I am making a simple game in SpriteKit, and I am trying to make a main menu using UIKit. I created a View controller for the main menu and a separate one for the game. Whenever the play button is pressed, it switches to the Game view controller, where that then presents the first scene. However, whenever it seems that whenever it attempts to cast the game view controller's UIView to and SKView to be able to present the scene, something fails, and crash report is assembly, which I have no idea how to debug. I believe it is instantiating the game view controller twice, because when I put a println() in the viewWillLayoutSubviews() method, it prints twice. Another post on this said the type was already of SKView during the cast, causing it to fail, in which case that might mean when it triggers twice, it casts once, then tries to cast again and fails. Thanks in advance!
Here is the swift code
import UIKit
import SpriteKit
class MenuViewController: UIViewController {
let background = UIImageView(image: UIImage(named: "background.png"))
let titleImg = UIImageView(image: UIImage(named: "title.png"))
override func viewDidLoad() {
background.frame = self.view.frame
titleImg.frame = CGRectMake(0, 0, self.view.frame.width, 100)
self.view.addSubview(background)
self.view.addSubview(titleImg)
let bp = ButtonPositions(controller: self)
let play = button(bp.playY, named: "playButton.png")
let leader = button(bp.leaderY, named: "leaderButton.png")
let rate = button(bp.rateY, named: "rateButton.png")
play.addTarget(self, action: "playPressed", forControlEvents: UIControlEvents.TouchDown)
leader.addTarget(self, action: "leaderPressed", forControlEvents: UIControlEvents.TouchDown)
rate.addTarget(self, action: "ratePressed", forControlEvents: UIControlEvents.TouchDown)
self.view.addSubview(rate)
self.view.addSubview(leader)
self.view.addSubview(play)
}
func button(y:CGFloat, named name:String!) -> UIButton {
let bp = ButtonPositions(controller: self)
let img = UIImage(named: name)
let b = UIButton(frame: CGRectMake(bp.x, y, self.view.frame.width / 1.5, img.size.height))
b.setImage(img, forState: UIControlState.Normal)
return b
}
func playPressed() {
println("playPressed") //only prints once
changeVC()
}
func changeVC() {
self.presentViewController(GameViewController(), animated: true, completion: nil) //maybe initializing the GameViewController twice for some reason?
}
func leaderPressed() {
}
func ratePressed() {
}
func center() -> CGPoint {
return CGPoint(x: CGRectGetMidX(self.view.frame), y: CGRectGetMidY(self.view.frame))
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
class GameViewController: UIViewController {
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
//prepareGame()
println("test") //this prints twice, even through the button press event is only triggered once
}
func prepareGame() {
let skView = self.view as SKView //crashes here when called
let scene = GameScene(size: self.view.bounds.size)
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
override func shouldAutorotate() -> 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()
}
override func prefersStatusBarHidden() -> Bool {
return false
}
}
I had the same issue. I created my project using the default Swift Game project for iOS which by default created the project for SceneKit, since I want to use SpriteKit and tried casting my new scene to SKView it produced EXC_BAD_ACCESS at the line were I tried to cast. To fix my problem I had to change the Class in the main storyboard to SKView since it was defaulted to SCNView.
Steps I followed to fix:
Select the main storyboard (in my case it was Main.storyboard)
Select the view from the hierarchy under View Controller
Select the Identity inspector tab (Utilities panel on the right)
Under the Custom Class section change the class from SCNView to SKView
After doing this the issue went away.
This is not the most optimal way, but a temporary workaround was to create a new SKView and add it to the view controller's view. I was trying to avoid this because right at start of the scene the fps is around 40, and i see no reason why it shouldn't be 60 when there is nothing on the screen.
EDIT: adding a counter since the method was being called twice also helped with the fps
private var count = 0
private func prepareGame() {
count++
if count == 2 {
let skView = SKView(frame: self.view.frame)
self.view.addSubview(skView)
let scene = GameScene(size: skView.bounds.size)
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
Related
I've been trying this for awhile. The code below is my UIPresentationController. When a button is pressed, I add a dimmed UIView and a second modal (presentedViewController) pops up halfway.
I added the tap gesture recognizer in the method presentationTransitionWillBegin()
I don't know why the tap gesture is not being registered when I click on the dimmed UIView.
I've tried changing the "target" and adding the gesture in a different place. Also looked at other posts, but nothing has worked for me.
Thanks
import UIKit
class PanModalPresentationController: UIPresentationController {
override var frameOfPresentedViewInContainerView: CGRect {
var frame: CGRect = .zero
frame.size = size(forChildContentContainer: presentedViewController, withParentContainerSize: containerView!.bounds.size)
frame.origin.y = containerView!.frame.height * (1.0 / 2.0)
print("frameOfPresentedViewInContainerView")
return frame
}
private lazy var dimView: UIView! = {
print("dimView")
guard let container = containerView else { return nil }
let dimmedView = UIView(frame: container.bounds)
dimmedView.backgroundColor = UIColor.black.withAlphaComponent(0.5)
dimmedView.isUserInteractionEnabled = true
return dimmedView
}()
override init(presentedViewController: UIViewController, presenting presentingViewController: UIViewController?) {
print("init presentation controller")
super.init(presentedViewController: presentedViewController, presenting: presentingViewController)
}
override func presentationTransitionWillBegin() {
guard let container = containerView else { return }
print("presentation transition will begin")
container.addSubview(dimView)
dimView.translatesAutoresizingMaskIntoConstraints = false
dimView.topAnchor.constraint(equalTo: container.topAnchor).isActive = true
dimView.leadingAnchor.constraint(equalTo: container.leadingAnchor).isActive = true
dimView.trailingAnchor.constraint(equalTo: container.trailingAnchor).isActive = true
dimView.bottomAnchor.constraint(equalTo: container.bottomAnchor).isActive = true
dimView.isUserInteractionEnabled = true
let recognizer = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(_:)))
dimView.addGestureRecognizer(recognizer)
container.addSubview(presentedViewController.view)
presentedViewController.view.translatesAutoresizingMaskIntoConstraints = false
presentedViewController.view.bottomAnchor.constraint(equalTo: container.bottomAnchor).isActive = true
presentedViewController.view.widthAnchor.constraint(equalTo: container.widthAnchor).isActive = true
presentedViewController.view.heightAnchor.constraint(equalTo: container.heightAnchor).isActive = true
guard let coordinator = presentingViewController.transitionCoordinator else { return }
coordinator.animate(alongsideTransition: { _ in
self.dimView.alpha = 1.0
})
print(dimView.alpha)
}
override func dismissalTransitionWillBegin() {
guard let coordinator = presentedViewController.transitionCoordinator else {
print("dismissal coordinator")
self.dimView.alpha = 0.0
return
}
print("dismissal transition begin")
coordinator.animate(alongsideTransition: { _ in
self.dimView.alpha = 0.0
})
}
override func containerViewDidLayoutSubviews() {
print("containerViewDidLayoutSubviews")
presentedView?.frame = frameOfPresentedViewInContainerView
// presentedViewController.dismiss(animated: true, completion: nil)
}
override func size(forChildContentContainer container: UIContentContainer, withParentContainerSize parentSize: CGSize) -> CGSize {
print("size")
return CGSize(width: parentSize.width, height: parentSize.height * (1.0 / 2.0))
}
#objc func handleTap(_ sender: UITapGestureRecognizer) {
print("tapped")
// presentingViewController.dismiss(animated: true, completion: nil)
presentedViewController.dismiss(animated: true, completion: nil)
}
}
I can't tell what the frame/bounds of your presentedViewController.view is but even if it's top half has an alpha of 0 it could be covering your dimView and receiving the tap events instead of the dimView - since presentedViewController.view is added as a subview on top of dimView.
You may have to wait until after the controller is presented and add the gesture to its superview's first subview. I've used this before to dismiss a custom alert controller with a background tap. You could probably do something similar:
viewController.present(alertController, animated: true) {
// Enabling Interaction for Transparent Full Screen Overlay
alertController.view.superview?.subviews.first?.isUserInteractionEnabled = true
let tapGesture = UITapGestureRecognizer(target: alertController, action: #selector(alertController.dismissSelf))
alertController.view.superview?.subviews.first?.addGestureRecognizer(tapGesture)
}
Hmm, try using this instead. Let me know how it goes. It works for me.
class PC: UIPresentationController {
/*
We'll have a dimming view behind.
We want to be able to tap anywhere on the dimming view to do a dismissal.
*/
override var frameOfPresentedViewInContainerView: CGRect {
let f = super.frameOfPresentedViewInContainerView
var new = f
new.size.height /= 2
new.origin.y = f.midY
return new
}
override func presentationTransitionWillBegin() {
let con = self.containerView!
let v = UIView(frame: con.bounds)
v.backgroundColor = UIColor.black
v.alpha = 0
con.insertSubview(v, at: 0)
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
v.addGestureRecognizer(tap)
let tc = self.presentedViewController.transitionCoordinator!
tc.animate(alongsideTransition: { _ in
v.alpha = 1
}, completion: nil)
}
#objc func handleTap() {
print("tapped")
self.presentedViewController.dismiss(animated: true, completion: nil)
}
override func dismissalTransitionWillBegin() {
let con = self.containerView!
let v = con.subviews[0]
let tc = self.presentedViewController.transitionCoordinator!
tc.animate(alongsideTransition: { _ in
v.alpha = 0
}, completion: nil)
}
}
I took a look at your project just now. The problem is in your animation controller. If you comment out the functions in your transition delegate object that vend animation controllers, everything works fine.
But just looking at your animation controller, what you wanted to achieve was to have your new vc slide up / slide down. And in fact, you don't even need a custom animation controller for this; the modalTransitionStyle property of a view controller has a default value of coverVertical, which is just what you want I think.
In any case though, you can still use the presentation controller class I posted before, as it has same semantics from your class, just without unnecessary overrides.
Optional
Also just a tip if you'd like, you have these files right now in your project:
PanModalPresentationDelegate.swift
PanModalPresentationController.swift
PanModalPresentationAnimator.swift
TaskViewController.swift
HomeViewController.swift
What I normally do is abbreviate some of those long phrases, so that the name of the file and class conveys the essence of its nature without long un-needed boilerplate.
So HomeViewController and TaskViewController would be Home_VC and Task_VC. Those other 3 files are all for the presentation of one VC; it can get out of hand very quickly. So what I normally do there is call my presentation controller just PC and nest its declaration inside the VC class that will use it (in this case that's Task_VC). Until the time comes where it needs to be used by some other VC too; then it's more appropriate to put it in its own file and call it Something_PC but I've never actually needed to do that yet lol. And the same for any animation controllers ex. Fade_AC, Slide_AC etc. I tend to call transition delegate a TransitionManager and nest it in the presented VC's class. Makes it easier for me to think of it as just a thing that vends AC's / a PC.
Then your project simply becomes:
Home_VC.swift
Task_VC.swift
And if you go inside Task_VC, you'll see a nested TransitionManager and PC.
But yeah up to you 😃.
The dimmedView is behind presented view. You have a couple options to correct that.
First, is allow touches to pass through the top view, it must override pointInside:
- (BOOL) pointInside:(CGPoint)point withEvent:(UIEvent *)event {
for (UIView *subview in self.subviews) {
if ([subview hitTest:[self convertPoint:point toView:subview] withEvent:event]) {
return TRUE;
}
}
return FALSE;
}
Another options is to instead add the gesture recognizer to the presentedViewController.view, instead of the dimmedView. And, if you allow PanModalPresentationController to adopt the UIGestureRecognizerDelegate, and it as the delegate to the recognizer, you can determine if you should respond to touches, by implementing shouldReceive touch:
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldReceive touch: UITouch) -> Bool {
if (touch.view == presentedViewController.view) {
return true
}
return false
}
If you use the second option, don't forget to remove the gesture recognizer in dismissalTransitionWillBegin or dismissalTransitionDidEnd!
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 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.
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
}
Hello my question is simply how to unhide a button in GameScene. I have a segueToMainMenu button that is set up in storyboard.
This is how my GameViewController looks:
#IBOutlet weak var segueToMainMenu: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
let scene = GameScene(size: view.bounds.size)
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = false
scene.scaleMode = .AspectFill
skView.presentScene(GameScene(size: skView.bounds.size))
scene.viewController = self
self.segueToMainMenu.hidden = true
}
I set the button to hidden but now in my game I would like to unhide it when a lose func runs in GameScene since when the button is clicked it segues back to the main menu which is a separate view controller also created in the storyboard. Anything helps thank you.
You either can create a delegate for you scene which will call appropriate method on gameOver and do something like
// in the view controller
func gameSceneDidSendGameOver() {
self.segueToMainMenu.hidden = false
}
//in the scene
var gameOverDelegate : GameOverDelegate?
func gameOver() {
gamOverDelegate?.gameSceneDidSendGameOver()
}
Or do it a little bit of ugly way like:
func gameOver() {
let gvc = self.viewController as GameViewController
gvc.segueToMainMenu.hidden = false
}
Edit: Declaration of the delegate protocol.
protocol GameOverDelegate {
func gameSceneDidSendGameOver()
}
class GameViewController : ViewController, GameOverDelegate {
...
func gameSceneDidSendGameOver() {
self.segueToMainMenu.hidden = false
}
}