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In Swift Sprite Kit is Core Data available?


In Swift Sprite Kit is Core Data available?

By : Ponnytail
Date : November 17 2020, 04:28 AM
help you fix your problem What I ended up doing was creating a new swift project with core data (not a game) and copying the core data logic from the AppDelegate over to my games app delegate. The I created the datamodel by right clicking, new <> and put in the data structure I wanted. This actually worked fine for me and I'm having no issues now. to all that responded.
code :


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beginner xcode swift sprite kit - remove sprite by name crash

beginner xcode swift sprite kit - remove sprite by name crash


By : Rodry33
Date : March 29 2020, 07:55 AM
should help you out self.children returns [AnyObject]. If you cast it to [SKNode] everything should be fine:
code :
func checkifbotsreachbottom(){
    for child in self.children as [SKNode] {

        if (child.position.y == 0 && child.name == "botone") {

            self.removeChildrenInArray([child])

        }
    }
}
Can I use core data with a sprite kit game?

Can I use core data with a sprite kit game?


By : psmahale
Date : March 29 2020, 07:55 AM
around this issue You can certainly use core data with sprite kit game. The default sprite kit game template in Xcode does not provide an option for including core data in the starter project but you can always include core data in a sprite kit game by copying the boiler plate core data code in the AppDelegate file. There is no restriction on using core data in a sprite kit game.
Core Data: How to insert huge arrays to core data in swift?

Core Data: How to insert huge arrays to core data in swift?


By : user3614659
Date : March 29 2020, 07:55 AM
I hope this helps you . The code is currently saving the context for each and every new BarCodeDimension. You should batch up the updates. To do so remove this code from the insertBarcodeDimension function:
code :
var error: NSError ?
  if (moc.save( & error)) {
    println(error ? .localizedDescription)
  }
if i % 100 == 0 {
    var error: NSError ?
    if (moc.save( & error)) {
        println(error ? .localizedDescription)
    }
}
moc.undoManager = nil
Aligning second sprite to physics body of first sprite in Spritekit/Swift

Aligning second sprite to physics body of first sprite in Spritekit/Swift


By : Doni
Date : March 29 2020, 07:55 AM
I wish this help you I used SKPhysicsJoint to get around the problem. Here's my working code (testing at this point, so still kinda sloppy, but it works in principle) :
code :
    //add a nice player
    ball = SKSpriteNode(texture:spriteArray2[0])
    ball.size = CGSize(width: 150, height: 48)
    //ball.physicsBody = SKPhysicsBody(circleOfRadius: ball.size.height / 2)
    ball.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 16, height: 48))
    ball.zPosition = 1
    ball.physicsBody?.affectedByGravity = true
    ball.position = CGPoint(x: 80.0, y: 200.0)
    ball.physicsBody?.categoryBitMask = 1
    ball.physicsBody?.collisionBitMask = UInt32(2 | 32 | 256) //2 = floors, 32 and 256= doors.
    ball.physicsBody?.contactTestBitMask = 0
    ball.physicsBody?.isDynamic = true
    ball.physicsBody?.restitution = 0.0
    ball.physicsBody?.allowsRotation = false
    ball.physicsBody?.mass = 60.0
    ball.physicsBody?.friction = 0.00
    addChild(ball)

    //add a nice ball for when jumping
    footBall = SKSpriteNode(color: SKColor.blue, size: CGSize(width: 24, height: 16))
    footBall.position = ball.position
    footBall.name = "footBall"
    footBall.zPosition = 1
    footBall.physicsBody = SKPhysicsBody(circleOfRadius: 4)
    footBall.physicsBody?.affectedByGravity = false
    footBall.physicsBody?.categoryBitMask = 16
    footBall.physicsBody?.collisionBitMask = 2 // floors
    footBall.physicsBody?.contactTestBitMask = UInt32(32 | 64 | 128 | 256) // the doors bear snake
    footBall.physicsBody?.isDynamic = true
    footBall.physicsBody?.restitution = 0.0
    //footBall.physicsBody?.allowsRotation = false
    //footBall.physicsBody?.mass = 60.0
    //footBall.physicsBody?.friction = 0.00
    addChild(footBall)

    let myCGPoint = ball.position // sets joint position

    let myJoint = SKPhysicsJointFixed.joint(withBodyA: ball.physicsBody!, bodyB: footBall.physicsBody!, anchor: myCGPoint)

    scene?.physicsWorld.add(myJoint)
    ball.physicsBody?.velocity = CGVector(dx: playerSpeed, dy: ball.physicsBody!.velocity.dy)
Swift: Core Data fetch request to Core Data Entity array

Swift: Core Data fetch request to Core Data Entity array


By : MrLeeAustin
Date : March 29 2020, 07:55 AM
I hope this helps you . So I think your problem lies in the code where you create the objects:
code :
let responseEntity = NSEntityDescription.entity(forEntityName: "Response", in: managedContext)!
let response = Response(
    context: NSManagedObject(
        entity: responseEntity,
        insertInto: managedContext
    ).managedObjectContext!
)
let response = Response(context: managedContext)
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