width / 2, y: Platform2.position.y + 15))
//Same code for all the other Platforms.
}
func SpawnEnemy(position: CGPoint!){
switch (arc4random_uniform(3)){
case 0:
Picture1.filteringMode = .Nearest
Picture2.filteringMode = .Nearest
Animation1 = SKAction.animateWithTextures([Picture1,Picture2], timePerFrame: 0.5)
AnimationRepeat1 = SKAction.repeatActionForever(Animation1)
Sprite1 = SKSpriteNode (imageNamed: "Sprite1.png")
Sprite1.size = CGSize(width: 64, height: 64)
Sprite1.zPosition = 2
Sprite1.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 45, height: 50))
Sprite1.physicsBody?.dynamic = true
Sprite1.physicsBody?.allowsRotation = false
Sprite1.physicsBody?.restitution = 0.0
Sprite1.physicsBody?.usesPreciseCollisionDetection = true
Sprite1.physicsBody?.categoryBitMask = EnemyCategory
Sprite1.physicsBody?.collisionBitMask = PlayerCategory | Platform1Category
Sprite1.physicsBody?.contactTestBitMask = Wall1Category | Wall2Category | PlayerCategory
Sprite1.runAction(AnimationRepeat1)
Enemy.position = position
Enemy.addChild(Sprite1)
case 1:
Picture3.filteringMode = .Nearest
Picture4.filteringMode = .Nearest
Animation1 = SKAction.animateWithTextures([Picture3,Picture4], timePerFrame: 0.5)
AnimationRepeat1 = SKAction.repeatActionForever(Animation1)
Sprite2 = SKSpriteNode (imageNamed: "Sprite2.png")
Sprite2.size = CGSize(width: 64, height: 64)
Sprite2.zPosition = 2
Sprite2.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 45, height: 50))
Sprite2.physicsBody?.dynamic = true
Sprite2.physicsBody?.allowsRotation = false
Sprite2.physicsBody?.restitution = 0.0
Sprite2.physicsBody?.usesPreciseCollisionDetection = true
Sprite2.physicsBody?.categoryBitMask = EnemyCategory
Sprite2.physicsBody?.collisionBitMask = PlayerCategory | Platform1Category
Sprite2.physicsBody?.contactTestBitMask = Wall1Category | Wall2Category | PlayerCategory
Sprite2.runAction(AnimationRepeat1)
Enemy.position = position
Enemy.addChild(Sprite2)
case 2:
Picture5.filteringMode = .Nearest
Picture6.filteringMode = .Nearest
Animation1 = SKAction.animateWithTextures([Picture5,Picture6], timePerFrame: 0.5)
AnimationRepeat1 = SKAction.repeatActionForever(Animation1)
Sprite3 = SKSpriteNode (imageNamed: "Sprite3.png")
Sprite3.size = CGSize(width: 64, height: 64)
Sprite3.zPosition = 2
Sprite3.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 45, height: 50))
Sprite3.physicsBody?.dynamic = true
Sprite3.physicsBody?.allowsRotation = false
Sprite3.physicsBody?.restitution = 0.0
Sprite3.physicsBody?.usesPreciseCollisionDetection = true
Sprite3.physicsBody?.categoryBitMask = EnemyCategory
Sprite3.physicsBody?.collisionBitMask = PlayerCategory | Platform1Category
Sprite3.physicsBody?.contactTestBitMask = Wall1Category | Wall2Category | PlayerCategory
Sprite3.runAction(AnimationRepeat1)
Enemy.position = position
Enemy.addChild(Sprite3)
default:
return
}
}
SpawnEnemyand all spawn on this position? - Albert