I used Texture Packer for the texture and animation. I created an Texture Atlas called sumoAnimations and Texture Packer created a .h file for me which I then imported into the project.
You can get a free copy if you do not already have it.
Before I launch into the code, you might want to reconsider using the animation you have. Going by your previous comments the only relevant frames in the animation are frame 15, 16 and 17. I am not even sure about frame 17 because the sumo already has his hand down. That only give you 3 frames which by the animation you provided is equal to 0.1 seconds as each frame has a time of 0.05 seconds.
Take a look at the 3 pics I included to see what I mean. You might want to consider getting a new animation or allowing for greater time in between frames. I used 0.25 seconds per frame so you can see it more clearly. You can change it to anything you like.
As for the player being missing and being hit, you can create a clearColor sprite rect around the player (behind the arm of course) to detect contact of a missed object.
#import "MyScene.h"
#import "sumoAnimation.h"
@interface MyScene()<SKPhysicsContactDelegate>
@end
@implementation MyScene
{
SKSpriteNode *sumo;
SKSpriteNode *arm;
SKAction *block0;
SKAction *block1;
SKAction *block2;
SKAction *block3;
SKAction *block4;
SKAction *slapHappy;
SKAction *wait0;
SKAction *wait1;
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
sumo = [SKSpriteNode spriteNodeWithTexture:SUMOANIMATION_TEX_SUMO_001];
sumo.anchorPoint = CGPointMake(0, 0);
sumo.position = CGPointMake(0, 0);
[self addChild:sumo];
arm = [SKSpriteNode spriteNodeWithColor:[SKColor clearColor] size:CGSizeMake(34, 14)];
arm.anchorPoint = CGPointMake(0, 0);
arm.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(34,14) center:CGPointMake(17, 7)];
arm.physicsBody.dynamic = NO;
slapHappy = [SKAction animateWithTextures:SUMOANIMATION_ANIM_SUMO timePerFrame:0.25];
// start the animation
block0 = [SKAction runBlock:^{
[sumo runAction:slapHappy];
}];
// time until frame 15 is reached
wait0 = [SKAction waitForDuration:3.50];
// add arm at frame 15 positon
block1 = [SKAction runBlock:^{
arm.position = CGPointMake(205, 125);
arm.zRotation = 1.3;
[self addChild:arm];
}];
// wait until next frame
wait1 = [SKAction waitForDuration:0.25]; // time in between frames
// move arm and rotate to frame 16 position
block2 = [SKAction runBlock:^{
arm.position = CGPointMake(224, 105);
arm.zRotation = 0.4;
}];
// move arm and rotate to frame 17 position
block3 = [SKAction runBlock:^{
arm.position = CGPointMake(215, 68);
arm.zRotation = -0.65;
}];
// remove arm from view
block4 = [SKAction runBlock:^{
[arm removeFromParent];
}];
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[sumo runAction:[SKAction sequence:@[block0, wait0, block1, wait1, block2, wait1, block3, wait1, block4]]];
}
-(void)update:(CFTimeInterval)currentTime
{
//
}
@end
Updated based on additional comments
The pic below outlines my suggestion. Add a physics body rect for the frames the sumo is swatting. This will allow you to not have to deal with adding a body for every frame in the precise position. It will also make the swatting more effective.
Your object can still fall to the ground and have the crushed animation play. Remember that your sumo animation moves very fast and the player will not see precise locations for each frame.
Your idea of having the arm "push" the object would take a much more precise animation. Something like the arm's position changing by a single increment. Then you would have to precisely position a body on the hand. I am not saying its impossible but its certainly A LOT of work and difficult to do.