I have a restartButton that must appear when two bodies collide and when it happens for the first time, all goes great - bodies collide--> restartButton appears--> I restart level by touching restartButton. It was a "good, right restart" And here problem starts...
After level been restarted, if I touch at center of the screen(where restartButton must appear when is called) game crashes, saying following:
"Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Attemped to add a SKNode which already has a parent: name:'(null)' particleTexture: 'enemyPart.png' (100 x 100) position:{721.33929, 175.39999} accumulatedFrame:{{inf, inf}, {inf, inf}}' ** First throw call stack: (0x2a0fa137 etc.) libc++abi.dylib: terminating with uncaught exception of type NSException"
but restartButton is invisible and it couldn't even be there because no bodies have collided.
If after that "good restart" some enemy collide with player, restartButton appears for a moment and player, enemy1, enemy2, enemy3 are fadingOut from scene.
I would appreciate if someone can help
Here is code where you can see all that stuff:
import SpriteKit
import UIKit
let player = SKEmitterNode(fileNamed: "playerPart.sks")
let enemy1 = SKEmitterNode(fileNamed: "ePart.sks")
let enemy2 = SKEmitterNode(fileNamed: "ePart.sks")
let enemy3 = SKEmitterNode(fileNamed: "ePart.sks")
let restartButton = SKSpriteNode(imageNamed: "restartButton")
let playerCat: UInt32 = 0x1 << 0
let enemyCat: UInt32 = 0x1 << 1
class Level2: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
physicsWorld.contactDelegate = self
initWorld()
movements()
player.physicsBody = SKPhysicsBody(circleOfRadius: 50)
player.position = CGPointMake(819.2 , 693.8)
player.zPosition = 1
player.physicsBody?.categoryBitMask = playerCat
player.physicsBody?.contactTestBitMask = enemyCat
player.targetNode = self
self.addChild(player)
enemy1.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(102, 102))
enemy1.position = CGPointMake(819.2, 175.4)
enemy1.zPosition = 1
enemy1.physicsBody?.affectedByGravity = false
enemy1.physicsBody?.dynamic = true
enemy1.physicsBody?.allowsRotation = false
enemy1.physicsBody?.categoryBitMask = enemyCat
enemy1.physicsBody?.contactTestBitMask = playerCat
enemy1.physicsBody?.collisionBitMask = 0x0
enemy1.targetNode = self
enemy1.particleBirthRate = 150
enemy1.particleLifetime = 10
enemy1.particleLifetimeRange = 20
enemy1.particlePositionRange = CGVectorMake(50, 60)
enemy1.emissionAngle = 0
enemy1.emissionAngleRange = 0
enemy1.particleSpeed = 0
enemy1.particleSpeedRange = 0
enemy2.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(102, 102))
enemy2.position = CGPointMake(614.4, 386.6)
enemy2.zPosition = 1
enemy2.physicsBody?.affectedByGravity = false
enemy2.physicsBody?.dynamic = true
enemy2.physicsBody?.allowsRotation = false
enemy2.physicsBody?.categoryBitMask = enemyCat
enemy2.physicsBody?.contactTestBitMask = playerCat
enemy2.physicsBody?.collisionBitMask = 0x0
enemy2.targetNode = self
enemy2.particleBirthRate = 150
enemy2.particleLifetime = 10
enemy2.particleLifetimeRange = 20
enemy2.particlePositionRange = CGVectorMake(50, 60)
enemy2.emissionAngle = 0
enemy2.emissionAngleRange = 0
enemy2.particleSpeed = 0
enemy2.particleSpeedRange = 0
enemy3.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(102, 102))
enemy3.position = CGPointMake(409.6, 181.8)
enemy3.zPosition = 1
enemy3.physicsBody?.affectedByGravity = false
enemy3.physicsBody?.dynamic = true
enemy3.physicsBody?.allowsRotation = false
enemy3.physicsBody?.categoryBitMask = enemyCat
enemy3.physicsBody?.contactTestBitMask = playerCat
enemy3.physicsBody?.collisionBitMask = 0x0
enemy3.targetNode = self
enemy3.particleBirthRate = 150
enemy3.particleLifetime = 10
enemy3.particleLifetimeRange = 20
enemy3.particlePositionRange = CGVectorMake(50, 60)
enemy3.emissionAngle = 0
enemy3.emissionAngleRange = 0
enemy3.particleSpeed = 0
enemy3.particleSpeedRange = 0
func initWorld() {
self.addChild(enemy1)
self.addChild(enemy2)
self.addChild(enemy3)
}
func movements() {
let move11 = SKAction.moveTo(CGPointMake(819.2, 386.6), duration: 1.5)
let move12 = SKAction.moveTo(CGPointMake(614.4, 386.6), duration: 1.5)
let move13 = SKAction.moveTo(CGPointMake(614.4, 175.4), duration: 1.5)
let move14 = SKAction.moveTo(CGPointMake(819.2, 175.4), duration: 1.5)
let enemy1m = SKAction.sequence([move11, move12, move13, move14])
let enemy1move = SKAction.repeatActionForever(enemy1m)
let move21 = SKAction.moveTo(CGPointMake(614.4, 591.4), duration: 1.5)
let move22 = SKAction.moveTo(CGPointMake(409.6, 591.4), duration: 1.5)
let move23 = SKAction.moveTo(CGPointMake(409.6, 386.6), duration: 1.5)
let move24 = SKAction.moveTo(CGPointMake(614.4, 386.6), duration: 1.5)
let enemy2m = SKAction.sequence([move21, move22, move23, move24])
let enemy2move = SKAction.repeatActionForever(enemy2m)
let move31 = SKAction.moveTo(CGPointMake(409.6, 386.6), duration: 1.5)
let move32 = SKAction.moveTo(CGPointMake(204.8, 386.6), duration: 1.5)
let move33 = SKAction.moveTo(CGPointMake(204.8, 181.8), duration: 1.5)
let move34 = SKAction.moveTo(CGPointMake(409.6, 181.8), duration: 1.5)
let enemy3m = SKAction.sequence([move31, move32, move33, move34])
let enemy3move = SKAction.repeatActionForever(enemy3m)
enemy1.runAction(enemy1move)
enemy2.runAction(enemy2move)
enemy3.runAction(enemy3move)
}
func didBeginContact(contact: SKPhysicsContact) {
let collision:UInt32 = (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask)
if collision == (playerCat | enemyCat) {
self.removeAllActions()
self.runAction(SKAction.waitForDuration(0.1), completion: {
self.runAction(SKAction.waitForDuration(0.2), completion:
{self.removeAllActions()
self.removeChildrenInArray([enemy1, enemy2, enemy3, player])})
restartButton.size = CGSizeMake(200, 200)
restartButton.position = CGPointMake(512, 384)
restartButton.zPosition = 1
self.addChild(restartButton)
})
}
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if (restartButton .containsPoint(location)) {
restartButton.runAction(fadeAway)
restartButton.removeFromParent()
println(1)
self.runAction(SKAction.waitForDuration(1.5), completion: {
let repeatLevel = SKTransition.fadeWithDuration(2)
let level2 = Level2(fileNamed: "Level2")
self.view?.presentScene(level2, transition: repeatLevel)
})
}
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}