Method being called constantly until the view is dismissed - ios

I have an endGame view that loads when the user completes a game. It is presented modally over top of the game view. In viewDidLoad I am calling a method to save data such the score and how many of a certain game mode they have played. That method is being called multiple times - about once per second, but it is irregular.
End Game Screen:
#import "endGameScreen.h"
#import "ViewController.h"
#import "GameData.h"
#implementation endGameScreen
- (void)viewDidLoad {
[super viewDidLoad];
}
- (void)awakeFromNib {
[self getAchievementData];
}
- (void)getAchievementData {
[RWGameData sharedGameData].timedPlayed++;
NSLog(#"Timed played: %ld", [RWGameData sharedGameData].timedPlayed);
}
- (void)writeAchievementforKey:(NSString *)achKey {
[data setObject:[NSNumber numberWithInteger:1] forKey:achKey];
[data writeToFile: path atomically:YES];
}
I am loading the endGameScreen class like this:
GameViewController.m
- (void)viewDidLoad {
if (self.gameMode == 1) {
self.gridSize = 3;
secondsLeft = 10;
[self countdownTimer];
}
}
-(void)countdownTimer {
secondsLeft = minutes = seconds = 0;
timer = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(updateCounter:) userInfo:nil repeats:YES];
}
// Timer in the game going to zero
- (void)updateCounter:(NSTimer *)theTimer {
if (secondsLeft > 0 ){
secondsLeft -- ;
minutes = (secondsLeft % 3600) / 60;
seconds = (secondsLeft %3600) % 60;
timePlayedLabel.text = [NSString stringWithFormat:#"%02d:%02d", minutes, seconds];
if (secondsLeft == 1) {
//Call endGame method
timer = [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(endGame)
userInfo:nil
repeats:NO];
}
}
else {
secondsLeft = 10;
}
}
- (void)endGame {
[timer invalidate];
[self saveScores];
//Segue in the storyboard
[self performSegueWithIdentifier:#"endGame" sender:self];
}
-(void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender{
if ([[segue identifier] isEqualToString:#"endGame"]) {
endGameScreen *vc = [segue destinationViewController];
if (self.gameMode == 1) {
vc.gameMode = 1;
}
else {
vc.gameMode = 2;
}
}
}
I am getting NSLog messages that continually increment saying "Mode One played: 27", "Mode One played: 28", "Mode One played: 29", and so on.

Your -endGame method isn't invalidating the timer you think it is.
-updateCounter: is overwriting your timer instance variable with the new one-shot timer for calling -endGame, but that doesn't stop the other timer, the one created in -countdownTimer. That timer continues to fire, calling -updateCounter:, which keeps creating more one-shot timers to call -endGame. So, that gets called repeatedly.

Related

Fire countdown from subclass

I have those methods to create a simple countdown in my ViewController.m:
- (void)viewDidLoad {
[super viewDidLoad];
secondsLeft = 10;
}
- (void)updateCounter:(NSTimer *)theTimer {
if(secondsLeft > 0 ){
secondsLeft -- ;
seconds = (secondsLeft %3600) % 60;
myCounterLabel.text = [NSString stringWithFormat:#"%02d", seconds];
}
else{
secondsLeft = 10;
}
}
-(void)countdownTimer{
secondsLeft = seconds = 0;
timer = [NSTimer scheduledTimerWithTimeInterval:1.0f target:self selector:#selector(updateCounter:) userInfo:nil repeats:YES];
}
From where I call the method in the subClass :
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[self.vc countdownTimer];
}
So I have a ViewController with a UIView inside. This UIView has a custom class. I want to call from this custom Class a method which is in the ViewController. I achieved to call it but the myCounterLabel.text is logged as (null)... Whereas I call the method from the ViewController itself the myCounterLabel.text is correctly logged with the left seconds. Thanks for your help!
countdownTimer method is in view controller.m file and you calling it from other view controller by making object of ViewController controller but do you notice one thing? When you call countdownTimer method then everytime secondsLeft will be 0 and it set to 10 so whenever you call countdown timer method secondsLeft will be reset.
So timer will not start

How do I restart a NSTimer?

Thank you in advance.
I am developing a game that runs on a timer. I have a label on the view *countdown. I am using a NSTimer *countdownTimer to run 120 seconds (2:00). That is when the game is over. Also, at the same time...I am running a transition timer that modals to another view controller.
I have it set up where the next view the player can select "Play Again". I have it set up where it goes back to the original view. However, how do I reset the *countdownTimer to run again from 2:00?
- (IBAction)playAgain:(id)sender {
[self dismissViewControllerAnimated:YES completion:nil];
[self setTimer];
[self GameOver];
[self Score];
[self timerRun];
countdown.text = [NSString stringWithFormat:#"2:00"];
}
This is the button to play again. The countdown text does not reset. Here is my NSTimer for *countdownTimer
-(void) timerRun {
secondsCount = secondsCount - 1;
int minuts = secondsCount / 60;
int seconds = secondsCount - (minuts * 60);
NSString *timerOutput = [NSString stringWithFormat: #"%2d:%.2d", minuts, seconds];
countdown.text = timerOutput;
if (secondsCount == 0) {
[countdownTimer invalidate];
countdownTimer = nil;
}
}
-(void) setTimer {
secondsCount= 120;
countdownTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(timerRun) userInfo:nil repeats:YES];
When it resets, it just stays at zero instead of going back to 2:00
Thank you for your help.

Circular Progress bar / PIE for countdown timer

I have a requirment of 15sec timer in my app in the circular progress bar sort of animation which will contain label in the center of seconds remain
Following code gives the labelprogress from 0.0 to 1.0f but I want to map it to 15 seconds countdown with the smooth animation also if there is timer extender than it should get the time added with the smooth animation
ex: Firstly I need to start from 15 seconds and if user clicks on the timeextender powerup and current time is the 10sec then it should be 25 sec and acoordingly the progressbar percentage should work.
So what logic I need to map to get the above requirement done
- (void)progressChange
{
// Labeled progress views
NSArray *labeledProgressViews = #[//self.labeledProgressView,
self.labeledLargeProgressView];
for (DALabeledCircularProgressView *labeledProgressView in labeledProgressViews) {
CGFloat progress = ![self.timer isValid] ? self.stepper.value / 10.0f : labeledProgressView.progress + 0.01f;
[labeledProgressView setProgress:progress animated:YES];
labeledProgressView.progressLabel.text = [NSString stringWithFormat:#"%.2f", labeledProgressView.progress];
}
}
- (void)startAnimation
{
self.timer = [NSTimer scheduledTimerWithTimeInterval:0.03
target:self
selector:#selector(progressChange)
userInfo:nil
repeats:YES];
self.continuousSwitch.on = YES;
}
- (void)stopAnimation
{
[self.timer invalidate];
self.timer = nil;
self.continuousSwitch.on = NO;
}
- (IBAction)TimeExtender:(id)sender
{
if (labeledProgressView.progress >= 1.0f && [self.timer isValid]) {
[labeledProgressView setProgress:0.f animated:YES];
}
}
I solved it by myself here's the code
- (void)progressChange
{
CGFloat progress ;
DALabeledCircularProgressView *labeledProgressView = self.labeledLargeProgressView;
if(labeledProgressView.progress >=1.0f && [self.timer isValid]){
[self stopAnimation];
seconds = 15.0f;
}
else{
progress=labeledProgressView.progress + 0.06666667f;
[labeledProgressView setProgress:progress animated:YES];
seconds --;
labeledProgressView.progressLabel.text = [NSString stringWithFormat:#"%i", seconds];
}
}
- (void)startAnimation
{
self.timer = [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(progressChange)
userInfo:nil
repeats:YES];
self.continuousSwitch.on = YES;
}

Automatically start countdown Xcode XIB

I want to create a button that takes me to another view controller and automatically starts a countdown from 3 to 0, but i don't know how to set the countdown on the other view controller. Here's the code i tried:
#implementation TestViewController
-(IBAction)test:(id)sender {
CountdownViewController *cdvc = [[CountdownViewController alloc]
initWithNibName:#"CountViewController" bundle:nil];
[self.navigationController pushViewController:cdvc animated:YES];
}
#implementation CountdownViewController
int maintInt = 3;
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(countDown) userInfo:nil repeats:YES];
-(void)countDown {
maintInt -= 1;
count.text = [NSString stringWithFormat:#"%i", maintInt];
if(maintInt==1){
[timer invalidate];
}
}
You have to place your countdown code in a method, which you should call in viewDidLoad or viewWillAppear method regarding your needs.
#implementation TestViewController
-(IBAction)test:(id)sender {
CountdownViewController *cdvc = [[CountdownViewController alloc]
initWithNibName:#"CountViewController" bundle:nil];
[self.navigationController pushViewController:cdvc animated:YES];
}
#end
#implementation CountdownViewController
- (void)viewDidLoad {
[super viewDidLoad];
// .. customize your views here ..
// Initialize the timer once your view has been loaded.
//
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(countDown:) userInfo:nil repeats:YES];
}
static int maintInt = 3;
- (void)countDown:(NSTimer *)timer {
count.text = [NSString stringWithFormat:#"%i", maintInt];
maintInt -= 1;
if (maintInt == 0 && timer) {
[timer invalidate];
timer = nil;
}
}
#end

Stopwatch glitches

I made a stopwatch application recently and it had a few glitches.
If I hit the stop button twice in a row, the entire app would crash.
If I hit the start button twice in a row, the timer would run twice as fast and the stop button would stop working.
How do I fix this problem?
Here is the code in my .h file:
IBOutlet UILabel *time;
IBOutlet UILabel *time1;
IBOutlet UILabel *time2;
NSTimer *myTicker;
NSTimer *myTicker2;
NSTimer *myTicker3;
}
- (IBAction)start;
- (IBAction)stop;
- (IBAction)reset;
- (void)showActivity;
- (void)showActivity1;
- (void)showActivity2;
#end
and here is my code in the .m file:
- (IBAction)start {
myTicker = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(showActivity) userInfo:nil repeats:YES];
myTicker2 = [NSTimer scheduledTimerWithTimeInterval:.1 target:self selector:#selector(showActivity1) userInfo:nil repeats:YES];
myTicker3 = [NSTimer scheduledTimerWithTimeInterval:60 target:self selector:#selector(showActivity2) userInfo:nil repeats:YES];
}
- (IBAction)stop {
[myTicker invalidate];
[myTicker2 invalidate];
[myTicker3 invalidate];
}
- (IBAction)reset {
time.text = #"00";
time1.text = #"00";
time2.text = #"00";
}
- (void)showActivity {
int currentTime = [time.text intValue];
int newTime = currentTime + 1;
if (newTime == 60) {
newTime = 0;
}
time.text = [NSString stringWithFormat:#"%d", newTime];
}
- (void)showActivity1 {
int currentTime1 = [time1.text intValue];
int newTime1 = currentTime1 + 1;
if (newTime1 == 10) {
newTime1 = 0;
}
time1.text = [NSString stringWithFormat:#"%d", newTime1];
}
- (void)showActivity2 {
int currentTime2 = [time2.text intValue];
int newTime2 = currentTime2 + 1;
time2.text = [NSString stringWithFormat:#"%d", newTime2];
}
Set the stop button's userInterActionEnabled property to NO and the start button's to YES when the -stop method is fired. Then switch and set the stop button's userInterActionEnabled to YES and the start button's to NO when -start is fired.
You should create a private BOOL variable "isRunning", which is checked when clicked on Stop or Start like:
- (IBAction)stop {
if(!isRunning) return;
[myTicker invalidate];
[myTicker2 invalidate];
[myTicker3 invalidate];
self.isRunning = NO;
}
etc. Also ignoring user interactions is general a good idea (like CodaFi suggested), but only fights the symptoms ;-) You really should do both checks.

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