Deleting the Gamescene.sks file raises CPU to 25% on device - swift

I just created a brand new Xcode Game Project. I deleted the Gamescene.sks file. Ran it and the cpu instantly to 25-30%. I made another Xcode project just to see if I could replicate it. Ran it before deleting the file and cpu was basically 0%, but sure enough when I deleted the file and ran it again, the cpu jumped up to the same high numbers. My goal is to subclass skscene and use that without the Gamescene.sks file. Can someone explain why this happens?

I was able to replicate this behavior just deleting the .sks file.
The problem is GameViewController is looking for that file at first loading time, as you can see here:
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: "GameScene") { <--------------!!
// 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
}
}
So you need to initialize it another way. Just as an example, you could init an empty scene like this:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
let scene = SKScene(size: CGSize(width: 1000, height: 1000))
scene.scaleMode = .aspectFill
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
and you'll see 1% of CPU load.

Related

How do I fix this error: Consecutive statements on a line must be separated by ';'

I want to make a space invaders game on Xcode and I get an error in the GameViewController.swift file saying:
Consecutive statements on a line must be separated by ';'
I am new at this and want to learn swift to develop games that can be download from the app store.
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
let scene = GameScene(size: CGSize(width: 1536, height: 2048))
// 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
}
}
}
When I click the test run I expected a window to pop up and show my ship and background but it says "Build Failed" and shows my error and I am not sure how to fix it

Debug info out of iPhone X frame's bounds

As you can see below in the simulator screen, the fps debug info gets cropped out.
I know it is merely a debug functionality and it will not be delivered to production but it just bugs me.
Is there a way to display the debug info correctly? Thank you.
Here is how the GameScene is initialised:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
let scene: SKScene = GameScene(size: view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
}
Apparently, view is not in a safe area. Use self.view.safeAreaLayoutGuide.layoutFrame to get the frame in which it's safe to show content and it won't be blocked.

Swift blank app

I want to learn SpriteKit and am following this tutorial, https://www.raywenderlich.com/187645/spritekit-tutorial-for-beginners-2
I have copied and pasted the same code from the tutorial into GameScene.swift as well as moved the picture of the ninja into Assets.xcassets
However, when I get two errors,
Before I run it I get
Forced cast of SkView to same type has no effect
After I run it I also get
Thread 1: EXC_BAD_ACCESS(code=2, address=0x7ffeed594fa8
When I run it, the app is simply blank... The app should show FPS count and NodeCount?
Here's my code:
import SpriteKit
import GameplayKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let scene = GameScene(size: view.bounds.size)
let skView = view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
scene.scaleMode = .resizeFill
skView.presentScene(scene)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
All of this code is in GameScene.swift
If someone could please help me that would be great!
UPDATE: I am using Swift 4
It seems you have an infinite recursion there. Note that you already have a GameScene instance but in the didMove you are creating another GameScene which you are presenting again which again is presented in the view and didMove is called again and so on. I think your code should look something like this:
override func didMove(to view: SKView) {
self.size = view.bounds.size
view.showsFPS = true
view.showsNodeCount = true
view.ignoresSiblingOrder = true
self.scaleMode = .resizeFill
}

Changing the initial game scene in Swift

I want to change the initial scene being presented to be another class other than the default GameScene class. From reading other questions, I understand I must change this part from the GameViewController:
if let scene = SKScene(fileNamed: "GameScene") {
print(scene)
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
}
So within the GameScene.swift file I am creating a new class:
class MainMenu : SKScene {
override func didMove(to view: SKView) {
print("At least it ran")
self.scene?.view?.presentScene(GameScene())
}
}
However, when I change the scene to:
if let scene = SKScene(fileNamed: "MainMenu")
When I run the project, it gets stuck, but when I run it with the string "GameScene" then it works perfectly. I am doing something wrong loading the MainMenu?
In my opinion you should separate your scenes into their own files...
Do you have an corresponding SKS file for MenuScene? You need to create one if you are trying to load it with fileNamed:
or -
Use this code to load a SKScene file that is created in code only and not in the Scene editor
if let skView = self.view as? SKView {
if skView.scene == nil {
let scene = MenuScene(size: skView.bounds.size)
scene.scaleMode = .aspectFill
skView.presentScene(scene)
}
}
and then in your MenuScene file you will need an init func
init(size: CGSize) {
super.init(size: size)
name = "menuScene"
}

Gamescene.swift and Gamescene.sks not working together

I am having a problem with my xCode project. I have a whole gamescene.swift file worth of code (600 lines). But the code will not run. When i run my game in simulator the simulator shows the standard gamescene.sks color, alongside with my ads, but it is not showing any of my code. I have already checked that the custom class in gamescene.sks is correct. Everything is working, expect for the gamescene.swift code, it will not run.
import UIKit
import SpriteKit
import GameplayKit
import GoogleMobileAds
class GameViewController: UIViewController {
#IBOutlet weak var GoogleBannerView: GADBannerView!
#IBOutlet weak var MainMenu: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
GoogleBannerView.adUnitID = "ca-app-pub-13***46014918193/236762****"
GoogleBannerView.rootViewController = self
GoogleBannerView.load(GADRequest())
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = SKScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .resizeFill
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
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 managed to fix the problem after countless hours of trying.
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .resizeFill
this is the working code. the problem was that instead of specifying what scene i was suppose to lead i had written
if let scene = SKScene(fileNamed: "GameScene")
the simple fix was changing the "SKScene" to my SKScene name.
if let scene = GameScene(Filenamed: "GameScene")
Hope this helps the countless other out there that are having trouble with this problem!
I've had similar problems to this on SOME of my projects but not all. Even on projects that were working and I duplicated the code and scene files for another project they would stop working. I discovered that if there are any spaces or special characters in the your project name the scene files and items in the sks files will not load unless you put in the "Module" name below the Custom Class type.
For me my project was named "Crag & Pig" before any of the sks file would register I had to enter "Crag_Pig" in the "Module" for all of the items in the sks file.
Interestingly, on any projects that didn't have spaces or special characters I didn't have to enter any thing for Module
Thanks. Even the default template in Xcode for SpriteKit Games has this very issue. That since the release of swift 4 + iOS 11.
I always thought it was me somehow, but never took the time to find why. Until now out of curiosity. I changed the line you wrote/fixed and voila.
Just changed the capitals in the parameter fileNamed: of your line
if let scene = GameScene(fileNamed: "GameScene")