I'm building a game that requires levels. These levels, so that they all fit onto one page I have had to add them to a CCScrollView. This view loads automatically, as I have set in the SpriteBuilder App. The CCSrollView has been added in the MainScene.ccb file, and the content node for the scroll view is Level.ccb. What I'm trying do is have a button that is in the Level.ccb that changes the scene/content node to a level which is called Gameplay.ccb. I've tried writing the code to change the scene in the MainScene.m and Level.m files in Xcode. However these bring up an error. I'm still learning to code, so sorry if the question has been asked or has a really easy solution
- (void)levelOne {
CCScene *gameplayScene = [CCBReader loadAsScene:#"Gameplay"];
[[CCDirector sharedDirector] replaceScene:gameplayScene];
}
This piece of code is how i would switch the scene without the scrollview
If you do not understand what my problem is and would like the code send me a message and i will email you the source code
Thanks!
Related
I'm relatively new to iOS development, but I'm having a go at working on some open source code for an old game that used to be pretty popular (Eden World Builder)
I've made quite a lot of progress in cleaning up the codebase, making small changes. But there's an issue I can't seem to fix. Every button in the game will not respond to taps around the edges of the screen. If a button is in the corner of the screen, you will have to tap towards the bottom of the button.
I've tried to move the buttons away from the edges, and they work, but that isn't practical for use. So there's something preventing the edges of the screen from registering button taps for some reason, and it doesn't seem to be anything to do with the button target areas themselves.
One thing I've noticed: This game is currently on the App Store, even though it hasn't been updated since 2015. In the App Store version (Which is built from the same code that I have) the issue doesn't occur. It must be something to do with building it in a newer version of Xcode, right?
Any assistance would be very helpful, this has been frustrating me for weeks now. Thanks
The answer to your first question is most likely either that your button is outside its parent view, or a gesture recognizer is interfering.
If a button extends beyond its parent views boundaries (or any of its higher parents' boundaries), it will still be visible as long as the parent doesn't have clipping enabled. The result is that you will still see the button, but it will only respond when touching the parts that are inside the parent view. You can find this visually by using Xcode View UI Hierarchy found in the Debug Navigator.
If it is gesture recognizers that interfere with your button, there are several solutions that might work. Several are described in the link you got from #Anbu in the comment.
The answer to your second question is that old apps are linked against old frameworks. Even if they run on the latest iOS version, they still pull in older versions of the framework, causing them to (mostly) continue work as before. This is done to keep compatibility with legacy code.
Try adding this to viewDidAppear
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
if let window = view.window,
let recognizers = window.gestureRecognizers {
recognizers.forEach { r in
r.delaysTouchesBegan = false
r.cancelsTouchesInView = false
r.isEnabled = false
}
}
}
I made a game for iOS using SpriteKit.
Now I wanna make also the version for watchOS.
I added a new target and then these files appear to me:
If I delete the sks file and then try to present a swift scene as I did for the iOS game the scene appears empty... So the only thing i could do is leave the scene.sks file as it was.
Can someone kindly explain to me how can to present a new scene.swift file in the interfaceController.swift without using the sks file?
Here is the InterfaceController.swift file that presents the sks scene, but I wanna present my own swift scene.
Best Regards.
exchange the GameScene(filenamed:) with `YourScene(size:).
Your scenes are a subclass of SKView which have their primary initializers... here is the link to the one I showed:
https://developer.apple.com/reference/spritekit/skscene/1520435-init
So (filenamed:) is one initializer (for .sks) and (size:) is another initializer, for not having .sks. These initializers are the exact same kind of initializers you use for all of your own classes.
This just isn't readily apparent, because when you make your own GameScene: SKScene you don't specify initializers (because they are inherited from SKScene that you just subclassed from)
the video below also covers most of the necessary things for SK on AW.. it's timestamped to explain more of what you're doing:
https://youtu.be/REv-w2rBsng?t=1173
the info in the above video is virtually nowhere else that I could find, so I highly recommend you watch it from begin to end.
NOTE:
(last I checked)
Your vanilla SKScenes won't work on the watch, because they lack certain functions (like touchesBegan) because you are no longer using an SKView to present your scene. So, you must use gesture recognizers..
Here explains how to get around that stuff:
TouchEvents in watchOS 3 SpriteKit?
I am generating my levels in SpriteKit via code (in Swift), and its not working out entirely how I'd like. Is there a way to inspect the scene of the simulator at run time. E.g. So I can view how things are being placed outside the visible screen.
Thanks!
Believe me, level editor via code rarely is a good idea. There are exceptions but if you need static levels then you should find another way to defined it.
How can you see your entire scene?
AFAIK you con't with Xcode 7, however you can change how the scene is resize in order to show the full scene inside the view. Depending by the size of your level you can judge whether this is solutions fits your case.
Just open GameViewController.swift and change this
scene.scaleMode = AspectFill
into this
scene.scaleMode = .AspectFit
Now your scene will be compressed to fit the size of the screen. Of course don't forget to restore the original value once you are done.
I work on an app, which scans an image and shows you a 3D-Object or a video on top of the image target. Normal AR-App. For that AR stuff I usw the Vuforia SDK. The problem is, that the Vuforia SDK don't support animated 3D-Objects and for that I use cocos3d.
So I created a basic cocos3d app and included my vuforia stuff for the AR. This works good and the app displays normal 3D-Objects and videos. This was the background, now the problem.
The first view I have is my camera view, which scans the images. If I scan now a specified target, I want to show an animated 3D-Object. For that, I display the cocos3d view on top of the AR-View. The cocos3d view is transparent and is displayed on top of the AR-View (tested this with a simple button in the cocos3d view).
The problem is, that I'am not able to display a animated 3D-Object. I tested some options but none of them worked because I don't really have an idea how to do that. My current code:
CCDirector *director = CCDirector.sharedDirector;
EAGLViewCC *glView = [EAGLViewCC viewWithFrame:[window bounds] pixelFormat:kEAGLColorFormatRGBA8 depthFormat:GL_DEPTH_COMPONENT16_OES];
[director setOpenGLView:glView];
[window addSubview:director.openGLView];
After that I have a layer and add the test scene to my layer (Standard from the example). But than I don't know how to display it. It tried this:
[director pushScene:scene];
but no luck. In the example, they use this code to show the object (viewController is of type "CC3DeviceCameraOverlayUIViewController").
[viewController runSceneOnNode: mainLayer];
Why don't I use the viewController? Because I couldn't get the view transparent. So how do I get the 3D-Object displayed in my view? What do I have to do? Am I completely wrong?
I am using a uiscrollview in my cocos2d project, using modification of some cocos2d files and the great CCScrollView class I got from a SO link. It is working fine but when I move to a next scene, the new scene is not responding to touches (whereas it was working fine before).
I am using iOS 5.1 & cocos2d 2.x.
Any suggestions?
Ok, you need to do this:
[aScrollView removeFromSuperview];
I'm not quite sure why since in the dealloc of CCScrollView you have:
[self removeFromSuperview];
I guess its being retained somehow? Anyway, it works.