The app crash on startup and I have this error in the console :
Terminating app due to uncaught exception
'NSInvalidArgumentException', reason: '-[Chartboost showInterstitial]:
unrecognized selector sent to instance 0x7f844c9b74e0'
my code is :
#import "cocos2d.h"
#import "AppDelegate.h"
#import "IntroLayer.h"
#import "AppSpecificValues.h"
#import <RevMobAds/RevMobAds.h>
#import <Chartboost/Chartboost.h>
#implementation AppController
#synthesize gameCenterManager=gameCenterManager_, currentLeaderBoard=currentLeaderBoard_;
#synthesize window=window_, navController=navController_, director=director_;
#synthesize cb;
#synthesize nScore;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Create the main window
window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Create an CCGLView with a RGB565 color buffer, and a depth buffer of 0-bits
CCGLView *glView = [CCGLView viewWithFrame:[window_ bounds]
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
director_.wantsFullScreenLayout = YES;
// Display FSP and SPF
// [director_ setDisplayStats:YES];
// set FPS at 60
[director_ setAnimationInterval:1.0/60];
// attach the openglView to the director
[director_ setView:glView];
// for rotation and other messages
[director_ setDelegate:self];
// 2D projection
[director_ setProjection:kCCDirectorProjection2D];
// [director setProjection:kCCDirectorProjection3D];
// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [director_ enableRetinaDisplay:YES] )
CCLOG(#"Retina Display Not supported");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// If the 1st suffix is not found and if fallback is enabled then fallback suffixes are going to searched. If none is found, it will try with the name without suffix.
// On iPad HD : "-ipadhd", "-ipad", "-hd"
// On iPad : "-ipad", "-hd"
// On iPhone HD: "-hd"
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:#"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:#"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:#"-ipad-hd"]; // Default on iPad RetinaDisplay is "-ipadhd"
// Assume that PVR images have premultiplied alpha
[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
self.nScore = 0;
//Revmobs
[RevMobAds startSessionWithAppID:[[NSBundle mainBundle] objectForInfoDictionaryKey:#"RevMobAPI"]];
// and add the scene to the stack. The director will run it when it automatically when the view is displayed.
[director_ pushScene: [IntroLayer scene]];
[self initGameCenter];
// Create a Navigation Controller with the Director
navController_ = [[UINavigationController alloc] initWithRootViewController:director_];
navController_.navigationBarHidden = YES;
// set the Navigation Controller as the root view controller
// [window_ addSubview:navController_.view]; // Generates flicker.
[window_ setRootViewController:navController_];
// make main window visible
[window_ makeKeyAndVisible];
return YES;
}
-(void) lunchRevmobADLink
{
[[RevMobAds session] openAdLinkWithDelegate:self];
}
- (void) setUpRevMob {
[[RevMobAds session] showFullscreen];
}
-(void) launchChartboost
{
// Initialize the Chartboost library
[Chartboost startWithAppId:#"53be6ed01873dc9741aafa"
appSignature:#"fcd1715a73c97b22c5ad557323a59d7348476"
delegate:self];
// Begin a user session. This should be done once per boot
[cb startSession];
[cb cacheInterstitial];
[cb cacheMoreApps];
}
-(void) showChartboostInterestitial
{
// Show an interstitial
[[Chartboost sharedChartboost] showInterstitial];
}
-(void) showChartboostMoreApps
{
[[Chartboost sharedChartboost] showMoreApps];
}
// Supported orientations: Landscape. Customize it for your own needs
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return UIInterfaceOrientationIsPortrait(interfaceOrientation);
}
// getting a call, pause the game
-(void) applicationWillResignActive:(UIApplication *)application
{
if( [navController_ visibleViewController] == director_ )
[director_ pause];
}
// call got rejected
-(void) applicationDidBecomeActive:(UIApplication *)application
{
if( [navController_ visibleViewController] == director_ )
[director_ resume];
[self launchChartboost];
#ifdef FREE_VERSION
[self showChartboostInterestitial];
[self setUpRevMob];
[self hideAdBanner:YES];
#endif
}
and other code.
I tried lot of things! So I ask you now, How I can resolve this???
Thank's in advance!
According to Chartboost documentation you are not trying to show interstitial the right way :
To show a static or interstitial video ad:
// Show interstitial at location HomeScreen. See Chartboost.h for available location options.
[Chartboost showInterstitial:CBLocationHomeScreen];
The way you are doing it has been removed in their SDK 5.x
All references to [Chartboost sharedChartboost] are now changed to
Chartboost:
[[Chartboost sharedChartboost] showInterstitial:CBLocationHomeScreen]; is now [Chartboost
showInterstitial:CBLocationHomeScreen];
you are calling showInterstitial on an instance although it is a class method. it should be something like [Chartboost showInterstitial...
In parent view, there's a CCButton called pausebutton, when click it, a child view will be added to this view
[[CCDirector sharedDirector] pause];
pausebutton.selected = YES;
pauseLayer *pauseLayer = [pauseLayer node];
[self addChild:pauseLayer];
in child view pauseLayer, also has a ccbutton called resumebutton, when click it, this child view will be removed from parent view, and both set the pausebutton's selected is NO.
- (void)backResume:(id)sender
{
[self.parent removeChild:self cleanup:YES];
[[CCDirector sharedDirector] resume];
}
but i can't find a way to call the pausebutton from child view, so can you help me?
On the parent class, add a method to force a pause :
in .h :
-(void) forcePause;
in .m :
-(void) onButton:(id) sender {
[self forcePause];
}
-(void) forcePause {
[[CCDirector sharedDirector] pause];
pauseLayer *pauseLayer = [pauseLayer node];
[self addChild:pauseLayer];
}
and in the child, when the condition to trigger a pause is met
[self.parent forcePause];
just the general idea, there are other ways to make this happen. This example would be for a very simple use-case/game. Alternately, in the parent you could be listening for a #"forcePause" notification and notify in the child.
I have a cocos2d powered game that uses UIKit menues, so I only use the framework for one viewcontroller, which is the game itself. Also, it only has one scene. Since cocos2d 2.0 the director itself is a UIViewController subclass, so I just push it in my MenuViewController when the user taps a start button:
-(void)startGameButtonPressed {
CCDirectorIOS* director = (CCDirectorIOS *) [CCDirector sharedDirector];
// Create an CCGLView with a RGB565 color buffer, and a depth buffer of 0-bits
self.glView = [CCGLView viewWithFrame:CGRectMake(0, 0, 480, 320)
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
// attach the openglView to the director
[director setView:glView];
[director runWithScene:[GameLayer scene]];
[director setDelegate:(id <CCDirectorDelegate>) [[UIApplication sharedApplication] delegate]];
[self.navigationController pushViewController:director animated:YES];
}
This works fine for the first time the method is called, when the user starts the first game. When the game is over, I call [[CCDirector sharedDirector] end].
Most of the director setup is done in the appDelegate (it's taken unchanged from the default Cocos2d template). I only put the CCGLView as a retained property into my MenuViewController, because otherwise the app crashes when [[CCDirector sharedDirector] end] is called and the CCGLView is not retained. I think that might be a cocos2d bug. In [[CCDirector sharedDirector] end] the framework calls [self setView:nil], but it still tries to access the view later on (probably on another thread).
The problem now is that on the second call of my method above (when the user wants to start another game from the menu), startGameButtonPressed, the director gets pushed but the screen remains black. The game is running and responding, I just don't see anything. Can someone please help me out with that?
OK, I had the same problem and I was able to "fix it".
When you set the CCGLView and [director setView:], even if you pop the controller the scene still exists. the only thing that happens is that the scene gets stopped.
So in order to have the "restart" working, you have to check if there is already a running scene (even if it's stopped, and instead of runWithScene: you use replaceScene:.
Here is my code so you can see:
- (void)setupCocos2D {
CCGLView *glView = [CCGLView viewWithFrame:CGRectMake(0, 0, 320, 480)
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
// HERE YOU CHECK TO SEE IF THERE IS A SCENE RUNNING IN THE DIRECTOR ALREADY
if(![director_ runningScene]){
[director_ setView:glView]; // SET THE DIRECTOR VIEW
if( ! [director_ enableRetinaDisplay:YES] ) // ENABLE RETINA
CCLOG(#"Retina Display Not supported");
[director_ runWithScene:[HelloWorldLayer scene]]; // RUN THE SCENE
} else {
// THERE IS A SCENE, START SINCE IT WAS STOPPED AND REPLACE TO RESTART
[director_ startAnimation];
[director_ replaceScene:[HelloWorldLayer scene]];
}
[director_ setDelegate:(id <CCDirectorDelegate>) [[UIApplication sharedApplication] delegate]];
// I DO NOT PUSH BECAUSE I ALREADY PUSHED TO THIS CONTROLLER, SO I ADD THE COCOS2D VIEW AS A SUBVIEW
[self.view addSubview:[director_ view]];
}
Hope this code will help you, because I spent a whole day trying to figure this out.
It may not be the correct way or even the prettiest way, but it's working :)
EDIT:
Also, please not that if you POP the COCOS2D scene, you don't have to [[CCDirector sharedDirector] end] as the animation will be stopped when the view is dealloc/removed.
I have spent several days looking for information relating to this, and will share with you my own experience. I am also trying to create a game that loads into a UITableViewController, from which the CCDirector is loaded when a cell is touched. This is a Game Center turn-based game, hence the design (think Words With Friends). The best approach I have found so far for this is as follows (note I'm working in 2.0 - where CCDirector is a UIViewController subclass):
In AppDelegate.h, create a new ivar to hold the CCGLView that is created from the template code. Then assign the CCGLView created in didFinishLaunching to your new ivar. This allows the director to reuse the originally created view instead of trying to recreate it every time you reload the CCDirector, which seems to cause all sorts of weird issues in my experience.
You also want to create a new method in AppDelegate called -setupDirector or something of the like where you will, well, setup the director. This should be called each time you are recreating the CCDirector. I have posted my version below. Note my ivar for the CCGLView is called "GLView".
- (void)setupDirector {
if (![CCDirector sharedDirector]) {
CCLOG(#"Calling setupDirector");
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
director_.wantsFullScreenLayout = YES;
// Display FSP and SPF
[director_ setDisplayStats:NO];
// set FPS at 60
[director_ setAnimationInterval:1.0/60];
// attach the openglView to the director
[director_ setView:GLView];
// for rotation and other messages
[director_ setDelegate:self];
// 2D projection
[director_ setProjection:kCCDirectorProjection2D];
// [director setProjection:kCCDirectorProjection3D];
// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [director_ enableRetinaDisplay:YES] )
CCLOG(#"Retina Display Not supported");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// If the 1st suffix is not found and if fallback is enabled then fallback suffixes are going to searched. If none is found, it will try with the name without suffix.
// On iPad HD : "-ipadhd", "-ipad", "-hd"
// On iPad : "-ipad", "-hd"
// On iPhone HD: "-hd"
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:#"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:#"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:#"-ipadhd"]; // Default on iPad RetinaDisplay is "-ipadhd"
// Assume that PVR images have premultiplied alpha
[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
}
In addition, you will want to make a couple changes to the way the template loads up the view controllers. Normally, cocos2D sets up the navigation controller with director_ as the root view controller. Here, you want to alloc and init your menu view controller and add THAT instead of director_:
// Create a Navigation Controller with the Director
gamesTVC_ = [[GamesTableViewController alloc] initWithStyle:UITableViewStyleGrouped];
navController_ = [[UINavigationController alloc] initWithRootViewController:gamesTVC_];
navController_.navigationBarHidden = NO;
Everything else in didFinishLaunching can remain the same. Now, in your menuViewController in your startGameButtonPressed method, you will call the newly created setupDirector method on your app instance, which is referenced by calling:
AppController *app = (AppController *)[[UIApplication sharedApplication] delegate];
if ([CCDirector sharedDirector].runningScene) {
[[CCDirectorIOS sharedDirector] end];
}
[app setupDirector];
[app.navController pushViewController:app.director animated:YES];
I include a check to make sure the CCDirector isn't still running, and if it is, end it. In your game layer, when the time comes that you want to pop the view controller, you will simply call it like so:
AppController *app = (AppController *)[[UIApplication sharedApplication] delegate];
[app.navController popViewControllerAnimated:YES];
[[CCDirector sharedDirector] end];
This flow should allow you to freely use a navigation controller to push your game scene with CCDirector, and pop that view controller when you want to go back to your UIKit-based main menu. I hope this helps, as I have spent a lot of frustrating time trying to get this right for my own game.
What works well is to just call startAnimation and stopAnimation in the director but keep the cocos2d view around and just re-use it.
Any attempts to shut down cocos2d and its OpenGL view and re-initializing it later on will cause more or less issues, because it really hasn't been tested well enough. Other than that cocos2d works just fine with UIKit, it just has the same issues any other OpenGL ES app has when mixing it with UIKit views.
In my experience, Cocos doesn't really support ending and resuming, it acts like it's done and pretty much shuts itself down.
There are two things you can try, the first one (and it just came to my mind) is to call CC_DIRECTOR_INIT (may not be the exact name) after the director ended, and before you want to start it again.
The second one is to edit the director source code, and modify the end method so that it leaves cocos in a usable state (stop it from releasing the view and purging the cache, etc). Alternatively to this, you can modify the start method so that it makes sure Cocos is in a usable state before starting.
Sadly, Cocos doesn't make it easy for us to use UIKit+Cocos, but with luck with it.
I recently followed Ray Wenderlich's Cocos2D tutorial for putting Cocos2D in a UIKit app. I am currently only using Cocos2D in only one of my UIViews. In the tutorial he uses a CCScene which is a specific .h and .m class in the project. In the scene is some code which I do not know the important of either. I must say that I am new to Cocos2D and I am wondering what is the point of a CCScene? Do I need to use it in my situation? And if so, how?
Thanks!
Edit1: Is this correct? I am also adding a simple game loop so should I do it in the way I am doing it below or should I use CADisplayLink?
//Cocos2D methods
-(id) init {
if((self=[super init]))
{
CCScene *scene = [CCScene node];
CCLayer *layer = [CCLayer node];
[scene addChild:layer];
[[CCDirector sharedDirector] runWithScene:scene];
[self performSelector:#selector(cocosgameLoop:) withObject:nil afterDelay:1/60.0f];
}
return self;
}
- (void)cocosgameLoop:(ccTime)dT {
//Check for collisions here and add gravity, etc....
}
- (void)viewDidUnload {
[super viewDidUnload];
[[CCDirector sharedDirector] end];
}
//
CCScene is a root node in a scene graph. A node that have no parents. CCDirector operates with CCScenes only. Read this for more information: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:lesson_3._menus_and_scenes
ANSWER TO YOUR COMMENT
Actually you don't have to understand how CCScene is implemented. But if you want something to be rendered with cocos2d you have to create a CCScene and pass it to CCDirector. The common way is:
CCScene *scene = [CCScene node];
CCLayer *layer = [CCLayer node];
[scene addChild:layer];
[[CCDirector sharedDirector] runWithScene:scene];
Usually you have to subclass a CCLayer and reimplement init method to add your staff (sprites for example). Take a look at programming guide for more more detailed answer:
http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:index
Currently I have this code in my UIViewController:
//Cocos2D methods
-(id) init {
if((self=[super init]))
{
CCScene *scene = [CCScene node];
CCLayer *layer = [CCLayer node];
[scene addChild:layer];
[[CCDirector sharedDirector] runWithScene:scene];
[[CCDirector sharedDirector] setDisplayFPS:NO];
[self performSelector:#selector(cocosgameLoop:) withObject:nil afterDelay:1/60.0f];
}
return self;
}
- (void)cocosgameLoop:(ccTime)dT {
//Check for collisions here and add gravity, etc....
}
- (void)viewDidUnload {
[super viewDidUnload];
[[CCDirector sharedDirector] end];
}
//
My view controller is somewhat Objective-C code, but I want to add Cocos2D to the UIView. I think the code above is initializing it, but I am not sure. Also should the CCScene have its own class dedicated to everything that goes on in the scene? if so how would I do that?
I know these are a lot of questions, but my game is very similar to Doodle Jump and I need to know where to go from the current state I am in.
Does anyone have any ideas/tips?
Thanks!
performSelector will call the cocosgameLoop only once. You will want to call CCDirector startAnimation, and then schedule updates in your cocos2d nodes.
My Learn Cocos2D book (2nd Edition) explains how to add and setup Cocos2D in a UIKit view (regular iPhone) app.