I'm trying to move an SCNNode
around a scene, constrained to a GKGridGraph
. Think along the lines of PacMan but in 3D.
I have a ControlComponent
which handles the movement of my SCNNode. The logic should go like this...
- Set the
queuedDirection
property. - If the
isMoving
flag is false, call the move() method Use the GKGridGraph to evaluate the next move
3.1 If the entity can move to the GKGridGraphNode using the
direction
property,nextNode = nodeInDirection(direction)
3.2 If the entity can move to the GKGridGraphNode using the
queuedDirection
propertynextNode = nodeInDirection(queuedDirection)
3.3 If the entity can not move to a node with either direction, set the
isMoving
flag to false and return.- Create the
moveTo
action - Create a
runBlock
which calls themove()
method - Apply the
moveTo
andrunBlock
actions as a sequence to the SCNNode
I've pasted in the full class below. But I'll explain the problem I'm having first. The above logic works, but only intermitently. Sometimes the animation stops working almost immediatley, and sometimes it runs for up to a minute. But at some point, for some reason, it just stops working - setDirection()
will fire, move()
will fire , the SCNNode will move once space in the specified direction and then the move()
method just stops being called.
I'm not 100% convinced my current approach is correct so I'm happy to hear if there's a more idiomatic SceneKit/GameplayKit way to do this.
Here's the full class, but I think the important bit's are the setDirection()
and move()
methods.
import GameplayKit
import SceneKit
enum BRDirection {
case Up, Down, Left, Right, None
}
class ControlComponent: GKComponent {
var level: BRLevel!
var direction: BRDirection = .None
var queuedDirection: BRDirection?
var isMoving: Bool = false
var speed: NSTimeInterval = 0.5
//----------------------------------------------------------------------------------------
init(level: BRLevel) {
self.level = level
super.init()
}
//----------------------------------------------------------------------------------------
func setDirection( nextDirection: BRDirection) {
self.queuedDirection = nextDirection;
if !self.isMoving {
self.move()
}
}
//----------------------------------------------------------------------------------------
func move() {
let spriteNode: SCNNode = (self.entity?.componentForClass(NodeComponent.self)!.node)!
var nextNode = nodeInDirection( direction )
if let _ = self.queuedDirection {
let attemptedNextNode = nodeInDirection(self.queuedDirection! )
if let _ = attemptedNextNode {
nextNode = attemptedNextNode
self.direction = self.queuedDirection!
self.queuedDirection = nil
}
}
// Bail if we don't have a valid next node
guard let _ = nextNode else {
self.direction = .None
self.queuedDirection = nil
self.isMoving = false
return
}
// Set flag
self.isMoving = true;
// convert graphNode coordinates to Scene coordinates
let xPos: Float = Float(nextNode!.gridPosition.x) + 0.5
let zPos: Float = Float(nextNode!.gridPosition.y) + 0.5
let nextPosition: SCNVector3 = SCNVector3Make(xPos, 0, zPos)
// Configure actions
let moveTo = SCNAction.moveTo(nextPosition, duration: speed)
let repeatAction = SCNAction.runBlock( { _ in self.move() } )
let sequence = SCNAction.sequence([ moveTo, repeatAction ])
spriteNode.runAction( sequence )
}
//----------------------------------------------------------------------------------------
func getCurrentGridGraphNode() -> GKGridGraphNode {
// Acces the node in the scene and gett he grid positions
let spriteNode: SCNNode = (self.entity?.componentForClass(NodeComponent.self)!.node)!
// Account for visual offset
let currentGridPosition: vector_int2 = vector_int2(
Int32( floor(spriteNode.position.x) ),
Int32( floor(spriteNode.position.z) )
)
// return unwrapped node
return level.gridGraph.nodeAtGridPosition(currentGridPosition)!
}
//----------------------------------------------------------------------------------------
func nodeInDirection( nextDirection:BRDirection? ) -> GKGridGraphNode? {
guard let _ = nextDirection else { return nil }
let currentGridGraphNode = self.getCurrentGridGraphNode()
return self.nodeInDirection(nextDirection!, fromNode: currentGridGraphNode)
}
//----------------------------------------------------------------------------------------
func nodeInDirection( nextDirection:BRDirection?, fromNode node:GKGridGraphNode ) -> GKGridGraphNode? {
guard let _ = nextDirection else { return nil }
var nextPosition: vector_int2?
switch (nextDirection!) {
case .Left:
nextPosition = vector_int2(node.gridPosition.x + 1, node.gridPosition.y)
break
case .Right:
nextPosition = vector_int2(node.gridPosition.x - 1, node.gridPosition.y)
break
case .Down:
nextPosition = vector_int2(node.gridPosition.x, node.gridPosition.y - 1)
break
case .Up:
nextPosition = vector_int2(node.gridPosition.x, node.gridPosition.y + 1)
break;
case .None:
return nil
}
return level.gridGraph.nodeAtGridPosition(nextPosition!)
}
}