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 '18 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 '18 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






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share|improve this question













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edited Nov 20 '18 at 15:33









Tamás Sengel

27.2k147194




27.2k147194










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



















  • 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












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)
}





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    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 '18 at 15:56









        gebirgsbärbelgebirgsbärbel

        1,36211631




        1,36211631






























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