Swift and Sprite Kit - How can I measure the total distance a sprite has travelled?












2














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!










share|improve this question
























  • keep track of your starting location and just use the distance formula
    – Knight0fDragon
    Nov 20 at 13:55
















2














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!










share|improve this question
























  • keep track of your starting location and just use the distance formula
    – Knight0fDragon
    Nov 20 at 13:55














2












2








2







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!










share|improve this question















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






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 20 at 15:33









Tamás Sengel

26.2k146592




26.2k146592










asked Nov 20 at 13:25









Linh Kästner

112




112












  • keep track of your starting location and just use the distance formula
    – Knight0fDragon
    Nov 20 at 13:55


















  • keep track of your starting location and just use the distance formula
    – Knight0fDragon
    Nov 20 at 13:55
















keep track of your starting location and just use the distance formula
– Knight0fDragon
Nov 20 at 13:55




keep track of your starting location and just use the distance formula
– Knight0fDragon
Nov 20 at 13:55












1 Answer
1






active

oldest

votes


















1














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)
}





share|improve this answer





















    Your Answer






    StackExchange.ifUsing("editor", function () {
    StackExchange.using("externalEditor", function () {
    StackExchange.using("snippets", function () {
    StackExchange.snippets.init();
    });
    });
    }, "code-snippets");

    StackExchange.ready(function() {
    var channelOptions = {
    tags: "".split(" "),
    id: "1"
    };
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function() {
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled) {
    StackExchange.using("snippets", function() {
    createEditor();
    });
    }
    else {
    createEditor();
    }
    });

    function createEditor() {
    StackExchange.prepareEditor({
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: true,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: 10,
    bindNavPrevention: true,
    postfix: "",
    imageUploader: {
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    },
    onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    });


    }
    });














    draft saved

    draft discarded


















    StackExchange.ready(
    function () {
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53394005%2fswift-and-sprite-kit-how-can-i-measure-the-total-distance-a-sprite-has-travell%23new-answer', 'question_page');
    }
    );

    Post as a guest















    Required, but never shown

























    1 Answer
    1






    active

    oldest

    votes








    1 Answer
    1






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    1














    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)
    }





    share|improve this answer


























      1














      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)
      }





      share|improve this answer
























        1












        1








        1






        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)
        }





        share|improve this answer












        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)
        }






        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 20 at 15:56









        gebirgsbärbel

        1,34211631




        1,34211631






























            draft saved

            draft discarded




















































            Thanks for contributing an answer to Stack Overflow!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid



            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.


            To learn more, see our tips on writing great answers.





            Some of your past answers have not been well-received, and you're in danger of being blocked from answering.


            Please pay close attention to the following guidance:


            • Please be sure to answer the question. Provide details and share your research!

            But avoid



            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.


            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53394005%2fswift-and-sprite-kit-how-can-i-measure-the-total-distance-a-sprite-has-travell%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            Costa Masnaga

            Fotorealismo

            Sidney Franklin