Cocos2d v3 modal pause view implementation - ios

I am trying to make my pause screen in my game. I am using the framework Cocos2d V3 RC4 in IOS and XCODE and SpriteBuilder. I read a lot of post and i think that i have two aproachs posible:
1º Push a total scene foward the main scene. (THIS WORK FINE TO ME)
In the MAIN SCENE i call this to pause the game
CCScene *pausa = [CCBReader loadAsScene:#"Pausa"];
[[CCDirector sharedDirector] pushScene:pausa];
and then in the Pause class i call this to pop the pause scene and take back the Main scene:
[[CCDirector sharedDirector] popScene];
2º Take a CNode in front of the MAIN SCENE, making it with transparency, opaque, and disableing the main scene touch, animations, actions, etc… (THIS DOESN’t WORK FOR ME AND I WHANT THIS !!!)
I doit in this way:
In the main Scene:
CCScene *pausa = [CCBReader loadAsScene:#"Pausa"];
[self addChild:pausa];
AND I TRY with ALL THIS METHODS:
// [self unscheduleAllSelectors];
// [self stopAllActions];
// [self setPaused:TRUE];
// [self setUserInteractionEnabled:FALSE];
The node is added but Have not Touch exclusively… The Node that is behind I can touch it…
I try olso with :
[[CCDirector sharedDirector] pushScene:pausa];
(in the main scene) with result obviosly bad, and i try with
[self setExclusiveTouch:TRUE];
in the pause didLoadFromCCB method but also I cant make it have a Exclusive touch. i Can STILLPRESS buttons and sprites from the back Node…
What I am doing Wrong, And how is the correct code/aproach tu use to handle a pause node like I want for method 2??
Resuming... I only want a Modal Window... (like in zk framework, in java, the Window (CNode in Cocos2d) come in front and the background keep disabled and in grey)
Thanks for read and hope someone can help

Here is my implementation from a game that I am doing
- (void) pauseGame
{
CCLOG(#"Pause game");
_contentNode.paused = YES;
_contentNode.userInteractionEnabled = NO;
_gamePausedNode = (GamePausedNode *)[self loadCCBWithNameAndPositionInCenter:#"PausedNode"];
[self addChild:_gamePausedNode];
}
gamePausedGame is a CCNode, but it could be CCSprite as well. It is not actually a CCScene, nor is it loaded by one because a modal view like this is not really a scene.
You usually want to group the CCNode objects together in one CCNode like my _contentNode so you can pause them with one click.
Update : I have edited the code to the bare minimals

CCPhysicsNode *_physics;
_physics.paused = true;// It will pause your game but not actions.
_physics.paused = false;// It will resume your spinning and falling of sprites while button is pressable like during pause game.

Related

cocos2d-js game iOS Crash when enter the game at the second time

We are using cocos2d-js to develop an iOS App which can launch different games. So I add an button in the native app viewcontroller and start the game by clicking the button, just like this:
-(void)didClickGame2Btn:(id)sender
{
//加载游戏
cocos2d::Application *app = cocos2d::Application::getInstance();
// Initialize the GLView attributes
app->initGLContextAttrs();
cocos2d::GLViewImpl::convertAttrs();
// Use RootViewController to manage CCEAGLView
RootViewController *rootViewController = [[RootViewController alloc] init];
rootViewController.wantsFullScreenLayout = YES;
[self.navigationController presentViewController:rootViewController animated:YES completion:^{
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView((__bridge void *)rootViewController.view);
cocos2d::Director::getInstance()->setOpenGLView(glview);
NSString *documentDir = [SEGetDirectories dirDoc];
NSString *wPath = [NSString stringWithFormat:#"%#/GameData/Game2",documentDir];
NSLog(#"document------:%#",documentDir);
std::vector<std::string> searchPathList;
searchPathList.push_back([wPath UTF8String]);
cocos2d::FileUtils::getInstance()->setSearchPaths(searchPathList);
//run the cocos2d-x game scene
app->run();
}];
[[UIApplication sharedApplication] setStatusBarHidden:true];
}
the rootViewController contains the game view. And then we add an button in the game, which is used to exit the game. The click event code of the exit game button likes:
//exit the game and close the view controller
gameEndCallBack:function(sender){
cc.log("director end............");
cc.director.end();
var ojb = jsb.reflection.callStaticMethod("ViewControllerUtils", "dismissCurrentVC");
}
We use the reflection to dismiss the rootViewController:
+(void)dismissCurrentVC
{
UIViewController *currentVC = [ViewControllerUtils getCurrentVC]; //这里获取最顶层的viewcontroller
[currentVC dismissViewControllerAnimated:YES completion:^{
NSLog(#"xxx");
}];
}
Everything is ok when the first time to enter the game, but after dismissing the rootViewController, we try to enter the game again, it crash.
The crash line is in the ScriptingCore::runScript metod and executing the code:
evaluatedOK = JS_ExecuteScript(cx, global, *script, &rval);
And the crash info is "exc_bad_access".
It is much the same problem as this topic, but the approaches in it did not solve the problem.
http://discuss.cocos2d-x.org/t/how-to-destroy-a-cocos-game-on-ios-completely/23805
This problem has been confusing me serveral days, I have no solution for this. Can anyone give me some help?
You can make the app to support multiple games with in the app.
All you have done is required but in addition to that please follow the below instructions.
First of all, cocos provide a singleton instance of cocos2d::Application that can not be restarted again especially in iOS. So the approach of ending the Director cc.director.end(); won't help you.
You should start the application only once by using the function call cocos2d::Application::getInstance()->run(); and next time if you want to start the game layer, you should not call this method again.
Instead, just pause cocos2d::Director::getInstance()->pause(); and resume cocos2d::Director::getInstance()->resume(); the director when you want to stop the game.
In this approach, if you dismiss/dealloc the view-controller instance then you should create the glview cocos2d::GLView instance again without calling the run method.
One more problem is, take care of the delay in loading the new scene. GLView will display the previous game scene for a while. Do a work around that will show blank screen while the new scene is ready.
Hope this will help you.

Can't show the scene second time in Cocos3D

I have a viewController with cocos scene which I push in my navigation controller. In this view controller I have this methods:
-(void) viewDidLoad
{
[super viewDidLoad];
[_cc3FrameView addSubview: [self createGLView]];
CC3Backgrounder.sharedBackgrounder.shouldRunTasksOnRequestingThread = YES;
}
- (void) viewWillAppear:(BOOL)animated
{
if (!sceneInitialized) {
sceneInitialized = YES;
[CCDirector.sharedDirector runWithScene: [[self makePanoramaScene] asCCScene]];
} else {
[CCDirector.sharedDirector resume];
}
[CCDirector.sharedDirector startAnimation];
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[[self runningPanoramaScene] sceneWillShow];
});
}
-(AxPanoramaScene *)runningPanoramaScene
{
CCScene *scene = [CCDirector.sharedDirector runningScene];
AxPanoramaLayer *panoramaLayer = [scene.children lastObject];
AxPanoramaScene *panoramaScene = (AxPanoramaScene *)panoramaLayer.cc3Scene;
return panoramaScene;
}
-(void)viewWillDisappear:(BOOL)animated
{
[CCDirector.sharedDirector pause];
}
While I push this controller - everything is working, but when I pop this controller and push it again - I got the bright pink screen and continuos messages in log:
2014-12-12 19:30:06.447 UniversalMapExample[2262:258353] cocos2d: animation started with frame interval: 60.00
2014-12-12 19:30:06.452 UniversalMapExample[2262:258353] cocos2d: surface size: 768x973
OpenGL error GL_INVALID_OPERATION detected at -[CCES2Renderer resizeFromLayer:] 161
2014-12-12 19:30:06.452 UniversalMapExample[2262:258353] Failed to make complete framebuffer object 0x8219
2014-12-12 19:30:06.453 UniversalMapExample[2262:258353] cocos2d: surface size: 768x973
OpenGL error GL_INVALID_OPERATION detected at -[CCES2Renderer resizeFromLayer:] 161
2014-12-12 19:30:06.453 UniversalMapExample[2262:258353] Failed to make complete framebuffer object 0x8219
OpenGL error GL_INVALID_OPERATION detected at -[CCRenderer(NoARCPrivate) setRenderState:] 232
OpenGL error GL_INVALID_OPERATION detected at -[CCRenderer(NoARCPrivate) setRenderState:] 232
OpenGL error GL_INVALID_OPERATION detected at -[CCRenderer(NoARCPrivate) setRenderState:] 232
OpenGL error GL_INVALID_OPERATION detected at -[CCRenderer(NoARCPrivate) setRenderState:] 232
[***GL ERROR***] GL_INVALID_VALUE: Numeric argument is out of range from glUseProgram(15).
[***GL ERROR***] GL_INVALID_OPERATION: Operation not allowed in current state from glUniform3fv(7, 4, (0.329, 0.944, 0.000)) setting u_cc3LightSpotDirectionModel.
[***GL ERROR***] GL_INVALID_OPERATION: Operation not allowed in current state from glUniformMatrix4fv(12, 1, GL_FALSE,
[0.021050, -0.007339, -0.000000, 0.210503
0.000000, -0.000000, 0.017596, -0.977556
0.005937, 0.017031, 0.000000, -0.660065
0.005926, 0.016997, 0.000000, 1.339256]) setting u_cc3MatrixModelViewProj.
How to correctly push the controller with cocos scene several times? I changed the example from cocos sources to this code. What am I doing wrong here? Please, note - that my controller is not CCDirector - it just contains a view with Cocos scene - the realization is like CC3DemoMultiScene. Thanks!
Remember that the CCDirector is a UIViewController, but it is also a singleton, which give it some unique nuances.
For example, you seem to be invoking the createGLView method every time you want to replace your controller. If it follows the CC3DemoMultiScene design, this will try to recreate another CCGLView before the old one has been released from the CCDirector singleton.
It's generally best to treat the CCDirector and the CCGLView that you create for it as a self-contained reusable unit. As you pop the containing controller, leave everything as is, and simply add and remove the CCGLView from the view hierarchy each time.
...Bill
This is a copy/paste from my blog where I covered a similar issue. The only difference is that I wanted full UIKit integration. I did have the problem where the 2nd time through. Perhaps it will help you.
http://www.notthepainter.com/full-cocos2d-uikit-integration/
I was working on a cocos2d based tapping game and I wasn’t able to run my game twice. It was clear that I wasn’t shutting the 1st game down correctly or building the 2nd game correctly, or both!
There are a lot of tutorials on the web out there teaching you how to add UIKit buttons to your Cocos2D app, or how to launch Cocos2D from your UIKit based app. But I needed to do both. I wanted a UIViewController under my game and UIKit widgets on top of my game. I spent a lot of time reading and this is what I came up with.
First, building the Xcode project was a nightmare. I eventually used the cocos2d/box2d template and then ripped out the files I didn’t needed, and added all my original files back in. The AppDelegate.m file looks just like a non-cocos2d app should look. This goes against the grain of many of the tutorials which advise you to build your cocos2d environment in the AppDelegate. I struggled with that, didn’t have luck for most of a Friday and then on Monday I put in a Cocos2DSingleton and it pretty much ran first time.
Here is my GameViewController’s viewDidLoad method:
- (void)viewDidLoad
{
[super viewDidLoad];
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:NO];
TTCocos2DSingleton *shared = [TTCocos2DSingleton sharedCocos2D];
CCGLView *glView = [shared currentGLView];
[self.view insertSubview:glView atIndex:1];
}
There are a view things to note. GameViewController has game UIButtons, score UILabels, and other game type of UI widgets. This lets me do a lot of the game controls in Interface Builder, not laying them out by hand. Notice I hide the status bar since the game is full-screen.
I get my cocos2d instance via the singleton, get its glView and insert this into the GameViewController’s view at index 1. This puts it below all the game controls. I’ll show you the sharedCocos2D method later, lets look at viewWillAppear.
- (void) viewWillAppear:(BOOL)animated
{
if(![[CCDirector sharedDirector] runningScene]){
CCScene *scene = [MyGameLayer scene];
myGame = [MyGameLayer node];
myGame.delegate = self;
[scene addChild: myGame];
[[CCDirector sharedDirector] runWithScene:scene];
} else {
// we have a scene already, replace the original to get a new game
[[CCDirector sharedDirector] startAnimation];
CCScene *scene = [MyGameLayer scene];
myGame = [MyGameLayer node];
myGame.delegate = self;
[scene addChild: myGame];
[[CCDirector sharedDirector] replaceScene:scene];
}
}
Notice how we treat the first run differently from the second run. For the second, and subsequent runs, we replace the scene with a new one. This avoids all “restarting” problems. Also notice that I set a delegate. I use a delegate protocol to communicate between my game layer and my UIViewController.
My singleton pattern comes from the Duck Rowing blog which I must admit is a pretty awesome name for a blog. I’m not going to show all the singleton code here, this blog is about cocos2d, but here is how I build my cocos2d environment.
+ (TTCocos2DSingleton *) sharedCocos2D;
{
static dispatch_once_t onceQueue;
dispatch_once(&onceQueue, ^{
if (sharedInstance) {
return;
}
sharedInstance = [[TTCocos2DSingleton alloc]init];
// Create an CCGLView with a RGB565 color buffer, and a depth buffer of 0-bits
sharedInstance->glView = [CCGLView viewWithFrame:[[UIScreen mainScreen] bounds]
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
[sharedInstance->glView setMultipleTouchEnabled:YES];
[sharedInstance setupDirector];
});
return sharedInstance;
}
The singleton sets up the CCGLView, enables multi-touch and then sets up the director. (I put that in another method since I thought, erroneously, that I’d need to call it elsewhere. Turns out I didn’t need to.)
- (void)setupDirector
{
CCDirectorIOS *director = (CCDirectorIOS*) [CCDirector sharedDirector];
[director setView:glView];
[director enableRetinaDisplay:YES];
director.wantsFullScreenLayout = YES;
[director setDisplayStats:NO];
[director setAnimationInterval:1.0/60];
}
And in setupDirector we set the usual suspects needed for a cocos2d app. Now the game can be played multiple times, I have a full UIViewController/UINavController underneath it, and I have UIKit widgets on top of my game. Nirvana.

Dynamically allocate a parameter for action when running a sequence

I stumbled upon a problem and I can't find the answer for it. I am working with the SK template from Xcode to create an iOS game. I am a beginner, so bear with me.
Basically I have this code:
SKAction *releaseBubbles = [SKAction sequence:#[
[SKAction performSelector:#selector(createBubbleNode)onTarget:self],
[SKAction waitForDuration:speed]]];
[self runAction: [SKAction repeatAction:releaseBubbles
count:300]];
which executes in
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
I change the level to my game in -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { and when I change the level it should also change that speed parameter. Of course, this doesn't work because I believe that my action is starting when the scene is initialised and I never get to switch the parameter.
What I need to do is populate the screen continuously with bubbles appearing at a certain pace (relative to the level).
I really have no clue how to fix this, because it seems to me like I need to stop and restart the action sequence somehow...
Looking forward to your valuable input.
To continuously populate the screen with bubbles you can use the update: method of your SKScene. Here is how to do it.
First, add a property that will store a date when you last added a bubble.
#property(nonatomic, strong) NSDate *lastBubbleCreationDate;
Then, change your update: method to:
-(void)update:(CFTimeInterval)currentTime
{
// Create new bubble every 5s.
if (ABS([_lastBubbleCreationDate timeIntervalSinceNow]) > 5)
{
[self createBubbleNode];
}
}
Finally, in your createBubbleNode method you have to store the time when you created last bubble:
-(void)createBubbleNode
{
// Your code here
// Set the date to now.
_lastBubbleCreationDate = [NSDate date];
}
You also need to call createBubbleNode to set the initial value of the _lastBubbleCreationDate. You can do this in didMoveToView: method. Just add this method to your scene implementation:
- (void)didMoveToView:(SKView *)view
{
// Creates first bubble and sets the initial value of the _lastBubbleCreationDate
[self createBubbleNode];
}
In next levels you can just change the 5s value to create bubbles more often which will make the game more difficult.

Why I can't reset my CCParticleSystemQuad from the parent CCLayer?

I've added an additional CCLayer to my "GameScene" that becomes visible ([self addChild:_congratsScreen]) whenever my character collects a given amount of objects on the screen.
Within my GameScene.h I've declared my child layer (CClayer *congratsScreen) and I'm synthesizing it on my GameScene.m. I'm allocating the child CCLayer in the GameScene's init method so it is holding the reference to the child layer in this instance variable.
On my GameScene I have a few CCParticleSystemQuad instances, and it's super simple to invoke both stopSystem and resetSystem to replay my particles animation, but if I try to do the same thing on the CCParticleSystemQuad that was initialized on the child layer, the resetSystem doesn't work after I remove the child from my GameScene and add it back again. Does something happens with the CCLayer's components once it is removed from a parent layer's scene?
I don't have the code at the moment so I will try to write some pseudo-code to illustrate how it's being done:
How it is being initialized on ChildLayer.m:
_sparkling= [CCParticleSystemQuad particleWithFile:#"sparkling.plist"];
Then, somewhere on GameScene.m I have:
- (void) showCongrats {
//pathetic way to create a modal panel
[self setTouchable = NO];
[[[self _congratsLayer] _sparkling] resetSystem];
[self addChild:_congratsLayer];
}
- (void) hideCongrats {
//let them continue playing
[self setTouchable = YES];
[[[self _congratsLayer] _sparkling] stopSystem];
[self removeChild:_congratsLayer];
}
So, it works on the first time I invoke showCongrats, the reference is good and I can manipulate the particles, but once I hide the layer, continue playing the game and show the congratulations panel again, it shows a frozen animation of the particles from the last invocation, the resetSystem no longer works. Any ideas?
I would add some breakpoints in the code and walk through it but if I had to guess I would say that when you are calling removeChild you are losing the data that you had in your init method and something funky is happening.

Cocos2d v2.0 - Set Up Scenes, Layers, Sprites, etc

With Cocos2d v2.0.0, a lot of changes were made and a lot of people are experiencing some scaling problems and other conflicts ...
This is even more true if they read and test out Ray Wenderlich's great book : Learning Cocos2d : The viking guy is to big, the background is not centered, the suffix system for images is not working, ...
So, how to proceed ?
Basically, everything is already told in the sample project when creating a new cocos2d v2 project.
But, some of us need to get things pointed out.
Image Suffix System for iPhone (Non-retina & Retina) and iPad (Non-retina & Retina)
Check out lines 68-71 from AppDelegate.m
Here is what you need to remember :
You just need to call
CCSprite *mySprite = [CCSprite spriteWithFile:#"mySprite.png"];
No need for some if(iPad) then else if(iPhone) blabla
Make sure you called your images like as lines 68-71 from AppDelegate.m (Default : mySprite.png (iPhone) | mySprite-hd.png (iPhone Retina) | mySprite-ipad.png (iPad) | mySprite-ipadhd.png (iPad Retina)
Calling a Scene
Check out line 76 from AppDelegate.m
Just call the scene function from your class (using pushScene)
[director_ pushScene: [MyScene scene]];
Adding layers to your scene class
Supposing your scene class is called with the +(CCSene*)scene function (which is a good practice for cocos2d v2)
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
BackgroundLayer *backgroundLayer = [BackgroundLayer node];
[scene addChild:backgroundLayer z:0];
GameplayLayer *gameplayLayer = [GameplayLayer node];
[scene addChild:gameplayLayer z:5];
return scene;
}
Replacing the init function from your classes (CCScene, CCLayer, ...)
This is where scaling problems from v2 of cocos2d come from (but I do not know why).
Instead of calling -(id)init, call
-(void) onEnter{ //Do some sprite displaying with [self addChild:mySprite]; }
You can still call the -(id)init function for other things you need to load before displaying sprites.
Using SneakyInput (Joystick opensource library)
You can find how to use sneakyinput with cocos2d v2 here : http://cl.ly/1J2D2z0f3o0r3h041o3o
Multi Touch Enabling
Add this line to your layer (in the +(CCScene*) scene function or else where)
layer.isTouchEnabled = YES;
Then add this to the same .m
- (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
NSArray *touchArray=[touches allObjects];
if ([touchArray count] == 2)
{
NSLog(#"2");
}
else if([touchArray count]==1)
{
NSLog(#"1");
}
}
Finally, go to the AppDelegate.m and add this :
[[CCDirector sharedDirector].view setMultipleTouchEnabled:YES];
I would much appreciate if cocos2d v2 developers could help out and post stuff about how to use cocos2d v2 compared to v1.
cocos2d v2.0 migration guide:
http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:migrate_to_v2.0

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