I have no experience with making my own protocols and I am trying to make one so that I can send GameController dpad values to an SKScene. Everything is connected and builds properly, but my SKScene is not receiving any information.
Here is my Main View Controller:
import GameController
import ...
protocol GetsDpadFromController {
func dpadValueUpdate(dpadValue: CGPoint)
}
class GameViewController: UIViewController {
var joystickController: GCController!
var dpadData: GetsDpadFromController? = nil
override func viewDidLoad() {
super.viewDidLoad()
NSNotificationCenter.defaultCenter().addObserver(self, selector: "addController:", name: GCControllerDidConnectNotification, object: nil)
}
}
func addController(sender: NSNotificationCenter) {
self.joystickController = GCController.controllers().first
self.joystickController.microGamepad?.reportsAbsoluteDpadValues = true
self.joystickController.microGamepad?.valueChangedHandler = { (gamepad, element) -> Void in
if element == self.joystickController.microGamepad?.dpad {
let x: CGFloat = CGFloat((self.joystickController.microGamepad?.dpad.xAxis.value)!)
let y: CGFloat = CGFloat((self.joystickController.microGamepad?.dpad.yAxis.value)!)
let touchPosition: CGPoint = CGPointMake(x, y)
if let delegate = self.dpadData {
delegate.dpadValueUpdate(touchPosition)
}
}
}
}
And here is my SKScene:
class Page04: SKScene, GetsDpadFromController {
override init(size: CGSize){
super.init(size: size)
}
func dpadValueUpdate(dpadValue: CGPoint) {
print(dpadValue)
}
}
Nothing prints from dpadValueUpdate in the SKScene so I do not get the controller data. I have never made my own protocol before so I'm not too sure what I am doing wrong.
Does anyone know why my SKScene is not receiving data?
You properly declared the GetsDpadFromController protocol and made your Page04 scene conform to it.
The missing part
Looking at your code, the dpadData property in GameViewController will always be nil.
So the body of this IF will never be executed.
if let delegate = self.dpadData {
delegate.dpadValueUpdate(touchPosition)
}
Replace the IF with this
let skView = self.view as! SKView
if let delegate = skView.scene as? GetsDpadFromController {
delegate.dpadValueUpdate(touchPosition)
}
Now you are checking if the current scene does conform to GetsDpadFromController (which will be true for Page04) and if so you are invoking the dpadValueUpdate in your scene.
Let me know if it does work.
Related
I want to call a func of GameViewController from the GameScene.
-> If the game Ends I want to call GameViewController().GameOver()
I tried now a lot of different things like this one: LINK (I tried every answer more than once, still not working)
But doesn't matter what I tried it doesn't even call the func.
Hope anyone can help me with this.
CODE:
GameViewController:
class GameViewController: UIViewController {
#IBOutlet weak var Button: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
if UIDevice().userInterfaceIdiom == .phone {
scene.scaleMode = .aspectFill
}else{
scene.scaleMode = .aspectFit
}
// Present the scene
view.presentScene(scene)
skView = view
}
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
}
...
#IBAction func Button(_ sender: Any) {
animation()
if let gameScene = skView.scene as? GameScene { // check to see if the current scene is the game scene
gameScene.start()
}
}
func animation(){
UIButton.animate(withDuration: 1, animations: {
self.Button?.alpha = 0
})
}
func GameOver(){
UIButton.animate(withDuration: 1, animations: {
self.Button?.alpha = 1
})
}
}
GameScene:
class GameScene: SKScene, SKPhysicsContactDelegate {
...
func torpedoDidCollideWithAlien (torpedoNode:SKSpriteNode, alienNode:SKSpriteNode) {
GameViewController().GameOver()
removeAllActions()
removeAllChildren()
}
}
Option 1:
You should pass GameViewController instance when you are calling GameScene from GameViewController at the first time, Then just save this instance in some var gameVC: GameViewController! and initialize it like you do in prepare for segue method.
Then you'll be able to call gameVC.GameOver()
Option 2:
Put this in GameScene when you want to call GameOver():
if let controller = self.view?.window?.rootViewController as? GameViewController {
controller.GameOver()
}
I have this UIViewController in which i've overrided the touchBegan and touchEnded functions. I also have a button that segueues (push) to another view controller with an SKView on it. But the overrided function in the first controller are still active ei. the calculations done there are still showing on the second ViewController.
Maybe theres something im missing or something im assuming thats wrong. Any help would be appreciated
This is the first view controller
import UIKit
import CoreMotion
class PortraitViewController: UIViewController {
var vc: UIViewController?
var startPoint: CGPoint?
var endPoint: CGPoint?
var movedPoint: CGPoint?
var previousMove = CGPoint(x: 0, y: 0)
var beginTouch: UITouch?
var scaleSum = 0
var isPortrait = true
let DEBUG: Bool = true
// MARK:
// MARK: Overriden Variables
open override var supportedInterfaceOrientations: UIInterfaceOrientationMask{return .portrait}
open override var preferredInterfaceOrientationForPresentation: UIInterfaceOrientation{return .portrait}
override var shouldAutorotate: Bool {return false}
#IBAction func pinch(_ sender: UIPinchGestureRecognizer) {
if (isPortrait){
let scale = sender.scale
scaleSum += scale.exponent
print(scaleSum)
if(scaleSum > 10) {
scaleSum = 0
print(">10")
}
else if(scaleSum < -10) {
print("<10")
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(isPortrait){
if let theTouch = touches.first {
endPoint = theTouch.location(in: self.view)
let diffx = (endPoint!.x - startPoint!.x)
let diffy = (endPoint!.y - startPoint!.y)
if(diffx != 0 && diffy != 0){
let vector = CGVector(dx: diffx, dy: diffy)
var angle = atan2(vector.dy, vector.dx) * CGFloat(180.0 / M_PI)
if angle < 0 { angle *= -1 } else { angle = 360 - angle }
}
}
}
super.touchesEnded(touches, with: event)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if(isPortrait){
if let theTouch = touches.first {
startPoint = theTouch.location(in: self.view)
}
}
super.touchesBegan(touches, with: event)
}
//One of my attempts to jerry rig a solution
#IBAction func prepToLandscape(_ sender: UIBarButtonItem) {
self.isPortrait = false
print("isPortrait = \(self.isPortrait)")
}
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewWillAppear(_ animated: Bool) {
navigationController?.setNavigationBarHidden(true, animated: false)
}
}
This is the second view controller
import UIKit
import CoreMotion
import SpriteKit
class LandScapeViewController: UIViewController {
var vc: UIViewController?
// MARK:
// MARK: Overriden Variables
open override var supportedInterfaceOrientations: UIInterfaceOrientationMask{return .landscape}
open override var preferredInterfaceOrientationForPresentation: UIInterfaceOrientation{return .landscapeLeft
// MARK:
// MARK: Functions
override func viewDidLoad() {
super.viewDidLoad()
let controllerStoryBoard = UIStoryboard(name: "Main", bundle: nil)
vc = controllerStoryBoard.instantiateViewController(withIdentifier: "Root")
// Part of my attempt to jerry rig a solution
let vcP: PortraitViewController = UIStoryboard(name:"Controller",bundle: nil).instantiateViewController(withIdentifier: "PortraitController") as! PortraitViewController
vcP.isPortrait = false
print("vcP.isPortrait = \(vcP.isPortrait)")
}
override func viewWillAppear(_ animated: Bool) {
self.view.isMultipleTouchEnabled = true
let scene = GameScene(size: joystickView.bounds.size)
scene.backgroundColor = .gray
if let skView = joystickView as? SKView {
skView.showsFPS = false
skView.ignoresSiblingOrder = true
skView.backgroundColor = .red
skView.presentScene(scene)
}
navigationController?.setNavigationBarHidden(true, animated: false)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
#IBAction func toPortrait(_ sender: UIBarButtonItem) {
self.dismiss(animated: true, completion: {() -> Void in
}
}
Assuming the code shown is everything relevant, this makes sense. What's happening is this: the touch events are hit-tested to the joystickView, but because you haven't implemented a custom touchesBegan(_:with:) on that view, the touch event is passed up to the next UIResponder in the responder chain. That would be the LandScapeViewController. But that class also doesn't implement a custom touchesBegan(_:with:), so the event passes to the next class, which in this case is PortraitViewController. Because PortraitViewController does implement that method, it gets called. There's your confusion.
To fix this, implement the touches… methods on UIResponder for either joystickView or LandScapeViewController, even if they do nothing – but don't call super in them! Note the following, from the touchesBegan(_:with:) documentation:
If you override this method without calling super (a common use pattern), you must also override the other methods for handling touch events, even if your implementations do nothing.
Where you're overriding touchesBegan(_:with:), you probably don't want to call super. This is because the super implementation is the one that says "oh, shoot, I don't know how to handle this – pass it up the chain!" But when you handle the touch, it should end there, because you're handling it! So only call super when you're not handling the touch – which in your case looks like never, at least for PortraitViewController.
For more information, check out Event Delivery: The Responder Chain.
I'm creating a Swift project for a high school programming class. I can't seem to figure out this problem, and everyone else in my class doesn't seem to have any ideas.
To start, I created a new Swift project, and chose a game format.
I then used some basic code to make the first level for my game, a maze game where the maze moves around instead of the ball based on how the user tilts the device.
This is my GameScene.swift:
import SpriteKit
import CoreMotion
var accelupdateinterval = 0.1
var accelmultiplier = 15.0
class GameScene: SKScene {
let manager = CMMotionManager()
override func didMoveToView(view: SKView) {
manager.startAccelerometerUpdates()
manager.accelerometerUpdateInterval = accelupdateinterval
manager.startAccelerometerUpdatesToQueue(NSOperationQueue.mainQueue()){
(data, error) in
self.physicsWorld.gravity = CGVectorMake(CGFloat((data?.acceleration.x)!) * CGFloat(accelmultiplier), CGFloat((data?.acceleration.y)!) * CGFloat(accelmultiplier))
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
I want to have a main menu that the app opens into, which is mainMenu.storyboard:
I successfully have the app launching into the mainMenu.storyboard (and the level physics work well when I've tested the level1.sks), but I'm having trouble figuring out how to segue.
GOAL: I want people to be segued into the level1.sks (and the levels that I add later), when they tap the corresponding image in mainMenu.storyboard.
I can't use the method of adding a Storyboard Reference to segue it, as the Storyboard Reference won't let me choose level1.sks.
I'd also love to find out how to send users back to the main menu when the player icon touches the goal (the blue thing up near the top in this screenshot):
So to do this I think the best approach is to create another ViewController subclass, maybe named LauncherViewController, which will present your SKScene. Then in your storyboard add this viewController and have your menu segue to it on an image press.
Here is a start for the LauncherViewController
class LauncherViewController: UIViewController {
var gameScene: GameScene!
override func viewDidLoad() {
}
override func viewWillAppear() {
presentGameScene()
}
func presentGameScene(){
let skView = self.view as! SKView
skView.showsFPS = false
skView.showsNodeCount = false
skView.ignoresSiblingOrder = true
gameScene.size = skView.bounds.size
gameScene.scaleMode = .AspectFill
skView.presentScene(gameScene)
}
}
Where in your menu controller you have a prepareForSegue like this:
override func prepareForSegue(segue: UIStoryBoardSegue, sender: AnyObject?) {
if segue.identifier == "yourSegue" {
let destinationViewController = segue.destinationViewController as! LauncherViewController
destinationViewController.gameScene = GameScene()
}
to have your LauncherViewController dismiss the gameScene when the user finishes the maze, use a delegate pattern. So in GameScene add a protocol above your class
protocol GameDelegate {
func gameFinished()
}
have your LauncherViewController conform to this delegate and set the gameScene's delegate variable to self (see below)
class LauncherViewController: UIViewController, GameDelegate {
var gameScene: GameScene!
override func viewDidLoad() {
gameScene.delegate = self
}
override func viewWillAppear() {
presentGameScene()
}
func presentGameScene(){
let skView = self.view as! SKView
skView.showsFPS = false
skView.showsNodeCount = false
skView.ignoresSiblingOrder = true
gameScene.size = skView.bounds.size
gameScene.scaleMode = .AspectFill
skView.presentScene(gameScene)
}
func gameFinished(){
// this forces LauncherViewController to dismiss itself
dismissViewControllerAnimated(true, completion: nil)
}
}
add a variable in GameScene to hold the delegate (LauncherViewController) and add a function that calls the delegate function. You will also need to add the logic to know when the game is over as I haven't done that.
class GameScene: SKScene {
let manager = CMMotionManager()
var delegate: GameDelegate!
override func didMoveToView(view: SKView) {
manager.startAccelerometerUpdates()
manager.accelerometerUpdateInterval = accelupdateinterval
manager.startAccelerometerUpdatesToQueue(NSOperationQueue.mainQueue()){
(data, error) in
self.physicsWorld.gravity = CGVectorMake(CGFloat((data?.acceleration.x)!) * CGFloat(accelmultiplier), CGFloat((data?.acceleration.y)!) * CGFloat(accelmultiplier))
}
}
func gameOver(){
delegate.gameFinished()
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
// it's probably easiest to add the logic for a gameOver here
if gameIsOver {
gameOver()
}
}
}
There will probably be some mistakes in here as I wrote this on my phone so just comment below for anything you are unsure about or doesn't work.
Here's my relevant code:
from my GameScene class:
func resetCircleAndScore(scale: CGFloat)
{
circleIsStationary = true
currScore = 0
CIRCLE.speed = 1
CIRCLE.physicsBody!.velocity = CGVector(dx: 0,dy: 0)
CIRCLE.position = CGPointMake(midX, midY)
circleScale = scale
circleSpeed = CONSTSPEED
CIRCLE.setScale(circleScale)
currScoreLabel.text = "SCORE: " + Int(currScore).description
//need to update modeSelected here
}
from my GameViewController class:
public func pickerView(pickerView: UIPickerView, didSelectRow row: Int, inComponent component: Int)
{
modeCopy = modes[row]
println(modeCopy)
}
I tried to add a getter for modeCopy, as follows:
public func getMode() -> String
{
return modeCopy
}
The problem is that when I try to call this function from another class, it needs a parameter called "self" of type GameViewController. What I really want to do is access the instance of GameViewController that created my GameScene. I could also access the instance of GameScene the GameViewController created, but I'm not sure how to do that. My ViewDidLoad in GameViewController is below.
override public func viewDidLoad()
{
self.pickerView.dataSource = self
self.pickerView.delegate = self
println("got to beginning of viewDidLoad")
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene
{
// Configure the view.
let skView = self.view as SKView
let showStats: Bool = true
skView.showsFPS = showStats
skView.showsNodeCount = showStats
/* 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)
}
}
If GameScene is your own class you could add one optional parameter of type GameViewController.
class GameScene {
weak var parentController: GameViewController?
....
}
In viewDidLoad() method when you unarchive GameView do this
scene.parentController = self
Now you could use it in the GameScene
I have been creating a game in sprite kit using swift and have encountered a problem. I have two view controllers, each with one scene and one transitions to the other modally. This all works perfectly first time round, but then when i return to the first view controller and then go to the second again, i have using double the memory. This gives me the impression that nothing is being deallocated, but the objects are rather reallocated every time I transition to the scene. I ran the app in instruments and got the same result. In the below image i moved from one scene to the next, and then back to the first one again and yet it appears to reallocate the first scene and yet not clear any memory. As the dealloc method is unused now, i don't see how i can fix this. I will post the code to the first view controller below so you can have a look at it. Thanks a lot.
import UIKit
import SpriteKit
class SelectionViewController: UIViewController {
var selectionScene:SelectionScene?
var currentRocketName = ""
#IBOutlet var playButton: UIButton
override func viewDidLoad() {
super.viewDidLoad()
if let selectionScene = SelectionScene.unarchiveFromFile("SelectionScene") as? SelectionScene {
// Configure the view.
let skView = self.view as SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.multipleTouchEnabled = false
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
selectionScene.scaleMode = .ResizeFill
selectionScene.viewController = self
skView.presentScene(selectionScene)
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "spinnerChanged", name: "spinnerValueChanged", object: nil)
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "productBought", name: "ProductBought", object: nil);
NSNotificationCenter.defaultCenter().addObserver(selectionScene, selector: "manageErrorInPurchase", name: "ErrorOccured", object: nil)
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func viewDidAppear(animated: Bool) {
}
#IBAction func playButtonPressed(sender: UIButton) {
self.performSegueWithIdentifier("moveToGame", sender: nil)
}
override func prefersStatusBarHidden() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.toRaw())
} else {
return Int(UIInterfaceOrientationMask.All.toRaw())
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func viewDidUnload() {
NSNotificationCenter.defaultCenter().removeObserver(selectionScene)
}
override func viewDidDisappear(animated: Bool) {
NSNotificationCenter.defaultCenter().removeObserver(selectionScene)
}
override func prepareForSegue(segue: UIStoryboardSegue!, sender: AnyObject!) {
if segue.identifier == "moveToGame" {
let destController = segue.destinationViewController as GameViewController
destController.rocketTexture = SKTexture(imageNamed: self.currentRocketName)
}
}
}
Both selectionScene and currentRocketName are passed to the viewController as soon as they are loaded into the view
I'm not familiar with Swift yet, so I'll give you examples in Objective-C.
Create an IBOutlet for skView. When you are going to present another ViewController, remove skView from it's superview and nil it out:
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender {
// Need to deallocate GameScene (if game is not paused)
[self.skView removeFromSuperview];
self.skView = nil;
....
}
Don't forget to add skView back to the ViewController's view, when ViewController is getting loaded:
if (!self.skView.window) {
[self.view addSubview:self.skView];
}
To easily check if SKScene was deallocated or not, add this method to it:
- (void)dealloc {
NSLog(#"GAME SCENE DEALLOCATED");
}
I had a similar issue.
Turns out I had created a strong reference by having an SKScene instance as a delegate in another class. After declaring each property of SKScene type or UIView type as weak my issue was resolved:
weak var skScene:SKScene!