I am trying to program a button to set a UserDefault to true. And when the view loads I want it to check if the value of the user default is true. If it is I want it to follow through with a line of code.
Here is my code:
import UIKit
import SpriteKit
import AVFoundation
var bombSoundEffect: AVAudioPlayer!
let instruct = UserDefaults.standard
class GameViewController: UIViewController {
#IBOutlet weak var intructions: UIButton!
#IBAction func intructions(_ sender: AnyObject) {
instruct.set(true, forKey: "instructions")
}
override func viewDidLoad() {
super.viewDidLoad()
if instruct.value(forKey: "instructions") {
intructions.isHidden = true
}
let path = Bundle.main.path(forResource: "Untitled2.wav", ofType:nil)!
let url = URL(fileURLWithPath: path)
do {
let sound = try AVAudioPlayer(contentsOf: url)
bombSoundEffect = sound
sound.numberOfLoops = -1
sound.play()
} catch {
// couldn't load file :(
}
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = false
skView.showsNodeCount = false
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .aspectFill
scene.size = self.view.bounds.size
skView.presentScene(scene)
}
}
Change
if instruct.value(forKey: "instructions")
to
if instruct.bool(forKey: "instructions")
Related
I try to use my camera's view (blurred) as background in my main menu.
I'm a beginner and have no idea how to do this...
please don't answer with "use ARSCNView"; I've tried this.
(best: send me a code in swift; I shouldn't be too long huh?)
After trying your code I have these errors:
my code
import UIKit
import AVFoundation
class TestingViewController: UIViewController {
let session: AVCaptureSession = AVCaptureSession()
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
session.sessionPreset = AVCaptureSession.Preset.high
if let device = AVCaptureDevice.default(for: AVMediaType.video) {
do {
try session.addInput(AVCaptureDeviceInput(device: device))
} catch {
print(error.localizedDescription)
}
let previewLayer = AVCaptureVideoPreviewLayer(session: session)
self.view.layer.addSublayer(previewLayer)
previewLayer.frame = self.view.layer.bounds
}
session.startRunning()
let blur = UIBlurEffect(style: .regular)
let blurView = UIVisualEffectView(effect: blur)
blurView.frame = self.view.bounds
blurView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
self.view.addSubview(blurView)
}
}
try this updated code and dont forget to add
"Privacy - Camera Usage Description" in your info.plist file
Want to preload textureAtlases before game starts, so I decided to put scene starter code into completion handler, but for some reason app crashes. Here is my code:
import UIKit
import SpriteKit
import GameplayKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let gpuAtlas = SKTextureAtlas(named: "GP")
let ppAtlas = SKTextureAtlas(named: "PP")
SKTextureAtlas.preloadTextureAtlases([gpuAtlas, ppAtlas]) {
if let view = self.view as? SKView {
let scene = GameScene(size: self.view.bounds.size)
// 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
}
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return .portrait
}
override var prefersStatusBarHidden: Bool {
return true
}
}
If I remove preload texture atlas method everything will work as usual, but I want preload textures to have a change to get rid of first keyframe freeze because of loading textures in cache.
Error:
fatal error: unexpectedly found nil while unwrapping an Optional value
Update:
It crashes on GameScene.swift file in method didSimulatePhysics.
What I do wrong guys?
Try this (use main thread for manipulation with view and weak self):
SKTextureAtlas.preloadTextureAtlases([gpuAtlas, ppAtlas]) { [weak self] in
guard let gameView = self?.view as? SKView else { return }
DispatchQueue.main.async {
let scene = GameScene(size: gameView.bounds.size)
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
gameView.presentScene(scene)
gameView.ignoresSiblingOrder = true
gameView.showsFPS = true
gameView.showsNodeCount = true
}
}
Did you check if scene is optional? If so:
guard let scene = GameScene(size: gameView.bounds.size) else { return }
This
let gpuAtlas = SKTextureAtlas(named: "GP")
let ppAtlas = SKTextureAtlas(named: "PP")
SKTextureAtlas.preloadTextureAtlases([GP, PP]) {}
should not compile - the variables are named gpuAtlas and ppAtlas and not GP and PP.
I'm following a tutorial to create a "tetris" game in Swift with XCode 7. I followed every single step in this tutorial, but I'm getting a runtime error:
Could not cast value of type 'SCNView' (0x106c19778) to 'SKView' (0x1068fcad0).
My GameViewController.swift is as follows:
import UIKit
import SceneKit
import SpriteKit
class GameViewController: UIViewController {
var scene: GameScene!
var swiftris:Swiftris!
override func viewDidLoad() {
super.viewDidLoad()
//Configure the view
let skView = view as! SKView
skView.multipleTouchEnabled = false
//Create and configure the scene
scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .AspectFill
scene.tick = didTick
swiftris = Swiftris()
swiftris.beginGame()
//Presente the scene.
skView.presentScene(scene)
scene.addPreviewShpaeToScene(swiftris.nextShape!){
self.swiftris.nextShape?.moveTo(StartingColumn, row: StartingRow)
self.scene.movePreviewShape(self.swiftris.nextShape!){
let nextShapes = self.swiftris.newShape()
self.scene.startTicking()
self.scene.addPreviewShpaeToScene(nextShapes.nextShape!) {}
}
}
}
override func prefersStatusBarHidden() -> Bool {
return true
}
func didTick(){
swiftris.fallingShape?.lowerShapeByOneRow()
scene.redrawShape(swiftris.fallingShape!, completion: {})
}
}
I already search for it on google and here and I didn`t find anything related to SCNView and SKView.
Thank you in advance.
I did find the problem with my code. I instantiate the SKView as the view inside GameViewController:
self.view = SKView()
let skView = view as! SKView
Before I do that, I tried to change the class of the view to SKView in the storyboard, but it was not possible.
I'd like to thank you for the revisions.
I have been trying to display adds when the game is over for my game app. I have created a game over variable on GameScene.swift and I call that variable in the GameViewController.swift. However, the add is displayed shortly after the game starts. Could anyone point out what am I doing wrong? Here is my code:
import UIKit
import SpriteKit
import GoogleMobileAds
private var interstitial: GADInterstitial?
class GameViewController: UIViewController, GADInterstitialDelegate {
private var interstitial: GADInterstitial?
override func viewDidLoad() {
super.viewDidLoad()
interstitial = createInterstitial()
}
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
override func prefersStatusBarHidden() -> Bool {
return true
}
private func createInterstitial() -> GADInterstitial {
let interstitial = GADInterstitial(adUnitID: "ca-app-pub-5713504307801022/7610056592")
interstitial.delegate = self
let request = GADRequest()
request.testDevices = ["ca-app-pub-5713504307801022/7610056592"]
interstitial.loadRequest(request)
return interstitial
}
func interstitialDidDismissScreen(ad: GADInterstitial!) {
interstitial = createInterstitial()
}
func interstitialDidReceiveAd(ad: GADInterstitial!) {
if (interstitial!.isReady) {
if gameOver1 == true {
self.interstitial!.presentFromRootViewController(self)
interstitial = createInterstitial()
}
}
}
}
First - this is how you should load and recycle AdMob interstitials -https://stackoverflow.com/a/37938286/2405378
Second - viewWillLayoutSubviews can be called multiple times and each time this method creates new instance of the GameScene - with gameOver1 being false?
I am trying to implement interstitial AdMob to my game app. But I have not had much luck so far. The code doesn't seem to have a bug but however it does not display the app. Any help would be much appreciate it. Thank you!
Here is my code:
import UIKit
import SpriteKit
import GoogleMobileAds
class GameViewController: UIViewController, GADInterstitialDelegate {
var interstitial: GADInterstitial!
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
interstitial = GADInterstitial(adUnitID: "ca-app-pub-5713504307801022/7610056592")
let request = GADRequest()
interstitial.loadRequest(request)
func CreateAD() -> GADInterstitial {
let interstital = GADInterstitial(adUnitID: "ca-app-pub-5713504307801022/7610056592")
interstitial.loadRequest(GADRequest())
return interstital
}
if gameOver == true {
if (interstitial.isReady){
interstitial.presentFromRootViewController(self)
interstitial = CreateAD()
}
}
}