UIScrollViewDelegate functions not called - ios

My view seems to scroll when I drag it (the side bars appear and move around), but my delegate functions do not trigger. QUESTION: Why don't the println's in the protocol function ever get called? By way of background, I am trying to re-write https://github.com/bobmoff/ScrollKit in Swift which is why UIView is mixed with SKView, etc.
My log output is:
852.0480.0Finished viewDidLoad
The code is:
import UIKit
import SpriteKit
var kViewTransformChanged = "view transform changed"
var scene = GameScene()
var skView = SKView()
var clearContentView = UIView()
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController: UIViewController, UIScrollViewDelegate {
override func viewDidLoad() {
super.viewDidLoad()
// Configure the view.
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)
var contentSize = skView.bounds.size
contentSize.height *= 1.5
contentSize.width *= 1.5
scene.size = contentSize
println(contentSize.height)
println(contentSize.width)
var scrollView = UIScrollView()
scrollView.frame = skView.frame
scrollView.contentSize = contentSize
scrollView.delegate = self
scrollView.maximumZoomScale = 3
scrollView.minimumZoomScale = 1
scrollView.indicatorStyle = UIScrollViewIndicatorStyle.White
clearContentView.frame = CGRect(origin: CGPointZero, size: contentSize)
clearContentView.backgroundColor = UIColor.clearColor()
scrollView.addSubview(clearContentView)
clearContentView.addObserver(self, forKeyPath: "transform", options: NSKeyValueObservingOptions(), context: &kViewTransformChanged)
skView.addSubview(scrollView)
//
println("Finished viewDidLoad")
}
func viewForZoomingInScrollView() -> UIView? {
println("entering viewForZoomingInScrollView function")
return self.view
}
func scrollViewDidScroll() {
println("entering scrollViewDidScroll function")
adjustContent()
}
// NOT SURE ABOUT THIS FUNCTION
func adjustContent() {
println("entering adjustContent function")
NSLog("?")
var scrollV = self.view as UIScrollView
scene.setScale(scrollV.zoomScale)
scene.position = scrollV.contentOffset
}
func scrollViewDidZoom() {
println("entering scrollViewDidZoom function")
adjustContent()
}
func scrollViewDidTransform() {
println("entering scrollViewDidTransform function")
adjustContent()
}
func scrollViewDidEndZooming() {
println("entering scrollViewDidEndZooming function")
adjustContent()
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}

Your UIScrollViewDelegate function implementations do not match the declarations in the documentation. Specifically, you're missing the UIScrollView parameter.
For example, this:
func scrollViewDidScroll() {
println("entering scrollViewDidScroll function")
adjustContent()
}
should be:
func scrollViewDidScroll(scrollView: UIScrollView) {
println("entering scrollViewDidScroll function")
adjustContent()
}

Related

iCarousel in Sprite Kit

Explanation
I'm trying to build a character selection menu similar to Crossy Road's one (as you can see here). So I found this iCarousel, which would help me with all of it, but everything I read talk about implementing it to a ViewController, which isn't my case. I'm using GameScene and I didn't found anything talking about it. Is there anyway I could implement it to my game? or even another effect similar to the character selection menu I mentioned above?
Attempt (beyowulf)
You can download it here.
GameScene.swift
import SpriteKit
class GameScene: SKScene {
var show = SKSpriteNode()
var hide = SKSpriteNode()
func showCharPicker(){
NSNotificationCenter.defaultCenter().postNotificationName("showCharPicker", object: nil)
}
func hideCharPicker(){
NSNotificationCenter.defaultCenter().postNotificationName("hideCharPicker", object: nil)
}
override func didMoveToView(view: SKView) {
/* Setup your scene here */
print("didMoveToView")
show = SKSpriteNode(imageNamed: "show")
show.anchorPoint = CGPointZero
show.position = CGPointZero
addChild(show)
hide = SKSpriteNode(imageNamed: "hide")
hide.anchorPoint = CGPointZero
hide.position = CGPoint(x: self.frame.width / 2 - hide.frame.width / 2, y: 0)
addChild(hide)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches{
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if node == show{
print("show")
showCharPicker()
}
else if node == hide{
print("hide")
hideCharPicker()
}
}
}
}
GameViewController.swift
import UIKit
import SpriteKit
class GameViewController: UIViewController, iCarouselDataSource, iCarouselDelegate{
var squaresArray : NSMutableArray = NSMutableArray()
#IBOutlet weak var carousel: iCarousel!
deinit{
NSNotificationCenter.defaultCenter().removeObserver(self)
}
func showCarousel(){
self.carousel.hidden = false
}
func hideCarousel(){
self.carousel.hidden = true
}
override func viewDidLoad(){
super.viewDidLoad()
// Configure iCarousel
carousel.dataSource = self
carousel.delegate = self
carousel.type = .CoverFlow
carousel.reloadData()
self.carousel.hidden = true
// Register showCarousel and hideCarousel functions
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(self.showCarousel), name: "showCharPicker", object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(self.hideCarousel), name: "hideCharPicker", object: nil)
// Configure view
let skView = SKView()
self.view.insertSubview(skView, belowSubview: self.carousel)
skView.frame = self.view.bounds
// Additionals
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
// Configure scene
let scene = GameScene(size:self.view.bounds.size)
scene.scaleMode = .ResizeFill
scene.size = self.view.bounds.size
skView.presentScene(scene)
}
//iCarousel
override func awakeFromNib(){
super.awakeFromNib()
squaresArray = NSMutableArray(array: ["square1","square2","square3"])
}
func numberOfItemsInCarousel(carousel: iCarousel) -> Int{
return squaresArray.count
}
func carousel(carousel:iCarousel, didSelectItemAtIndex index:NSInteger){
//self.hideCarousel()
}
func carousel(carousel: iCarousel, viewForItemAtIndex index: Int, reusingView view: UIView?) -> UIView{
var itemView: UIImageView
if (view == nil){
itemView = UIImageView(frame:CGRect(x:0, y:0, width:200, height:200))
itemView.contentMode = .Center
}
else{
itemView = view as! UIImageView;
}
itemView.image = UIImage(named: "\(squaresArray.objectAtIndex(index))")
return itemView
}
func carousel(carousel: iCarousel, valueForOption option: iCarouselOption, withDefault value: CGFloat) -> CGFloat{
if (option == .Spacing){
return value * 2
}
return value
}
}
What's happening:
Thanks in advance,
Luiz.
You can use NSNotifications to show your character picker. You just need to observe the notifications posted by your SKScene. Your viewDidLoad should look something like:
override func viewDidLoad(){
super.viewDidLoad()
carousel.type = .CoverFlow
carousel.reloadData()
let spriteKitView = SKView()
spriteKitView.frame = self.view.bounds
self.view.insertSubview(spriteKitView, belowSubview: self.carousel)
spriteKitView.showsFPS = true
spriteKitView.showsNodeCount = true
spriteKitView.ignoresSiblingOrder = true
self.gameScene = GameScene(size:self.view.bounds.size)
self.gameScene.scaleMode = .AspectFill
self.gameScene.imageName = self.images[0] as! String
self.carousel.hidden = true
spriteKitView.presentScene(self.gameScene)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(self.showCarousel), name: gameScene.kShowNotification, object: nil)
}
You'll want to implementing carousel(carousel:iCarousel, didSelectItemAtIndex index:NSInteger) so you know what is selected, and so you can return to game play. For example:
func carousel(carousel:iCarousel, didSelectItemAtIndex index:NSInteger)
{
self.gameScene.imageName = self.images[index] as! String
self.hideCarousel()
}
You also need to remove observing before your view controller is deallocated.
deinit
{
NSNotificationCenter.defaultCenter().removeObserver(self)
}
Your SKScene can then post a notifications:
import SpriteKit
class GameScene: SKScene {
var imageName = "square1"{
didSet{
self.hidden = false
self.childNode.texture = SKTexture(imageNamed: imageName)
}
}
let kShowNotification = "showPicker"
var childNode = SKSpriteNode()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.childNode = SKSpriteNode(imageNamed: imageName)
self.childNode.anchorPoint = CGPointZero
self.childNode.position = CGPointZero
self.addChild(self.childNode)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.showCharPicker()
}
func showCharPicker()
{
self.hidden = true
NSNotificationCenter.defaultCenter().postNotificationName(kShowNotification, object: nil)
}
}
If you want to change hit detection, you need to subclass the view for which you need it to change. This case your iCarousel view.
You can then either override hitTest or pointInside. I've created an iCarousel subclass and overrode pointInside to only return true when the point is inside one of the carousel's contentView's subviews.
class CarouselSubclass: iCarousel {
override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
var inside = false
for view in self.contentView.subviews
{
inside = CGRectContainsPoint(view.frame, point)
if inside
{
return inside
}
}
return inside
}
}
You need to remember to change the class of your carousel in interface builder and update your outlet as well.

SpriteKit, Swift 2.0 - ScrollView Missing from Scene Startup via Button

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.

Halt when presenting ViewController with SKScene

EDIT: OK, so this happens even with an empty SpriteKit scene!
What could be wrong here??
Why does iOS need 2 seconds to display SpriteKit scene??
EDIT 2: First time i click on tab bar to display view controller with SKScene it displays immediately, but every next time i try to navigate back to this view controller it will take it 2 seconds to display!
I have a a tab bar controller in my app with multiple different viewControllers.
One of them contains a SpriteKit scene, with a couple of nodes, 5 of them, nothing too heavy.
In simulator everything is fine, but when testing on the device i noticed that sometime there is a big halt ( around 2 seconds! ) when changing to ViewController with the SpriteKit scene.
Other times there is no halt and view is displayed immediately.
Now, i know there must be something I'm doing wrong here, because iOS should definitely be able to handle this.
This is my viewDidLoad function inside the viewController with the spriteKit scene:
override func viewDidLoad() {
super.viewDidLoad()
if let scene = MyScene(fileNamed:"MyScene") {
// Configure the view.
scene.switchView = switchView
let parentNode = scene.childNodeWithName("WholeObject") as! SKSpriteNode
let contentNode = scene.childNodeWithName("CenterNode") as! SKSpriteNode
addPhotoToFrame(contentNode, photoName: "woman", maskName: "circleMask")
let node1 = parentNode.childNodeWithName("node1") as! SKSpriteNode
addPhotoToFrame(zealNode1, photoName: "motherCircleImage", maskName: "circleMaskSmall")
let node2 = parentNode.childNodeWithName("node2") as! SKSpriteNode
addPhotoToFrame(zealNode2, photoName: "hairstylistCircleImage", maskName: "circleMaskSmall")
let node3 = parentNode.childNodeWithName("node3") as! SKSpriteNode
addPhotoToFrame(zealNode3, photoName: "dietCircleImage", maskName: "circleMaskSmall")
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)
}
}
hi deloki i created a new project in swift and come with a solution its working fine on device..... check out my code
here is my GameViewController which call GameScene
import UIKit
import SpriteKit
extension SKNode {
class func unarchiveFromFile1(file : String) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController: UIViewController {
var skView:SKView!
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile1("GameScene") as? GameScene {
// Configure the view.
let graphRect:CGRect = CGRectMake(0, 0, self.view.frame.width, self.view.frame.height)
skView = SKView();
skView.frame=graphRect
skView.showsFPS = true
skView.showsNodeCount = true
self.view.addSubview(skView)
/* 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)
let delayTime = dispatch_time(DISPATCH_TIME_NOW, Int64(3 * Double(NSEC_PER_SEC)))
dispatch_after(delayTime, dispatch_get_main_queue()) {
let s2=GameViewController1();
self.presentViewController(s2, animated: true, completion: { () -> Void in
//
})
}
}
}
override func viewDidDisappear(animated: Bool) {
if((skView) != nil)
{
skView .removeFromSuperview();
skView=nil;
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
here is my GameViewController1 which call MyScene1
import UIKit
import SpriteKit
extension SKNode {
class func unarchiveFromFile(file : String) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController1: UIViewController {
var skView:SKView!
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("MyScene1") as? GameScene {
// Configure the view.
let graphRect:CGRect = CGRectMake(0, 0, self.view.frame.width, self.view.frame.height)
skView=SKView()
skView.frame=graphRect
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
self.view.addSubview(skView)
skView.presentScene(scene)
let delayTime = dispatch_time(DISPATCH_TIME_NOW, Int64(3 * Double(NSEC_PER_SEC)))
dispatch_after(delayTime, dispatch_get_main_queue()) {
let s2=GameViewController();
self.presentViewController(s2, animated: true, completion: { () -> Void in
//
})
}
}
}
override func viewDidDisappear(animated: Bool) {
if((skView) != nil)
{
skView .removeFromSuperview();
skView=nil;
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
creating SKview from storyboard i just created it from programmitically and every 2 second i am switching from one view to another and its working fine on all device but one thing i used Xcode 6.4 and ios9
you can download link from http://www.filedropper.com/tryit
I have no idea what triggers the issue but pausing before the view disappeared fixed it for me.
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.contentView.paused = false
}
override func viewWillDisappear(animated: Bool) {
super.viewWillDisappear(animated)
self.contentView.paused = true
}

App does not fill up device screen, nor does launch screen autorotate

I have two problems that I suspect are inter related.
I have a universal app that supports both landscape orientations. My app launches up (with an interface builder launch screen), and then a SKScene is displayed. I have three big problems.
On ipads, and only on iPads (iOS 8, or 9) when the app loads up, all the images are missing from it leaving only the text. Furthermore the display area for the launch screen is about a centimeter smaller then the actual device display. This is not a problem on iPhones
On ipads, and only on iPads (iOS 8, or 9) for some reason the entire app happens with a border around it. The area on the screen my app occupies is smaller then the actual device. This is not a problem on iPhones.
My app is set to auto rotate inside of the "shouldAutoRotate()" function. However I can not get the launch screen to launch in the proper orientation.
I suppose you might be interested to see the following things:
Excerpts from viewController:
import UIKit
import SpriteKit
import AVFoundation
import GameKit
import CoreData
import iAd
extension SKNode {
class func unarchiveFromFile(file : String) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController: UIViewController, SceneTransitionDelegate, GKGameCenterControllerDelegate, ADBannerViewDelegate {
var audioPlayers:[AVAudioPlayer] = []
var sounds:[NSURL] = []
var nextSongDelay:NSTimer = NSTimer()
var currentSong:AVAudioPlayer = AVAudioPlayer()
var disp:CGFloat = 0
var starget:String = "HI"
var soundEffects:[AVAudioPlayer] = []
var rwidth:CGFloat = 0
var rheight:CGFloat = 0
var skView:SKView { return view as! SKView }
//var skView:SKView { return view as! SKView }
var iadp:Bool = false
var ar:Bool = true
var uord:Bool = false
override func viewDidLoad() {
super.viewDidLoad()
theEssence = self
launchAudio()
//mediumRectAdView!.delegate = self;
let defaults = NSUserDefaults.standardUserDefaults()
if (isAppAlreadyLaunchedOnce() == false)
{
defaults.setBool(false, forKey: "player")
}
if (defaults.boolForKey("Toothachepunlockiad") == true)
{
s_manualoverride.self = true
iAdBanner.hidden = true
}
// Configure the view.
let skView = self.view as! SKView
//skView.showsFPS = true
//skView.showsNodeCount = true
skView.showsPhysics = false
delli = self
authenticateLocalPlayer()
iAdBanner.frame = CGRectMake(0, self.view.frame.size.height, self.view.frame.width, 50)
iAdBanner.delegate = self
bannerVisible = false
iAdBanner.hidden = false
ar = true
self.shouldAutorotate()
transitionToScene(Menu.self)
}
//SceneTransitionDelegate method
func transitionToScene(sceneClass:Scene.Type) {
playing = false
var sizeRect = UIScreen.mainScreen().applicationFrame
var width = sizeRect.size.width
var height = sizeRect.size.height
let skView = self.view as! SKView
let scene = sceneClass(size: skView.bounds.size)
scene.size = CGSizeMake(width, height)
rwidth = width
rheight = height
swidth = width
sheight = height
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
scene.sceneDelegate = self
skView.presentScene(scene)
}
func transitionToScene(sceneClass: Scene.Type, transitionAnimation: SKTransition)
{
playing = false
var sizeRect = UIScreen.mainScreen().applicationFrame
var width = sizeRect.size.width
var height = sizeRect.size.height
let skView = self.view as! SKView
let scene = sceneClass(size: skView.bounds.size)
scene.size = CGSizeMake(width, height)
rwidth = width
rheight = height
swidth = width
sheight = height
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
scene.sceneDelegate = self
skView.presentScene(scene, transition: transitionAnimation)
}
override func shouldAutorotate() -> Bool {
return ar
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
if (playing == true)
{
println("MEMORY WARNING WE ARE DIEING")
//fatalError("MEMORY WARNING WE AARE ALL GOING TO DIE")
}
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
if(bannerVisible == false) {
// Add banner Ad to the view
if(iAdBanner.superview == nil) {
self.view.addSubview(iAdBanner)
}
// Move banner into visible screen frame:
UIView.beginAnimations("iAdBannerShow", context: nil)
banner.frame = CGRectOffset(banner.frame, 0, -banner.frame.size.height)
UIView.commitAnimations()
bannerVisible = true
}
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
if(bannerVisible == true) {
// Move banner below screen frame:
UIView.beginAnimations("iAdBannerHide", context: nil)
banner.frame = CGRectOffset(banner.frame, 0, banner.frame.size.height)
UIView.commitAnimations()
bannerVisible = false
}
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
// Configure the view.
let skView = self.view as! SKView
skView.paused = true
return true
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
let skView = self.view as! SKView
skView.paused = false
}
}
Some things I have recently done that could have triggered this:
Added fabric crash reports
Added auto rotation to it
I had similar problem on iPhone 6 Plus. Reason for that was missing loading images of that device's display size. Check whether you have loading image of all required sizes and orientations. As you can see in the picture, Xcode tells you what size particular image should be. Hope this will fix your issue.

How to stop an ad banner resizing the frame in Swift

I have almost completed a game for IOS in Swift and am having an issue with my banner. I managed to find some code to stop it resizing the view frame, but now it seems to resize completely randomly; sometimes not resizing (as desired) sometimes resizing as is default.
extension SKNode {
class func unarchiveFromFile(file : String) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController: UIViewController, ADBannerViewDelegate {
let gameCenterPlayer = GKLocalPlayer.localPlayer()
var bannerView:ADBannerView?
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// Configure the view.
let 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
NSNotificationCenter.defaultCenter().addObserver(self, selector: "updateNoAds:", name: "noAdsID", object: nil)
skView.presentScene(scene)
}
// disabling ads if no-ads is purchased
if bannerAdsOff != true {
self.canDisplayBannerAds = true
} else {
self.canDisplayBannerAds = false
}
bannerView = ADBannerView()
bannerView?.delegate = self
bannerView?.frame = CGRectZero
bannerView?.backgroundColor = UIColor.clearColor()
bannerView!.frame = CGRectMake(0, self.view.frame.size.height - self.bannerView!.frame.size.height, self.bannerView!.frame.size.width, self.bannerView!.frame.size.height)
bannerView?.hidden = true
view.addSubview(bannerView!)
}
func updateNoAds(notification: NSNotification) {
self.canDisplayBannerAds = false
println("turning can Display banner ads off")
self.bannerView?.hidden = true
println("bannerview hidden = \(self.bannerView?.hidden)")
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
if bannerAdsOff != true {
self.bannerView?.hidden = false
}
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
return willLeave
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
self.bannerView?.hidden = true
}
}
I have read somewhere that it has to do with the canDisplayBannerAds setting, but if I change that to false, it just means no ads are shown at all.
I'm hoping to release tomorrow and would really like to have this fixed for the release :)
Here is some working code for you that just worked for me. This does not need self.candisplaybannerads = true as I had some issues with that. The ad automatically changes the size according to the screen size and is located at the bottom of the screen. In my spritkit game it did not resize the scene.
import iAd
class viewController: UIViewController, ADBannerViewDelegate {
var AdBanner = ADBannerView()
override func viewDidLoad() {
super.viewDidLoad()
/* Ad Banner Settings */
AdBanner = ADBannerView()
AdBanner.frame = CGRectZero
AdBanner.delegate = self
self.AdBanner.frame = CGRectMake(0, self.view.frame.size.height-self.AdBanner.frame.size.height, self.AdBanner.frame.size.width, self.AdBanner.frame.size.height)
AdBanner.backgroundColor = UIColor.clearColor()
self.view .addSubview(AdBanner)
}
/* All iAd Functions */
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
/* whatever you need */
return true
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
/* whatever you need */
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
AdBanner.hidden = false
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
NSLog("Error Loading Ad")
/* whatever you need */
AdBanner.hidden = true
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
/* whatever you need */
}

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