I want to create my own progress bar in Sprite Kit.
I figured I will need to images - one fully empty progress bar and filled progress bar.
I have those images, I pu
Assuming HealthBarNode
is a subclass of SKSpriteNode
with a public property health
that varies between 0.0 and 1.0 and whose parental property texture
is generated from the entire color bar image of width _textureWidth
(a private property), you could do something like this:
- (void)setHealth:(CGFloat)fraction
{
self.health = MIN(MAX(0.0, fraction), 1.0); // clamp health between 0.0 and 1.0
SKTexture *textureFrac = [SKTexture textureWithRect:CGRectMake(0, 0, fraction, 1.0) inTexture:self.texture];
// check docs to understand why you can pass in self.texture as the last parameter every time
self.size = CGSizeMake(fraction * _textureWidth, self.size.height);
self.texture = textureFrac;
}
Setting the health
to a new value will cause the health bar (added as a child to the main scene, say) to get cropped properly.
There is no "cutting" an image/texture.
An alternative to what Cocos offered is to make a couple of textures and interchange them into your node depending on health. I did a game where the health bar changed texture every 10 points (range was 0-100). After some trial and error though, I just ended up doing what Cocos already suggested.
( my answer 1 -> make a rapid and simple progress bar)
To make a simple progress bar based to colors you can subclass a simple SKNode
without using SKCropNode
:
class SKProgressBar: SKNode {
var baseSprite: SKSpriteNode!
var coverSprite: SKSpriteNode!
override init() {
super.init()
}
convenience init(baseColor: SKColor, coverColor: SKColor, size: CGSize ) {
self.init()
self.baseSprite = SKSpriteNode(color: baseColor, size: size)
self.coverSprite = SKSpriteNode(color: coverColor, size: size)
self.addChild(baseSprite)
self.addChild(coverSprite)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setProgress(_ value:CGFloat) {
print("Set progress bar to: \(value)")
guard 0.0 ... 1.0 ~= value else { return }
let originalSize = self.baseSprite.size
var calculateFraction:CGFloat = 0.0
self.coverSprite.position = self.baseSprite.position
if value == 0.0 {
calculateFraction = originalSize.width
} else if 0.01..<1.0 ~= value {
calculateFraction = originalSize.width - (originalSize.width * value)
}
self.coverSprite.size = CGSize(width: originalSize.width-calculateFraction, height: originalSize.height)
if value>0.0 && value<1.0 {
self.coverSprite.position = CGPoint(x:(self.coverSprite.position.x-calculateFraction)/2,y:self.coverSprite.position.y)
}
}
}
Usage:
self.energyProgressBar = SKProgressBar.init(baseColor: .white, coverColor: .blue, size: CGSize(width:200,height:50))
addChild(self.energyProgressBar)
// other code to see progress changing..
let wait = SKAction.wait(forDuration: 2.0)
let action1 = SKAction.run {
self.energyProgressBar.setProgress(0.7)
}
let action2 = SKAction.run {
self.energyProgressBar.setProgress(0.0)
}
let action3 = SKAction.run {
self.energyProgressBar.setProgress(1.0)
}
let action4 = SKAction.run {
self.energyProgressBar.setProgress(0.5)
}
let action5 = SKAction.run {
self.energyProgressBar.setProgress(0.1)
}
let sequence = SKAction.sequence([wait,action1,wait,action2,wait,action3,wait,action4,wait,action5])
self.run(sequence)
Output:
( my answer 3 -> old SpriteBar project fully translated to swift)
To make a progress bar based to SKTextureAtlas
you can use the Objective C project called SpriteBar maded by Henry Everett.
I've forked and fully translated this project, this is the source:
class SpriteBar: SKSpriteNode {
var textureReference = ""
var atlas: SKTextureAtlas!
var availableTextureAddresses = Array<Int>()
var timer = Timer()
var timerInterval = TimeInterval()
var currentTime = TimeInterval()
var timerTarget: AnyObject!
var timerSelector: Selector!
init() {
let defaultAtlas = SKTextureAtlas(named: "sb_default")
let firstTxt = defaultAtlas.textureNames[0].replacingOccurrences(of: "@2x", with: "")
let texture = defaultAtlas.textureNamed(firstTxt)
super.init(texture: texture, color: .clear, size: texture.size())
self.atlas = defaultAtlas
commonInit()
}
convenience init(textureAtlas: SKTextureAtlas?) {
self.init()
self.atlas = textureAtlas
commonInit()
}
func commonInit() {
self.textureReference = "progress"
resetProgress()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func closestAvailableToPercent(_ percent:Int)->Int {
var closest = 0
for thisPerc in self.availableTextureAddresses {
if labs(Int(thisPerc) - percent) < labs(closest - percent) {
closest = Int(thisPerc)
}
}
return closest
}
func percentFromTextureName(_ string:String) -> Int? {
let clippedString = string.replacingOccurrences(of: "@2x", with: "")
let pattern = "(?<=\(textureReference)_)([0-9]+)(?=.png)"
let regex = try? NSRegularExpression(pattern: pattern, options: .caseInsensitive)
let matches = regex?.matches(in: clippedString, options: [], range: NSRange(location: 0, length: clippedString.count))
// If the matches don't equal 1, you have done something wrong.
if matches?.count != 1 {
NSException(name: NSExceptionName(rawValue: String("SpriteBar: Incorrect texture naming.")), reason: "Textures should follow naming convention: \(textureReference)_#.png. Failed texture name: \(string)", userInfo: nil).raise()
}
for match: NSTextCheckingResult? in matches ?? [NSTextCheckingResult?]() {
let matchRange = match?.range(at: 1)
let range = Range(matchRange!, in: clippedString)!
return Int(clippedString[range.lowerBound..<range.upperBound])
}
return nil
}
func resetProgress() {
self.texture = self.atlas.textureNamed("\(self.textureReference)_\(closestAvailableToPercent(0)).png")
self.availableTextureAddresses = []
for name in self.atlas.textureNames {
self.availableTextureAddresses.append(self.percentFromTextureName(name)!)
}
self.invalidateTimer()
self.currentTime = 0
}
func setProgress(_ progress:CGFloat) {
// Set texure
let percent: CGFloat = CGFloat(lrint(Double(progress * 100)))
let name = "\(textureReference)_\(self.closestAvailableToPercent(Int(percent))).png"
self.texture = self.atlas.textureNamed(name)
// If we have reached 100%, invalidate the timer and perform selector on passed in object.
if fabsf(Float(progress)) >= fabsf(1.0) {
if timerTarget != nil && timerTarget.responds(to: timerSelector) {
typealias MyTimerFunc = @convention(c) (AnyObject, Selector) -> Void
let imp: IMP = timerTarget.method(for: timerSelector)
let newImplementation = unsafeBitCast(imp, to: MyTimerFunc.self)
newImplementation(self.timerTarget, self.timerSelector)
}
timer.invalidate()
}
}
func setProgressWithValue(_ progress:CGFloat, ofTotal maxValue:CGFloat) {
self.setProgress(progress/maxValue)
}
func numberOfFrames(inAnimation animationName: String) -> Int {
// Get the number of frames in the animation.
let allAnimationNames = atlas.textureNames
let nameFilter = NSPredicate(format: "SELF CONTAINS[cd] %@", animationName)
return ((allAnimationNames as NSArray).filtered(using: nameFilter)).count
}
func startBarProgress(withTimer seconds: TimeInterval, target: Any?, selector: Selector) {
resetProgress()
timerTarget = target as AnyObject
timerSelector = selector
// Split the progress time between animation frames
timerInterval = seconds / TimeInterval((numberOfFrames(inAnimation: textureReference) - 1))
timer = Timer.scheduledTimer(timeInterval: timerInterval, target: self, selector: #selector(self.timerTick(_:)), userInfo: seconds, repeats: true)
}
@objc func timerTick(_ timer: Timer) {
// Increment timer interval counter
currentTime += timerInterval
// Make sure we don't exceed the total time
if currentTime <= timer.userInfo as! Double {
setProgressWithValue(CGFloat(currentTime), ofTotal: timer.userInfo as! CGFloat)
}
}
func invalidateTimer() {
timer.invalidate()
}
}
Usage:
let progressBarAtlas = SKTextureAtlas.init(named: "sb_default")
self.energyProgressBar = SpriteBar(textureAtlas: progressBarAtlas)
self.addChild(self.energyProgressBar)
self.energyProgressBar.size = CGSize(width:350, height:150)
self.energyProgressBar.position = CGPoint(x:self.frame.width/2, y:self.frame.height/2)
let wait = SKAction.wait(forDuration: 2.0)
let action1 = SKAction.run {
self.energyProgressBar.setProgress(0.7)
}
let action2 = SKAction.run {
self.energyProgressBar.setProgress(0.0)
}
let action3 = SKAction.run {
self.energyProgressBar.setProgress(1.0)
}
let action4 = SKAction.run {
self.energyProgressBar.setProgress(0.5)
}
let action5 = SKAction.run {
self.energyProgressBar.setProgress(0.1)
}
let action6 = SKAction.run {
self.energyProgressBar.startBarProgress(withTimer: 10, target: self, selector: #selector(self.timeOver))
}
let sequence = SKAction.sequence([wait,action1,wait,action2,wait,action3,wait,action4,wait,action5,wait,action6])
self.run(sequence)
To have more details you can find my GitHUB repo here
I did it like this, and it works perfectly.
So first, I declared a SKSpriteNode:
baseBar = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(CGRectGetMidX(self.frame)-40, self.frame.size.height/10)];
//The following will make the health bar to reduce from right to left
//Change it to (1,0.5) if you want to have it the other way
//But you'd have to play with the positioning as well
[baseBar setAnchorPoint:CGPointMake(0, 0.5)];
CGFloat goodWidth, goodHeight;
goodHeight =self.frame.size.height-(baseBar.frame.size.height*2/3);
goodWidth =self.frame.size.width-(10 +baseBar.frame.size.width);
[baseBar setPosition:CGPointMake(goodWidth, goodHeight)];
[self addChild:baseBar];
I then added a 'Frame' for the bar, with an SKShapeNode, without fill colour (clearcolour), and a stroke colour:
//The following was so useful
SKShapeNode *edges = [SKShapeNode shapeNodeWithRect:baseBar.frame];
edges.fillColor = [UIColor clearColor];
edges.strokeColor = [UIColor blackColor];
[self addChild:edges];
When I wanted to reduce the health, I did the following:
if (playerHealthRatio>0) {
playerHealthRatio -= 1;
CGFloat ratio = playerHealthRatio / OriginalPlayerHealth;
CGFloat newWidth =baseBar.frame.size.width*ratio;
NSLog(@"Ratio: %f newwidth: %f",ratio,newWidth);
[baseBar runAction:[SKAction resizeToWidth:newWidth duration:0.5]];
}else{
// NSLog(@"Game over");
}
Simple, clean and not complicated at all.
that is my ProgressBar
in swift :
import Foundation
import SpriteKit
class IMProgressBar : SKNode{
var emptySprite : SKSpriteNode? = nil
var progressBar : SKCropNode
init(emptyImageName: String!,filledImageName : String)
{
progressBar = SKCropNode()
super.init()
let filledImage = SKSpriteNode(imageNamed: filledImageName)
progressBar.addChild(filledImage)
progressBar.maskNode = SKSpriteNode(color: UIColor.whiteColor(),
size: CGSize(width: filledImage.size.width * 2, height: filledImage.size.height * 2))
progressBar.maskNode?.position = CGPoint(x: -filledImage.size.width / 2,y: -filledImage.size.height / 2)
progressBar.zPosition = 0.1
self.addChild(progressBar)
if emptyImageName != nil{
emptySprite = SKSpriteNode.init(imageNamed: emptyImageName)
self.addChild(emptySprite!)
}
}
func setXProgress(xProgress : CGFloat){
var value = xProgress
if xProgress < 0{
value = 0
}
if xProgress > 1 {
value = 1
}
progressBar.maskNode?.xScale = value
}
func setYProgress(yProgress : CGFloat){
var value = yProgress
if yProgress < 0{
value = 0
}
if yProgress > 1 {
value = 1
}
progressBar.maskNode?.yScale = value
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
//How to use :
let progressBar = IMProgressBar(emptyImageName: "emptyImage",filledImageName: "filledImage")
or
let progressBar = IMProgressBar(emptyImageName: nil,filledImageName: "filledImage")
and add this progressBar to any SKNode
:
self.addChild(progressBar)
//That's all.