Swift and Sprite Kit - How can I measure the total distance a sprite has travelled?
In my game, the player sprite travels continiously upwards as I have set the velocity of the sprite in the update function with:
override func update(_ currentTime: TimeInterval) {
...
player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, 650 * gameGain)
}
Now I would like to measure the total distance the sprite has travelled. Is there any way/method to do so or do I have to make a variable to manually count the distance, e.g.
var distance:Float
override func update(_ currentTime: TimeInterval) {
player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, 650 * gameGain)
distance += 650
}
Thanks in advance!
ios swift sprite-kit
add a comment |
In my game, the player sprite travels continiously upwards as I have set the velocity of the sprite in the update function with:
override func update(_ currentTime: TimeInterval) {
...
player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, 650 * gameGain)
}
Now I would like to measure the total distance the sprite has travelled. Is there any way/method to do so or do I have to make a variable to manually count the distance, e.g.
var distance:Float
override func update(_ currentTime: TimeInterval) {
player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, 650 * gameGain)
distance += 650
}
Thanks in advance!
ios swift sprite-kit
keep track of your starting location and just use the distance formula
– Knight0fDragon
Nov 20 '18 at 13:55
add a comment |
In my game, the player sprite travels continiously upwards as I have set the velocity of the sprite in the update function with:
override func update(_ currentTime: TimeInterval) {
...
player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, 650 * gameGain)
}
Now I would like to measure the total distance the sprite has travelled. Is there any way/method to do so or do I have to make a variable to manually count the distance, e.g.
var distance:Float
override func update(_ currentTime: TimeInterval) {
player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, 650 * gameGain)
distance += 650
}
Thanks in advance!
ios swift sprite-kit
In my game, the player sprite travels continiously upwards as I have set the velocity of the sprite in the update function with:
override func update(_ currentTime: TimeInterval) {
...
player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, 650 * gameGain)
}
Now I would like to measure the total distance the sprite has travelled. Is there any way/method to do so or do I have to make a variable to manually count the distance, e.g.
var distance:Float
override func update(_ currentTime: TimeInterval) {
player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, 650 * gameGain)
distance += 650
}
Thanks in advance!
ios swift sprite-kit
ios swift sprite-kit
edited Nov 20 '18 at 15:33
Tamás Sengel
28k157699
28k157699
asked Nov 20 '18 at 13:25
Linh KästnerLinh Kästner
112
112
keep track of your starting location and just use the distance formula
– Knight0fDragon
Nov 20 '18 at 13:55
add a comment |
keep track of your starting location and just use the distance formula
– Knight0fDragon
Nov 20 '18 at 13:55
keep track of your starting location and just use the distance formula
– Knight0fDragon
Nov 20 '18 at 13:55
keep track of your starting location and just use the distance formula
– Knight0fDragon
Nov 20 '18 at 13:55
add a comment |
1 Answer
1
active
oldest
votes
If you are interested in the distance from the starting location to the current location, you can remember the start location and then calculate the distance:
let startPosition: CGPoint
var distance: CGFloat
init(startLocation: CGPoint) {
self.startPosition = startPosition
distance = 0
}
// Calculate the distance between two points using Pythagoras. You can make your code clean, by moving this into an extension for CGPoint.
private func distance(point1: CGPoint, point1: CGPoint) -> CGFloat {
let dx = point1.x - point2.x
let dy = point1.y - point2.y
return sqrt(dx * dx + dy * dy);
}
override func update(_ currentTime: TimeInterval) {
// Move the sprite
let newPlayerPosition = player.position
distance = distance(point1: newPlayerPosition, point2: startPosition)
}
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
If you are interested in the distance from the starting location to the current location, you can remember the start location and then calculate the distance:
let startPosition: CGPoint
var distance: CGFloat
init(startLocation: CGPoint) {
self.startPosition = startPosition
distance = 0
}
// Calculate the distance between two points using Pythagoras. You can make your code clean, by moving this into an extension for CGPoint.
private func distance(point1: CGPoint, point1: CGPoint) -> CGFloat {
let dx = point1.x - point2.x
let dy = point1.y - point2.y
return sqrt(dx * dx + dy * dy);
}
override func update(_ currentTime: TimeInterval) {
// Move the sprite
let newPlayerPosition = player.position
distance = distance(point1: newPlayerPosition, point2: startPosition)
}
add a comment |
If you are interested in the distance from the starting location to the current location, you can remember the start location and then calculate the distance:
let startPosition: CGPoint
var distance: CGFloat
init(startLocation: CGPoint) {
self.startPosition = startPosition
distance = 0
}
// Calculate the distance between two points using Pythagoras. You can make your code clean, by moving this into an extension for CGPoint.
private func distance(point1: CGPoint, point1: CGPoint) -> CGFloat {
let dx = point1.x - point2.x
let dy = point1.y - point2.y
return sqrt(dx * dx + dy * dy);
}
override func update(_ currentTime: TimeInterval) {
// Move the sprite
let newPlayerPosition = player.position
distance = distance(point1: newPlayerPosition, point2: startPosition)
}
add a comment |
If you are interested in the distance from the starting location to the current location, you can remember the start location and then calculate the distance:
let startPosition: CGPoint
var distance: CGFloat
init(startLocation: CGPoint) {
self.startPosition = startPosition
distance = 0
}
// Calculate the distance between two points using Pythagoras. You can make your code clean, by moving this into an extension for CGPoint.
private func distance(point1: CGPoint, point1: CGPoint) -> CGFloat {
let dx = point1.x - point2.x
let dy = point1.y - point2.y
return sqrt(dx * dx + dy * dy);
}
override func update(_ currentTime: TimeInterval) {
// Move the sprite
let newPlayerPosition = player.position
distance = distance(point1: newPlayerPosition, point2: startPosition)
}
If you are interested in the distance from the starting location to the current location, you can remember the start location and then calculate the distance:
let startPosition: CGPoint
var distance: CGFloat
init(startLocation: CGPoint) {
self.startPosition = startPosition
distance = 0
}
// Calculate the distance between two points using Pythagoras. You can make your code clean, by moving this into an extension for CGPoint.
private func distance(point1: CGPoint, point1: CGPoint) -> CGFloat {
let dx = point1.x - point2.x
let dy = point1.y - point2.y
return sqrt(dx * dx + dy * dy);
}
override func update(_ currentTime: TimeInterval) {
// Move the sprite
let newPlayerPosition = player.position
distance = distance(point1: newPlayerPosition, point2: startPosition)
}
answered Nov 20 '18 at 15:56
gebirgsbärbelgebirgsbärbel
1,39211631
1,39211631
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keep track of your starting location and just use the distance formula
– Knight0fDragon
Nov 20 '18 at 13:55