Since I'm working in SpriteKit, my buttons are SKSpriteNodes...however I find myself in a situation where I need to set focus in my viewController via overriding preferredFocusedView. Is there a way to downcast an SKSpriteNode to a UIView? If so I haven't been able to figure out yet...any alternative?
let playButton = SKSpriteNode(imageNamed: "PlayButton")
playButton.position = CGPoint(x: scene.size.width * 0.25, y: scene.size.height * 0.25)
playButton.zPosition = Layer.UI.rawValue
scene.worldNode.addChild(playButton)
override var preferredFocusedView: UIView? {
get {
return //playButton how?
}
}
Focus navigation is only now supported with tvOS 10 and SpriteKit, prior to that you had to do it manually using your own focus system. For that reason preferred focus view is deprecated because it only supports UIViews. You should now use preferred focus environments instead.
First thing you do is in your GameViewController set the preferred focus environment to the currently presented SKScene. This essentially means that your SKScenes will handle the preferred focus instead of GameViewController. In a SpriteKit game the SKScenes should handle the UI such as buttons using SpriteKit APIs such as SKLabelNodes, SKSpriteNodes etc. Therefore you need to pass the preferred focus to the SKScene.
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// default code to present your 1st SKScene.
}
}
#if os(tvOS)
extension GameViewController {
/// Tell GameViewController that the currently presented SKScene should always be the preferred focus environment
override var preferredFocusEnvironments: [UIFocusEnvironment] {
if let scene = (view as? SKView)?.scene {
return [scene]
}
return []
}
}
#endif
Your playButton should be a subclass of SKSpriteNode that you will use for all your buttons in your game. Use enums and give them different names/ identifiers to distinguish between them when they are pressed (checkout Apples sample game DemoBots).
class Button: SKSpriteNode {
var isFocusable = true // easy way to later turn off focus for your buttons e.g. when overlaying menus etc.
/// Can become focused
override var canBecomeFocused: Bool {
return isFocusable
}
/// Did update focus
override func didUpdateFocus(in context: UIFocusUpdateContext, with coordinator: UIFocusAnimationCoordinator) {
if context.previouslyFocusedItem === self {
// SKAction to reset focus animation for unfocused button
}
if context.nextFocusedItem === self {
// SKAction to run focus animation for focused button
}
}
}
Than in your SKScenes you can set the focus environment to your playButton or other UI.
e.g Start Scene
class StartScene: SKScene {
....
}
#if os(tvOS)
extension StartScene {
override var preferredFocusEnvironments: [UIFocusEnvironment] {
return [playButton]
}
}
#endif
e.g GameScene (e.g transfer focus to game menu when needed)
class GameScene: SKScene {
....
}
#if os(tvOS)
extension GameScene {
override var preferredFocusEnvironments: [UIFocusEnvironment] {
if isGameMenuShowing { // add some check like this
return [gameMenuNode]
}
return []
}
}
#endif
You will also have to tell your GameViewController to update its focus environment when you transition between SKScenes (e.g StartScene -> GameScene). This is especially important if you use SKTransitions, it took me a while to figure this out. If you use SKTransitions than the old and new scene are active during the transition, therefore the GameViewController will use the old scenes preferred focus environments instead of the new one which means the new scene will not focus correctly.
I do it like this every time I transition between scenes. You will have to use a slight delay or it will not work correctly.
...
view?.presentScene(newScene, transition: ...)
#if os(tvOS)
newScene.run(SKAction.wait(forDuration: 0.1)) { // wont work without delay
newScene.view?.window?.rootViewController?.setNeedsFocusUpdate()
newScene.view?.window?.rootViewController?.updateFocusIfNeeded()
}
#endif
You should read this article
https://medium.com/folded-plane/tvos-10-getting-started-with-spritekit-and-focus-engine-53d8ef3b34f3#.x5zty39pc
and watch the 2016 apple keynote called "Whats New in SpriteKit" where they talk about it half way through.
Hope this helps
Related
I am trying to change the text of a field on a button cick
the button is getting called but the label displayed the old text.
If I use NSUserDefaults to save the value then I will have to close the app and reopen it to see the new value of text field.
Is there any way when a user presses a button the value gets reset instantaneously on the screen?
GameViewController Code
import UIKit
import SpriteKit
class GameViewController: UIViewController {
#IBOutlet var resetText: UIButton!
#IBAction func ResetTextPreseed(sender: AnyObject) {
GameScene().changeText()
}
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return .AllButUpsideDown
} else {
return .All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
GameScene Code
import SpriteKit
class GameScene: SKScene {
let myLabel = SKLabelNode(fontNamed:"Chalkduster")
var text = "Hello, WOrld"
override func didMoveToView(view: SKView) {
/* Setup your scene here */
myLabel.text = text
myLabel.fontSize = 45
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(myLabel)
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
func changeText(){
text = "I got changed"
myLabel.text = text
self.addChild(myLabel)
print ("The value of text is \(text)")
}
}
Currently, what you are doing will not work because you are not referencing the current scene but rather making a new instance of a GameScene scene and calling changeText() method on that instance, which has no effect on a current scene.
There is always a debate about should you or shouldn't use UIKit elements with SpriteKit. I would not go into that topic, but in general, SpriteKit and UIKit are different beasts and even if I really like both frameworks I would stick to SpriteKit only as much as I can when it comes to games ... And about some differences... For example, there is a difference between how SKScene renders its nodes vs how views are rendered. Some quotes from docs :
In the traditional view system, the contents of a view are rendered
once and then rendered again only when the model’s contents change.
This model works very well for views, because in practice most view
content is static. SpriteKit, on the other hand, is designed
explicitly for dynamic content. SpriteKit continuously updates the
scene contents and renders it to ensure that animation is smooth and
accurate.
More differences:
Different coordinate systems.
Views are added to the views (not the the scene).
Nodes are added to the scene (not the the view).
More about view's rendering cycle can be found here.
More about how SpriteKit renders a scene can be found here .
So because of these differences you may run (not necessarily of course) into different problems when mixing these two.
You have three solutions (I can think of):
1) Accessing current scene through self.view inside GameViewControllerr Ugly solution IMO, but it will work:
#IBAction func someAction(sender: AnyObject) {
let skView = self.view as! SKView
if let currentScene = skView.scene as? GameScene {
currentScene.changeText()
}
}
2) Nice solution, but again this is just my opinion - Implementing custom buttons using SKSpriteNode. Just search SO about this.
3)Use third party SpriteKit buttons like SKAButton or AGSpriteButton.
I have a button to pause the game on my code. What I want is that pausing the game with that button makes a message that says "Paused" to appear. However, since the scene is paused, the message does not appear.
What I have right now is a SKLabelNode with the alpha on 0.0 at the beginning and when the user pauses the game, it changes to 1.0 with fadeInWithDuration(). Then when the user presses the button again, it changes back to 0.0 with fadeOutWithDuration(). The problem is that the SKAction with fadeInWithDuration() does not run when the scene is paused.
How could I achieve this?
The best way, one Apple also uses in "DemoBots", is to create a world node that you pause instead of the scene.
Create a worldNode property
class GameScene: SKScene {
let worldNode = SKNode()
}
add it to the scene in didMoveToView
addChild(worldNode)
and than add everything you need paused to the worldNode. This includes actions that are normally run by the scene (eg. timers, enemy spawning etc)
worldNode.addChild(someNode)
worldNode.run(someSKAction)
Than in your pause func you say
worldNode.isPaused = true
physicsWorld.speed = 0
and in resume
worldNode.isPaused = false
physicsWorld.speed = 1
You can also add an extra check in your Update function if you have stuff there that you want to ignore when paused.
override func update(_ currentTime: CFTimeInterval) {
guard !worldNode.isPaused else { return }
// your code
}
This way it's much easier to add your paused label or other UI when your game is paused because you haven't actually paused the scene. You can also run any action you want, unless that action is added to the worldNode or to a child of worldNode.
Hope this helps
Instead of pausing the scene, you could layer some nodes your scene like this
SKScene
|--SKNode 1
| |-- ... <--place all scene contents here
|--SKNode 2
| |-- ... <--place all overlay contents here
Then when you want to pause the game, you pause only SKNode 1.
This allows node SKNode 2 to continue to run, so you can do things like have animations going, and have a button that unpauses the scene for you, without having the need to add some non Sprite Kit object into the mix.
A quick workaround would be to pause your game after the SKLabelNode appears on screen:
let action = SKAction.fadeOutWithDuration(duration)
runAction(action) {
// Pause your game
}
Another option would be to mix UIKit and SpriteKit and inform the ViewController back that it needs show this label.
class ViewController: UIViewController {
var gameScene: GameScene!
override func viewDidLoad() {
super.viewDidLoad()
gameScene = GameScene(...)
gameScene.sceneDelegate = self
}
}
extension ViewController: GameSceneDelegate {
func gameWasPaused() {
// Show your Label on top of your GameScene
}
}
protocol GameSceneDelegate: class {
func gameWasPaused()
}
class GameScene: SKScene {
weak var sceneDelegate: GameSceneDelegate?
func pauseGame() {
// Pause
// ...
sceneDelegate?.gameWasPaused()
}
}
So you want to pause the game AFTER the action execution has completed.
class GameScene: SKScene {
let pauseLabel = SKLabelNode(text: "Paused")
override func didMoveToView(view: SKView) {
pauseLabel.alpha = 0
pauseLabel.position = CGPoint(x: CGRectGetMaxY(self.frame), y: CGRectGetMidY(self.frame))
self.addChild(pauseLabel)
}
func pause(on: Bool) {
switch on {
case true: pauseLabel.runAction(SKAction.fadeInWithDuration(1)) {
self.paused = true
}
case false:
self.paused = false
pauseLabel.runAction(SKAction.fadeOutWithDuration(1))
}
}
}
I would add the label with
self.addChild(nameOfLabel)
and then pause the game with
self.scene?.paused = true
This should all go in the if pauseButton is touched portion of your code.
I am trying to transition from the default, root scene to a new scene with SpriteKit. However, whenever I press the Start button, it grays out the old scene (although it remains visible) and the Drawing Board label shows up. The scene remains greyed out. All the buttons from the old scene can still be pressed but do not perform their associated actions. A UIButton triggers this func:
startButton.addTarget(self, action: "goToDrawingBoard:", forControlEvents: UIControlEvents.TouchUpInside)
The func:
#objc func goToDrawingBoard(sender: UIButton){
let drawingBoardScene = DrawingBoardScene(size: self.size)
self.scene?.view?.presentScene(drawingBoardScene, transition: SKTransition.crossFadeWithDuration(1.0))
}
And the DrawingBoardScene.swift file:
import Foundation
import SpriteKit
import UIKit
class DrawingBoardScene: SKScene {
let titleLabel = SKLabelNode(text: "DRAWING BOARD")
override func didMoveToView(view: SKView) {
/*LABEL: Displays title*/
titleLabel.fontColor = UIColor.blackColor()
titleLabel.fontSize = 60
titleLabel.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
self.addChild(titleLabel)
}
}
Looks like you are presenting the scene incorrectly, try the following:
#objc func goToDrawingBoard(sender: UIButton){
let drawingBoardScene = DrawingBoardScene(size: self.size)
self.view?.presentScene(drawingBoardScene, transition: SKTransition.crossFadeWithDuration(1.0))
}
There is no reason to add the new scene as a child to the old scene, and who knows why your scene has a scene object.
As a personal note, presenting your scene in this matter is not a good way to present scenes. It is the views job to be presenting scenes, so what you should be doing is when it comes time for the scene to be removes, send a notification in some way to the view that the scene is done working and is waiting for it to be removed, and have the view then present the scene. This will allow the view to properly remove the old scene without having any retainers holding it back. One method to do this is threw delegation
My friend and I spent a couple nights working on various solutions and the one we finally came up with is this:
override func willMoveFromView(view: SKView) {
self.removeAllChildren()
delete(startButton)
}
override func delete(sender: AnyObject?) {
let subviews = (self.view?.subviews)! as [UIView]
for v in subviews {
if let button = v as? UIButton {
button.removeFromSuperview()
}
}
}
The only problem with this is that when the scene shifts the buttons can take a split second longer to disappear, giving it a kind of glitchy feel. It does work though, so for a short term solution it is great.
I am having trouble figuring out how to change view controllers when your player collided with an object.
I want to like a menu to pop-up displaying a menu button and a replay button, also so extra buttons that are not important at this moment of time. I am not sure how some of those end of game menus are made, I am thinking switching view controllers, if you know exactly how they are made please tell me.
This is the code I have at the moment, and the only thing it does is display a label that the game is over and when that label is tapped the game will restart:
import Foundation
import AVFoundation
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var movingGround: PPMovingGround!
var square1: PPSquare1!
var wallGen: PPWallGen!
var diamondGen: PPDiamondGen!
var isStarted = false
var isGameOver = false
var isDiamondContact = false
var playerNode: SKNode!
override func didMoveToView(view: SKView) {
//code that is not important was deleted
func collisionWithDiamond() {
isDiamondContact = true
}
func restart() {
let newScence = GameScene(size: view!.bounds.size)
newScence.scaleMode = .AspectFill
view!.presentScene(newScence)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
if isGameOver {
restart()
} else {
square1.flip()
}
}
override func update(currentTime: CFTimeInterval) {
}
// MARK: - SKPhysicsContactDelegate
func didBeginContact(contact: SKPhysicsContact) {
if !isGameOver {
gameOver()
} else {
!isDiamondContact
collisionWithDiamond()
}
}
Note: I have deleted code that is unrelated or not necessary.
Updates:
Link to a game play of a game: https://www.youtube.com/watch?v=WUibTETfEQY
SKIP TO 2:32 TO SEE THE GAME OVER SCREEN
Link to image of game over screen: Image
(I was unable to post an image here because I don't have the required 10 rep points yet.)
// Edited Answer
This will be the easiest. Create a new GameOverScene.swift that is a SKScene. Then customize that scene however you want with background image, SKLabelNodes for buttons. Checkout creating buttons in skview to point to different scenes
When the game ends in GameScene,
let gameOverScene: GameOverScene = GameOverScene(size: self.size)
self.view!.presentScene(gameOverScene, transition: SKTransition.doorsOpenHorizontalWithDuration(1.0))
Here is a project that has this implemented, http://www.raywenderlich.com/76741/make-game-like-space-invaders-sprite-kit-and-swift-tutorial-part-2
// First Answer -----------------------------------------------
If you want to switch viewControllers, you will have to present the new viewController like this or with segue,
self.view?.window?.rootViewController?.presentViewController(newView, animated: true, completion: nil)
self.view?.window?.rootViewController?.performSegueWithIdentifier("id", sender: AnyObject)
Otherwise create a SKView and add buttons, then add it to the scene when game is over or add it before, hide it, then show it. Once user picks a choice, remove it or hide it with,
SKView.hidden = false
SKView.hidden = true
Add SKView with,
self.view?.addSubview(SKView)
Simple SKView overlay,
let view1 = SKView(frame: CGRectMake(0, 0, 200, 200))
view1.center = self.view!.center
self.view?.addSubview(view1)
If the game is over and you want to present a selective menu, you could present a UIAlertView that presents the user with whatever options that you want. From there they could restart the game, or they could choose to go to some other view like one that manages their player stats or something ( I don't know what exactly your game is).
So I have multiple scenes and what I want is that the transitions between the scenes are different depending on what the last scene was. So basically I need a way to tell what the last scene was? How could I do this? Maybe make a number that changes depending on what the last scene was that's accessible from all the scenes. How could I do this?
I had this same problem before and implemented it by creating a subclass of SKView. The cut down version is:
#objc protocol NavigationViewDelegate {
optional func willMoveToScene(scene: SKScene, fromScene previousScene: SKScene?)
}
class NavigationView: SKView {
weak var delegate: NavigationViewDelegate?
weak var previousScene: SKScene?
override func presentScene(scene: SKScene?) {
super.presentScene(scene)
if let scene = scene {
delegate?.willMoveToScene?(scene, fromScene: previousScene)
self.previousScene = scene
}
}
}
All you need to do now is set (in IB) NavigationView as your Custom Class of the view of your UIViewController and set the delegate.