I have a controller that is using a Singleton to change SKScenes in a single storyboard scene.
class GameViewController: UIViewController, GKGameCenterControllerDelegate, GADBannerViewDelegate, GADInterstitialDelegate, ADBannerViewDelegate, FBLoginViewDelegate, CLLocationManagerDelegate, MapViewControllerDelegate {
var sharedInstance = Singleton.sharedInstance
var skView:SKView!
var scene:GameScene! = GameScene.unarchiveFromFile("GameScene") as? GameScene
var searchedTypes = ["bakery", "bar", "cafe", "grocery_or_supermarket", "restaurant"]
let locationManager = CLLocationManager()
var adHelper: AdHelper = AdHelper()
override func viewDidLoad() {
super.viewDidLoad()
locationManager.delegate = self
locationManager.requestWhenInUseAuthorization()
// Configure the view.
skView = self.view as SKView
skView.showsFPS = false
skView.showsNodeCount = false
/* 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, transition: SKTransition.crossFadeWithDuration(kSceneTransitionSpeed))
}
// LOAD MAP SCENE
func showMap(){
let viewController:UIViewController = UIStoryboard(name: "Main", bundle: nil).instantiateViewControllerWithIdentifier("MapController") as UIViewController
self.presentViewController(viewController, animated: false, completion: nil)
}
}
In my game scene I have a button that I am calling to this controller to change to the other scene in the storyboard because I don't have a layout button to use an IBAction
import SpriteKit
class GameScene: SKScene {
var sharedInstance = Singleton.sharedInstance
let playButton = Button(imageNamed:"playButton");
let highscoresButton = Button(imageNamed:"highscoresButton");
let creditsButton = Button(imageNamed:"creditsButton");
let moreGamesButton = Button(imageNamed: "moreGamesButton")
override func didMoveToView(view: SKView) {
// background
let background = SKSpriteNode(imageNamed: "background")
background.position = CGPointMake(self.size.width/2, self.size.height/2)
self.addChild(background)
// main image
let main = SKSpriteNode(imageNamed: "main")
main.position = CGPointMake(self.size.width/2, self.size.height/2)
self.addChild(main)
// buttons
moreGamesButton.position = CGPointMake(self.size.width/2 + playButton.size.width, main.position.y + main.size.height/2 + playButton.size.height)
self.sharedInstance.addChildFadeIn(moreGamesButton, target: self)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self);
if self.nodeAtPoint(location) == self.moreGamesButton {
var gameController: GameViewController=GameViewController()
gameController.showMap()
}
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
When I click this I don't get a defined error just hits a break and it the thread I get "Swift dynamic cast failed".
Can I not call the controller like that within my scene or is is it a problem in instantiating the other controller?
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 am trying to direct the user to a main menu file as soon my game loads (made with Swift 4 SpriteKit). However, when I try to redirect the user to this .swift file (where a label should be displayed onto the users screen) the screen is simply blank except the for the node and FPS counter.
Here's my code in the MainMenuScene.swift file I created:
import Foundation
import SpriteKit
class MainMenu: SKScene {
override func didMove(to view: SKView) {
print("In scene")
let myLabel = SKLabelNode(fontNamed: "The Bold Font")
myLabel.fontColor = SKColor.blue
myLabel.text = "My Label"
myLabel.fontSize = 50
myLabel.position = CGPoint(x: 0, y: 0)
myLabel.zPosition = 1
self.addChild(myLabel)
}
}
Here's my code in the GameViewController.swift
import UIKit
import SpriteKit
import GameplayKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = SKScene(fileNamed: "MainMenuScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = true
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override var prefersStatusBarHidden: Bool {
return true
}
}
I changed the
if let scene = SKScene(fileNamed: "GameScene")
to
if let scene = SKScene(fileNamed: "MainMenuScene")
That line of code should redirect the user to MainMenuScene.swift, but when I run the program the screen is simply blank.
Anyone know what im doing wrong?
Thanks!
Try using the code below after
super.viewDidLoad()
Also make sure that your Menu class is called "MainMenuScene" and that you changed the scene name to the same at MainMenuScene.sks
CODE:
if let scene = GKScene(fileNamed: "MainMenuScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! MainMenuScene? {
scene.scaleMode = .aspectFill
// Present the scene
if let view = self.view as! SKView? {
view.presentScene(sceneNode)
view.ignoresSiblingOrder = true
//view.showsFPS = true
//view.showsNodeCount = true
}
}
}
I'm writing simple math game with swift 3 and I have a problem with segues. I have two GameViewController's, oneUIViewController and one NavigationViewController.
I want to make two menus, one with game modes and one with difficulties, I want that the difficulties menu be interactive and have gravity so I decided to make it in SkScene. Everything works fine except segue between SkScene with dark screen and difficulties menu when user lost the game. I write a protocol which works when I'm going from main menu to second menu but when I'm going from SkScene with game it doesn't. I was trying to make a manual segue but protocol doesn't want to execute.
MyGVViewController code:
import UIKit
import SpriteKit
import GameplayKit
enum skad1 {
case game,menu
}
var skad = skad1.gra
class MyGVViewController: UIViewController, GameViewControllerDelegate {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = SKScene(fileNamed: "Menugame") {
let gameScene = scene as! MySKScene
gameScene.gameViewControllerDelegate = self
gameScene.scaleMode = .aspectFill
gameScene.size = view.bounds.size
// Present the scene
view.presentScene(gameScene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override var prefersStatusBarHidden: Bool {
return true
}
func goback() {
print("goback executed")
let view = self.view as! SKView?
view?.presentScene(nil)
navigationController?.popViewController(animated: true)
}
func goback2() {
print("goback2 executed")
let view = self.view as! SKView?
view?.presentScene(nil)
self.performSegue(withIdentifier: "comeback", sender: nil)
}
}
My SkScene with difficulties menu code:
import GameKit
import SpriteKit
import CoreMotion
protocol GameViewControllerDelegate: class {
func goback()
func goback2()
}
class MySKScene: SKScene {
//Variables
var motionManager: CMMotionManager!
var ball = SKSpriteNode()
var ball1 = SKSpriteNode()
var ball2 = SKSpriteNode()
var ball3 = SKSpriteNode()
var ball4 = SKSpriteNode()
weak var gameViewControllerDelegate: GameViewControllerDelegate?
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if ball.contains(location){
showgame(zakres: 200)
}else if ball1.contains(location){
showgame(zakres: 100)
}else if ball2.contains(location) {
showgame(zakres: 50)
}else if ball3.contains(location) {
showgame(zakres: 150)
}else if ball4.contains(location) {
if skad == .menu{
print("should execut goback")
self.gameViewControllerDelegate?.goback()
}else{
print("should execut goback2")
self.gameViewControllerDelegate?.goback2()
}
}
}
}
func showgame(zakres:Int) {
if let view = self.view {
range = zakres
// Load the SKScene from 'GameScene.sks'
if let scene = SKScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
let gameScene = scene as! GameScene
gameScene.scaleMode = .aspectFill
// Present the scene
gameScene.size = view.bounds.size
view.presentScene(gameScene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
override func didMove(to view: SKView) {
ball = self.childNode(withName: "ball") as! SKSpriteNode
ball1 = self.childNode(withName: "ball1") as! SKSpriteNode
ball2 = self.childNode(withName: "ball2") as! SKSpriteNode
ball3 = self.childNode(withName: "ball3") as! SKSpriteNode
ball4 = self.childNode(withName: "ball4") as! SKSpriteNode
motionManager = CMMotionManager()
motionManager.startAccelerometerUpdates()
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 0
self.physicsBody = border
}
override func update(_ currentTime: TimeInterval) {
if let accelerometerData = motionManager.accelerometerData {
physicsWorld.gravity = CGVector(dx: accelerometerData.acceleration.x * 20, dy: accelerometerData.acceleration.y * 35)
}
}
}
PS.
I'm reading what I wrote and I have to correct it, in difficulties menu I have a button which execute protocol that hide SKScene and show main menu. It works only when I'm going from main menu but when segue is from game when user lost, protocol isn't executed
I recently implemented a scrollView into my GameViewController and it works really well, but the tutorial I looked at had only one scene which was the start up scene (GameScene) rather than a seperate scene which I'm going to be calling "Menu" so I managed to get it to launch the Menu scene rather than the regular "GameScene" but when I go from GameScene to the Menu scene with a button that I implemented in GameScene, the scrollview does not work, but it does show the pictures, but I just can't scroll through them.
My question is how do I get scrollView to work when I use the button (that is in GameScene) to go to the Menu scene?
This is the button (which is In GameScene)
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch: UITouch = touches.first!
let location: CGPoint = touch.locationInNode(self)
let node: SKNode = self.nodeAtPoint(location)
if (node == menubutton) {
let MenuScene = Menu(size: self.size, viewController: viewController)
let transition = SKTransition.flipVerticalWithDuration(0.5)
MenuScene.scaleMode = SKSceneScaleMode.AspectFill
self.scene!.view?.presentScene(MenuScene, transition: transition)
}
Here is my Menu scene:
import Foundation
import SpriteKit
let kMargin: CGFloat = 40
var backButton = SKSpriteNode()
var selectButton = SKSpriteNode()
class Menu: SKScene {
let world2 = SKSpriteNode()
private var imageSize = CGSize.zero
private weak var viewController: GameViewController?
init(size: CGSize, viewController: GameViewController?) {
self.viewController = viewController
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
assert(false, "Use init(size:viewController:)")
super.init(coder: aDecoder)
}
override func didMoveToView(view: SKView) {
physicsWorld.gravity = CGVector.zero
imageSize = SKSpriteNode(imageNamed: "card_level01").size
let initialMargin = size.width/2
let marginPerImage = kMargin + imageSize.width
world2.size = CGSize(width: initialMargin*2 + (marginPerImage * 7), height: size.height)
addChild(world2)
for i in 1...8 {
let sprite = SKSpriteNode(imageNamed: String(format: "card_level%02d", i))
sprite.position = CGPoint(x: initialMargin + (marginPerImage * (CGFloat(i) - 1)), y: size.height / 2)
world2.addChild(sprite)
}
}
override func update(currentTime: NSTimeInterval) {
viewController?.applyScrollViewToSpriteKitMapping()
}
Here is my GameViewController
import UIKit
import SpriteKit
class GameViewController: UIViewController {
var scrollView: UIScrollView!
var contentView: UIView!
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
let skView = view as! SKView
if (skView.scene === Menu.self) {
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
let scene = Menu(size: skView.bounds.size, viewController: self)
scene.scaleMode = .AspectFill
skView.presentScene(scene)
scrollView = UIScrollView(frame: self.view.bounds)
scrollView.delegate = self
scrollView.contentSize = scene.world2.frame.size
view.addSubview(scrollView)
contentView = UIView(frame: CGRect(origin: CGPoint.zero, size: scene.world2.size))
contentView.backgroundColor = UIColor.greenColor().colorWithAlphaComponent(0.2)
scrollView.addSubview(contentView)
applyScrollViewToSpriteKitMapping()
}
}
func applyScrollViewToSpriteKitMapping() {
let origin = contentView.frame.origin
let skPosition = CGPoint(x: -scrollView.contentOffset.x + origin.x, y: -scrollView.contentSize.height + CGRectGetHeight(view.bounds) + scrollView.contentOffset.y - origin.y)
let skView = view as! SKView
if let scene = skView.scene as? Menu {
scene.world2.position = skPosition
}
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return UIInterfaceOrientationMask.Portrait
} else {
return UIInterfaceOrientationMask.All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func shouldAutorotate() -> Bool {
return true
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
extension GameViewController: UIScrollViewDelegate {
}
I recently helped another member with a similar question, check it out it might be helpful to you
How to create a vertical scrolling menu in spritekit?
In my way I am subclassing scroll view and therefore can add it to SKScenes directly rather than the view controllers.
If you want the scrollView on more than 1 SKScene without duplicate code than need to subclass your SKScnenes
class BaseScene: SKScene ...
// Add scroll view
class Menu: BaseScene...
class GameScene: BaseScene ...
As a side note, you shouldn't really reference your viewController in your SKScenes, they shouldn't have to know about each other.
Hello my problem is that when I click on a button to restart my game it will restart, but then if I click on a button that transitions to the MainMenuViewController than the scene will freeze. The interesting thing is that if I restart the game and click on the segue button first it will work properly, but then if I click the restart button the game will then freeze. When clicking on the segue button and it crashes I get the error has no segue with identifier 'GameToMain' when it indeed does work the first time. When I click on the restart game it will just crash with no error. Here is the relevant code for this problem:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let skView = view as! SKView
let scene = GameScene(size: skView.bounds.size)
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = false
//skView.showsPhysics = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
scene.viewController = self
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var viewController: GameViewController!
This is set up in a func that is called when the player loses:
let tryAgain = SKLabelNode(fontNamed: "Chalkduster")
tryAgain.text = "Try Again?"
tryAgain.color = SKColor.yellowColor()
tryAgain.name = "retryLabel"
tryAgain.fontSize = 28
tryAgain.position = CGPoint(x: size.width/2, y: size.height/2)
playerLayerNode.addChild(tryAgain)
let mainMenuTransition = SKLabelNode(fontNamed: "Chalkduster")
mainMenuTransition.text = "Main Menu"
mainMenuTransition.color = SKColor.yellowColor()
mainMenuTransition.name = "mainMenuTransitionSeque"
mainMenuTransition.fontSize = 20
mainMenuTransition.position = CGPoint(x: size.width/2, y: size.height/2 - 60)
playerLayerNode.addChild(mainMenuTransition)
This is how the labels register and react to being tapped
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in (touches ) {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
if (node.name == "retryLabel") {
print("restart")
let gameScene = GameScene(size: self.size)
let transition = SKTransition.doorsCloseHorizontalWithDuration(0.5)
gameScene.scaleMode = SKSceneScaleMode.AspectFill
gameScene.viewController = GameViewController()
self.scene!.view?.presentScene(gameScene, transition: transition)
print("complete Reload")
}
if (node.name == "mainMenuTransitionSeque") {
print("go to main menu")
self.viewController!.performSegueWithIdentifier("GameToMain", sender: self)
print("complete2")
}
I solved the problem with the current code:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let skView = view as! SKView
let scene = GameScene(size: skView.bounds.size)
//skView.showsFPS = true
//skView.showsNodeCount = true
skView.ignoresSiblingOrder = false
//skView.showsPhysics = true
scene.scaleMode = .AspectFill
scene.viewController = self
skView.presentScene(scene)
}
}
In GameScene
var viewController: GameViewController!
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
if (node.name == "retryLabel") {
let skView = view as SKView!
let scene = GameScene(size: skView.bounds.size)
skView.ignoresSiblingOrder = false
scene.scaleMode = .AspectFill
scene.viewController = viewController.self
skView.presentScene(scene)
}
if (node.name == "mainMenuTransitionSeque") {
self.viewController.dismissViewControllerAnimated(false, completion: nil)
print("complete2")
}
}
}
}
So basically to restart the scene I copy and pasted the code from the GameViewController into GameScene so that it would restart the scene exactly, but the key was redeclaring the viewController variable. Then to get to the mainMenu I dismissed the view controller (GameScene) instead of creating a new segue so that I do not keep adding more and more scenes on top of each other.