I have this image of a car in the middle of my screen. So when I press on the screen I want it to change from the car to a plane image and when I let go of the screen I want it to go back to the car image. The code I have now keeps spawning the images over and over and they dont switch between the two images. Here is the code I have:
func addCar() {
let redCar = SKSpriteNode(imageNamed: "redC")
redCar.position = CGPointMake(self.size.width / 2, self.size.height / 7)
redCar.zPosition = 42
addChild(redCar)
redCar.physicsBody = SKPhysicsBody(circleOfRadius: 20)
redCar.physicsBody?.allowsRotation = false
redCar.physicsBody?.affectedByGravity = false
redCar.physicsBody?.contactTestBitMask = RedCategory | RedCarCategory
redCar.physicsBody?.categoryBitMask = RedCarCategory
redCar.physicsBody?.collisionBitMask = RedCarCategory
}
func addBluePlane() {
let bluePlane = SKSpriteNode(imageNamed: "blueC")
bluePlane.position = CGPointMake(self.size.width / 2, self.size.height / 7)
bluePlane.zPosition = 43
addChild(bluePlane)
bluePlane.physicsBody = SKPhysicsBody(circleOfRadius: 20)
bluePlane.physicsBody?.allowsRotation = false
bluePlane.physicsBody?.affectedByGravity = false
bluePlane.physicsBody?.contactTestBitMask = GreenCategory | BluePlaneCategory
bluePlane.physicsBody?.categoryBitMask = BluePlaneCategory
bluePlane.physicsBody?.collisionBitMask = BluePlaneCategory
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
if let touch = touches.first {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
addCar()
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?)
{
addBluePlane()
}
I don't have any SpriteKit experience specifically but it seems like you are creating and adding the nodes again and again. You should declare your redCar
as an instance variable instead of a local variable in the class. Same goes for bluePlane
.
class YourClass {
let redCar = SKSpriteNode(imageNamed: "redC")
let bluePlane = SKSpriteNode(imageNamed: "blueC")
func addCar() {
bluePlane.removeFromParent()
addChild(redCar)
//rest goes here. dont create another redCar object
//.......
}
func addBluePlane() {
redCar.removeFromParent()
addChild(bluePlane)
//rest goes here. dont create another bluePlane object
//.......
}
}