Label nodes created in SKS file manually are not loading - ios

To make the how to play popup for my game I created a bunch of label nodes manually in the SKS file:
:
I had to make a lot of labels as they do not have a multi-line property. This is what it looks like when I actually run the code.
What can I do to fix this, is there an easy way out?
note: It is not the same labels that show up every time they are always different. Also, it is not only the labels as the sprite in the bottom right corner has the same problem.

In my experience, this happens only when it's run in the simulator. I don't believe it can handle the amount of draw calls it takes to draw that many labels at once. Run it on a device and all should be fine.

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How do i place a button in the background?

I have quite a few labels and buttons on my view controller and I have an image and I have set it to the back in the layers part on the left. How ever when I make it bigger it seems to go to the front and block the images. I have tried multiple codes from other people who have the same problem, but it still doesn't work. I am using Xcode 8, Swift, iOS.
In interface builder you can change the order of what is in front or behind by changing the order of the views as they appear in the Document Outline...
The higher up the list they appear, the further towards the back they are.

Drawing a "pointer triangle" in swift

I have a UIStackView consisting of clickable images. Whenever I tap one of them, a UIView appears on the right side of the stack, showing some more info about the clicked object. I'm trying to make a triangle, that will show user to what line in the stack does the UIView relate to, like shown in the picture:
I don't know how to do that though. My solution would be probably just make 10 UIImageViews (there's 10 lines in the stack) and whenever user taps an image,set it's corresponding UIImageView to a triangle and the rest to nil. That's clunky and dirty, though, is there any better solution? I'm sure there lots of ways to accomplish that, but what's the best one?

Simulate 360 degree object rotation using multiple images on iOS

I would like to show a swipe-able 360 degree view of a product along a single axis by using multiple images stitched together to make it animated.
I'm new to iOS development, and am hoping to get pointed in the right direction to find libraries or built-in methods that could help me achieve this. I'm guessing this is a fairly common task, but I'm not even sure of the correct terminology. (I'm dabbling in RubyMotion as well, so that would be a bonus if it could work using that approach.)
how i might do it:
get an image showing up in the ui, running on the phone, base case :)
make a 'ThreeSixtyImageView' (subclass of UIView) that contains a big UIImageView.
keep an NSArray of UIImages in your ThreeSixtyImageView class; load up all your UIImages into that array.
keep a number that's an index into that array. when it changes, set the UIImageView image to the UIImage at that array index! hook up a button that increments the index (and show that image) to make sure that works.
add a UIPanGestureRecognizer to track touch state
when the pan gesture begins, remember which image you're on, and where they tapped (as an anchor point)
when the pan gesture updates, subtract the anchor and divide by something that feels nice to get 'how much user wants images to rotate'. this gives you a new image index value.
update your main UIImage with that new image index (into your array)
if there's a step here you don't understand, look in the examples included in the xcode/iOS documentation, and copy their code! the sample code is pretty good, and helped me a lot with editing XIB documents, and learning about GestureRecognizers.
good luck!

Design pattern for large quanity of synchronized animations

I have over 150 UIImageViews. I need them to behave like a large ballet. I also need to be able to dynamically choreograph them. Some spin, some duck, some jump (each currently a different UIImageView subclass).
I'm assuming I need to put them all into an NSDictionary, then grab the object based on a key and say "you spin", "you jump", "you duck". And do those moves in sync while the music is playing (no real music, but instead data coming in from an external source). And I have no idea what that music(data) will be until it arrives, and no one's heard the song before. I've setup a while (music){} loop with a large switch statement inside.
I'd like to place all the ballerina's on the view in the nib by hand so that they line up correctly with the subview. None of them change x,y. They might only change z, and maybe swap an image, fade opacity, etc (which I was calling spin, duck and jump). And there is no user interaction here, you're just in the audience.
I'm also assuming I'll need to use the UIView's beginAnimation, setAnimation, commitAnimation methods.
Am I on the right track? What's the best way to achieve this? Any optimizations I should consider?Apologies for all the analogies, it's the easiest way to explain what I'm trying to achieve.
I recommend you look at UICollectionView. There was a great WWDC session about it. I'm not exactly sure what you're trying to achieve, but with UICollectionView you can set up custom layouts and animate between different layouts automatically. So if your images have to move in sync, this might be a good option.

Scrolling items on screen [iOS cocos2d]

OK so in my game I need the users to scroll between items, just like you scroll a web page in Safari. Is there any way to do that? If not, maybe scrolling them to the side, like you do in the spriboard? Thanks.
I am not really sure I have understood what you would like to do, but there is a cocos2d extension that seems appropriate to it: CCScrollLayer.
CCLayer subclass that lets you pass-in an array of layers and it will then create a smooth scroller. Complete with the “snapping” effect.
If you are looking for a generic scrolling within your view, I suggest this tutorial or this topic rom cocos2d list.
EDIT:
I have never done it, but I think it should be possible to scale the CCScrollLayer to the size you need.
Otherwise, you might change the contentSize of the layer, or even put the CCScrollLayer into a clipping node.
Anyway, I think that it is much easier to start from this and find a way to adapt it to your specific requirements than start from scratch.

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