I am trying to increment a NSNumber every 5 seconds by 1 in Cocos2d but for some reason it isn't working (probably obvious mistake). I am using the update method but I think this may be the wrong place. Currently it is only adding +1 once. I need it to do this every 5 seconds constantly:
-(void) update: (CCTime) delta
{
// Save a string:
NSNumber *anInt = [NSNumber numberWithInt:500];
NSNumber *bNumber = [NSNumber numberWithInt:[anInt intValue] + 1];
NSLog(#"Update Number%#",bNumber);
}
An easy way to run something every 5 seconds would be to:
Create a property storing your number and a timer:
#property (nonatomic, assign) int bNumber;
#property (nonatomic, strong) NSTimer* timer;
Then initialize the number to 500 (I assume based on your example you want it to start at 500) and create the timer:
- (instanceType)init
{
self = [super init];
if (self)
{
self.bNumber = 500;
self.timer = [NSTimer scheduledTimerWithTimeInterval:5.0f
target:self
selector:#selector(incrementScore:)
userInfo:nil
repeats:YES];
}
}
Then create a method that does the increment:
- (void)incrementScore:(NSTimer *)timer
{
self.bNumber++;
NSLog(#"Number = %d", self.bNumber);
}
Don't forget to invalidate the timer when you are done:
- (void)dealloc
{
// If not using arc don't forget super dealloc
[super dealloc];
[self.timer invalidate];
self.timer = nil;
}
That is one way. If you want to use the update method in cocos2d then you need to be keeping track of the accumulated delta. Once that value has reached or exceeded the total number of milliseconds in 5 seconds, then you add 1 to the number. Delta is the number of milliseconds that have passed since the last update. So for example the properties will be:
#property (nonatomic, assign) int bNumber;
#property (nonatomic, assign) CCTime totalDelta;
Then in update you would do the following (there are 1000 milliseconds in a second):
- (void)update:(CCTime)delta
{
const CCTime FiveSeconds = 5000.0f;
self.totalDelta += delta;
if (self.totalDelta >= FiveSeconds)
{
self.totalDelta = 0;
self.bNumber++;
NSLog(#"Number = %d", self.bNumber);
}
}
I hope this helped. What you are trying to do is pretty simply so I recommend brushing up on Obj-C programming before jumping into making games.
I think method [self schedule:#selector(methodName) interval:intervalValue]; is your choice.
Code sample:
```
static CGFloat playTime = 0.0;
#implementation GameScene {
}
-(void)onEnter
{
CCLOG(#"on enter");
[self schedule:#selector(runTimer) interval:5.0];
[super onEnter];
}
-(void) runTimer {
playTime += 1;
}
```
Related
I have a singleton class that I want to run in the background and check for photos to upload. The singleton is initialized from another viewcontroller via
[[EXOImageUploader sharedPhotoUploader] startPhotoUploadCheck];
If I NSLog everything, it appears the singleton is working. I can do other things in the singleton that aren't shown below just fine. The NSTimer just never fires. I have even commented out the line that checks to see if the timer isValid but that doesn't work either.
Any idea on why my Timer is working?
Here is the order that the NSLog's spit out.
sharedPhotoUploader init
doSetup
Timer interval: 1.000000
sharedPhotoUploader singleton
startPhotoUploadCheck
Here is the code.
.h
#interface EXOImageUploader : NSObject
#property (assign) NSTimeInterval timerCheckInterval;
+ (EXOImageUploader *) sharedPhotoUploader;
- (void) startPhotoUploadCheck;
- (void) stopPhotoUploadCheck;
.m
#interface EXOImageUploader ()
#property (nonatomic, strong) NSTimer* timerUpload;
#end
#implementation EXOImageUploader
static EXOImageUploader* _sharedPhotoUploader;
#pragma mark - SINGLETON SETUP
+ (EXOImageUploader *) sharedPhotoUploader {
static EXOImageUploader *sharedPhotoUploader = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedPhotoUploader = [[self alloc] init];
NSLog(#"sharedPhotoUploader singleton");
});
return sharedPhotoUploader;
}
- (id) init {
if (self = [super init]){
NSLog(#"sharedPhotoUploader init");
[self doSetup];
}
return self;
}
- (void) doSetup {
NSLog(#"doSetup");
if (!self.timerCheckInterval) {
self.timerCheckInterval = 1.0f;
}
NSLog(#"Timer interval: %f", self.timerCheckInterval);
}
#pragma mark Public Methods
- (void) startPhotoUploadCheck {
NSLog(#"startPhotoUploadCheck");
//Don't start a new one if this one is running
if (!_timerUpload) {
_timerUpload = [NSTimer timerWithTimeInterval:_timerCheckInterval target:self selector:#selector(checkForPhotosToUpload) userInfo:nil repeats:YES];
}
}
- (void) stopPhotoUploadCheck {
NSLog(#"stopPhotoUploadCheck");
[_timerUpload invalidate];
_timerUpload = nil;
}
Use scheduledTimerWithTimeInterval instead of timerWithTimeInterval.
The docs for timerWithTimeInterval say: "You must add the new timer to a run loop, using addTimer:forMode:".
With the "scheduled" version, that's already done for you.
You are trying to use your timer without initializing it, thus it will be nil and won't fire. Activate your timer like this:
[timerUpload scheduledTimerWithTimeInterval:2.0
target:self
selector:#selector(targetMethod:)
userInfo:nil
repeats:NO];
I am making a game and I need to know if you can make a if statement that makes it like this:
if object.hidden = YES for 5 seconds{
do these things
}
Could someone please tell me if this is possible, and if so how this would work?
Put a timestamp on your object at the time it was hidden. Then convert your test into a "how long has this object been hidden". Pseudocode (since I don't actually have experience with objective C):
if hidden and elapsed time since hidden > 5 seconds:
do stuff
You can use CACurrentMediaTime(), for an accurate time interval.
sample:
CFTimeInterval start = CACurrentMediaTime();
for(int i=0; i<=10000; i++) {
NSLog(#"%i", i);
}
CFTimeInterval elapsed = CACurrentMediaTime() - start;
NSLog(#"elapsedTime : %f", elapsed);
Make sure you've added QuartzCore framework in your traget's settings
You could subclass Object and build that functionality in. Something like:
#interface ObjectSubclass : Object
#property (nonatomic, strong) NSTimer *timer;
#end
#implementation ObjectSubclass
-(void)setHidden:(BOOL)hidden{
[super setHidden:hidden];
if (hidden){
if (self.timer) {
[self.timer invalidate];
}
self.timer = [NSTimer timerWithTimeInterval:5
target:self
selector:#selector(doStuff:)
userInfo:nil
repeats:NO];
[[NSRunLoop currentRunLoop] addTimer:self.timer
forMode:NSDefaultRunLoopMode];
} else {
[self.timer invalidate];
self.timer = nil;
}
}
I want to execute some codes with a time sequence like [5s, 10s, 10s, 20s], which means that it executes the code after 5 seconds, and executes it the second time after 10s. I want to use NSTimer, but I can not figure out how can I do.
My method is a bit simpler to implement.
- (void)startExecute
{
intervals=#[#(5),#(10),#(10),#(20)]; // class member
isExecuting=YES; // class member
[self executeTaskAtIndex:0]; // start first task
}
- (void)executeTaskAtIndex:(NSUInteger)index
{
if (index>=intervals.count || !isExecuting) // no intervals left or reset execution
return;
NSNumber *intervalNumber=intervals[index];
NSTimeInterval interval=intervalNumber.doubleValue;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(interval * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
if(!isExecuting)
return;
// execute your task here
//...
index++;
[self executeTaskAtIndex:index]; // another iteration
});
}
Create a data structure to hold the time intervals, the target and the action to execute:
(untested)
typedef struct {
NSTimeInterval interval;
id target;
SEL selector;
} ScheduledItem;
Then create an array of these items:
static ScheduledItem _schedule[] = {
{ 5.0, someTarget, #selector(someMethod) },
{ 10.0, someTarget, #selector(someMethod) },
{ 15.0, someTarget, #selector(someMethod) }
};
#define NUM_SCHEDULED_ITEMS (sizeof(schedule) / sizeof(schedule[0]))
and then create a timer somewhere to dispatch the work:
#interface MyClass ()
{
NSTimer *_timer;
unsigned _scheduledItem;
}
- (void)_setupTimer;
- (void)_timerFired:(NSTimer *)timer;
#end
#interface MyClass
- (instancetype)init
{
self = [super init];
if (self) {
_scheduledItem = 0;
[self _setupTimer];
}
return self;
}
- (void)_setupTimer
{
_timer = nil;
if (_scheduledItem < NUM_SCHEDULED_ITEMS) {
NSTimeInterval interval = _schedule[_scheduledItem].interval
_timer = [NSTimer scheduledTimerWithTimeInterval:interval
target:self
selector:#selector(_timerFired:)
userInfo:nil
repeats:NO];
}
}
- (void)_timerFired:(NSTimer *)timer
{
id target = _schedule[_scheduledItem].target;
SEL action = _schedule[_scheduleItem].action;
[target performSelector:action withObject:nil];
_scheduledItem++;
[self _setupTimer];
}
You will most probably have to set-up the _schedule array at runtime, as the target won't be available at compile time. If it's always self then you can leave it out of the schedule altogether and if you always call the same selector then you can leave that out too, leaving just an array of time intervals.
I'm trying to create a simple countdown timer app for myself. So far I've figured out how to create the countdown timers with a stop/reset action on them for a single button I've got attached to the timer.
However, I would like to add multiple timers to the same page and I'm not really sure how to do about making extra calls for the timers. Each of the timers would have it's own number to count down from (7 minutes for one, 3 minutes for the other, etc). These are set intervals that the user is not able to change. Google hasn't really worked out for me on how to do this so I'm hoping someone can at least guide me in the right direction. Below is my code snippets:
ViewController.h
#interface ViewController : UIViewController {
IBOutlet UILabel *firstCountdownLabel;
NSTimer *firstCountdownTimer;
bool timerActive;
int secondsCount;
}
- (IBAction)start:(id)sender;
- (void)timerRun;
#end
ViewController.m
#interface ViewController ()
#end
#implementation ViewController
- (void) timerRun {
secondsCount = secondsCount - 1;
int minutes = secondsCount / 60;
int seconds = secondsCount - (minutes * 60);
NSString *timerOutput = [NSString stringWithFormat:#"%2d:%.2d", minutes, seconds];
firstCountdownLabel.text = timerOutput;
if (secondsCount == 0) {
[firstCountdownTimer invalidate];
firstCountdownTimer = nil;
}
}
//- (void) setTimer {
- (IBAction)start:(id)sender {
secondsCount = 420;
if (timerActive == NO) {
timerActive = YES;
self->firstCountdownTimer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(timerRun) userInfo:nil repeats:YES];
}
else {
timerActive=NO;
[self->firstCountdownTimer invalidate];
self->firstCountdownTimer = nil;
}
}
- (void)viewDidLoad
{
[super viewDidLoad];
// [self setTimer];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
Google doesn't help in showing you how to implement original application ideas.
If you want multiple timers, define multiple timer instance variables:
#interface ViewController : UIViewController
{
IBOutlet UILabel *timer1Label;
IBOutlet UILabel *timer2Label;
IBOutlet UILabel *timer3Label;
NSTimer *timer1;
NSTimer *timer2;
NSTimer *timer3;
int timer1Count;
int timer2Count;
int timer3Count;
bool timer1Active;
bool timer2Active;
bool timer3Active;
}
Then create a separate IBAction for each button that starts each of the timers:
- (IBAction)startTimer1:(id)sender
{
timer1Count = 420;
if (timer1Active == NO)
{
timer1Active = YES;
timer1 = [NSTimer scheduledTimerWithTimeInterval:1.0
target:self
selector:#selector(timer1Run:)
userInfo:nil
repeats:YES];
}
else
{
timer1Active=NO;
[timer1 invalidate];
timer1 = nil;
}
}
- (void) timer1Run: (NSTimer*) timer
{
timer1Count -= 1;
int minutes = timer1Count / 60;
int seconds = timer1Count - (minutes * 60);
NSString *timerOutput = [NSString stringWithFormat:#"%2d:%.2d", minutes, seconds];
timer1Label = timerOutput;
if (timer1Count == 0) {
[timer2 invalidate];
timer2 = nil;
}
}
Duplicate the above code for each timer, using "timer2" and "timer3" in place of "timer1". Change the time counts for each one to the desired values. (I changed the names from "firstTimer" to "timer1" because it's easier to edit the code to support multiple timers that way.
I did not write 3 versions of each method for you because you need to figure this out rather than copy & pasting in code that you don't understand.
It would be possible, and require less code, to use the same IBAction method for all your start timer buttons, and have the code check the tag on the button to decide which timer to start.
The code might look like this:
- (IBAction)startTimer1:(id)sender
{
int tag = [sender tag];
switch (tag)
{
case 1: //timer 1
//Put code to start timer 1 here
break;
case 2: //timer 2
//put code to start timer 2 here
break;
}
}
But that might be a bit over your head at the moment.
By the way, forget you ever saw the "self->variable" syntax. it is slower and more error-prone than just referring to the instance variable directly. using object->variable syntax also allows you to access the instance variables of other objects, which is bad practice. You should always use properties to access the instance variables of objects other than yourself.
Also, the timer method should take a single parameter, a timer. I corrected the timer method in the above code.
Create a class as YourTimer with few properties like
NSString *timerLabel;
NSTimer *timer;
NSInteger timerCounter;
Now create an array of YourTimer objects. Then you can access it easily.
This will be modular, maintainable and reusable code, as may be later on you need one more identifier to be with all timers, hence wrap them in one class and use it.
I've created a custom Timer Class with public API allowing access to a property timeLeft, and allowing the calling class to start and pause the timer, as well as a Boolean isTimerPaused.
I need the Timer to be initialized and started, and paused inside of my game loop for various situations. So I've gone ahead with initializing my timer in my game (model) as such:
#define timerDuration 10
self.timer =[[Timer alloc] initWithTimerDurationInSeconds:timerDuration];
Here is a look at my Timer API:
#interface Timer : NSObject
-(id)initWithTimerDurationInSeconds:(NSTimeInterval)duration;
-(void)startTimer;
-(void)pauseTimer;
#property (nonatomic, getter = isTimerPaused)BOOL timerPaused;
#property (nonatomic)NSTimeInterval timeLeft;
#end
and my Timer implementation
#import "Timer.h"
#interface Timer ()
#property (nonatomic)NSTimeInterval timeRemaining;
#property (nonatomic)NSTimeInterval duration;
#property (strong, nonatomic) NSTimer *timer;
#property (strong, nonatomic)NSDate *targetTime;
#end
#implementation Timer
-(id)initWithTimerDurationInSeconds:(NSTimeInterval)duration
{
self = [super init];
if (self)
{
if (duration) _duration = duration;
else NSLog(#"Must Initialize Timer With Duration");
}
return self;
}
-(void)startTimer
{
self.targetTime = [NSDate dateWithTimeIntervalSinceNow:self.duration];
self.timer = [NSTimer scheduledTimerWithTimeInterval:.05 target:self selector:#selector(updateTimerLabel) userInfo:nil repeats:YES];
self.timerPaused = NO;
}
-(void)pauseTimer
{
self.timerPaused = !self.isTimerPaused;
if (self.isTimerPaused)
{
self.timeRemaining = [self.targetTime timeIntervalSinceNow];
[self.timer invalidate];
self.timer = nil;
}
else
{
self.targetTime = [NSDate dateWithTimeIntervalSinceNow:self.timeRemaining];
self.timer = [NSTimer scheduledTimerWithTimeInterval:.05 target:self selector:#selector(updateTimerLabel) userInfo:nil repeats:YES];
}
}
-(void)updateTimeLeft
{
self.timeLeft = [self.targetTime timeIntervalSinceNow];
if (self.timeLeft <=0)
{
[self.timer invalidate];
ago", -timeLeft];
}
}
#end
This all in theory will work great as I can start and stop my timer as needed inside of my game loop, and i can access time left to update my timer UILabel from my Controller.
My issue is this, If the timer were in my controller, I could simply update the label inside of the updateTimeLeft method. With the timer in the model how do I go about refreshing UI Elements continuously. My thought was to have some sort of continuous timer in my controller that would update the UILabel with the timeLeft property from the timer, but that seems inefficient and prone to being slightly inaccurate.
Thanks!
With the timer in the model how do I go about refreshing UI Elements continuously?
Move the timer out of your model. Seriously.
Every graphic representation of MVC you will come across has a nice solid line between the View layer and the Model layer, and there's a reason for that. If the model knows too much about the view, then your application becomes overly data-driven and bloated. The same goes for the opposite. Plug the timer into your controller, and route updates to the model from the controller to prevent any leakage of responsibilities into the wrong parts of your application.