Implement iAd in Spritekit Game With Swift - swift

I can't seem to be able to load iAd banners in a Swift app within a SpriteKit game... Been googleing it for a while and nothing.... It simply won't make the network call to load the ad... I have implemented all of the necessary calls and set the delegate with no luck...
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
println("Failed to load ad")
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
println("Loaded Ad")
//now show the ad
//set position off-screen
banner.frame.origin.y = screenHeight
banner.hidden = false
}
func createAds() {
//create ad to allow it to load
let adBanner = ADBannerView(frame: CGRectMake(0, 0, screenWidth, 50))
adBanner.delegate = self
adBanner.center = CGPointMake(screenWidth/2, 25)
adBanner.hidden = true
//add to screen
self.view?.addSubview(adBanner)
println("Created Ad")
}
func hideAds() {
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
then I simply call the createAds() method when the game starts which then shows a white rectangle at the top of the screen ("0,0", "quote, quote, is it zero zero a the top"?)

You need to do it like this (in GameViewController.swift):
override func viewDidLoad() {
super.viewDidLoad()
self.canDisplayBannerAds = true
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
NSLog("error!")
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
}
You also need to import iAd
and add ADBannerViewDelegate to the GameViewController class

Related

iAd banner is fetched but not visible

I'm trying to make iAd banner. Console says that banner is loaded and fetched successfully, but I can't see it in the simulator. What am I doing wrong here?
class GameViewController: UIViewController, ADBannerViewDelegate {
var banner : ADBannerView = ADBannerView()
in viewDidLoad:
{
banner.delegate = self
banner.alpha = 0.0
NSNotificationCenter.defaultCenter().addObserver(self, selector: "bannerViewDidLoadAd", name: "banner", object: nil)
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
println("banner tries to load")
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
println("banner successfully fetched")
UIView.animateWithDuration(0.5, animations: {banner.alpha = 1.0})
UIView.commitAnimations()
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
println("banner is closed")
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
println("banner failed too! Man...")
println(error.localizedDescription)
UIView.animateWithDuration(0.5, animations: {banner.alpha = 1.0})
}
in GameScene:
func iBanner() {
NSNotificationCenter.defaultCenter().postNotificationName("banner", object: nil)
}
override func didMoveToView(view: SKView) {
iBanner()
}

How to display iAd after the game scene has loaded?

I am confused as to why this doesn't work. I got an error: Thread1:SIGABRT. And yes, I did look at the post about Thread1: SIGABRT but it did not solve my issue.
If someone could please help it would be great. It can be loaded without the iAd banner. But when the iAd code is written in the program, it freezes.
import UIKit
import SpriteKit
import iAd
class GameViewController: UIViewController, ADBannerViewDelegate {
#IBOutlet var Banner: ADBannerView!
var scene: GameScene!
override func viewDidLoad() {
super.viewDidLoad()
Banner.hidden = true
Banner.delegate = self
self.canDisplayBannerAds = true
// 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
// Present the scenee
skView.presentScene(scene)
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
NSLog("Error!")
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave:Bool) ->Bool {
return true
}
func bannerViewDidLoadAd(banner: ADBannerView!){
Banner.hidden = false
}
}
Here is some working code for you that just worked for me. This does not even need self.candisplaybannerads = true as I had some issues with that. The ad automatically changes the size according to the screen size and is located at the bottom of the screen.
import iAd
class viewController: UIViewController, ADBannerViewDelegate {
var AdBanner = ADBannerView()
override func viewDidLoad() {
super.viewDidLoad()
/* Ad Banner Settings */
AdBanner = ADBannerView()
AdBanner.frame = CGRectZero
AdBanner.delegate = self
self.AdBanner.frame = CGRectMake(0, self.view.frame.size.height-self.AdBanner.frame.size.height, self.AdBanner.frame.size.width, self.AdBanner.frame.size.height)
AdBanner.backgroundColor = UIColor.clearColor()
self.view .addSubview(AdBanner)
}
/* All iAd Functions */
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
/* whatever you need */
return true
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
/* whatever you need */
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
AdBanner.hidden = false
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
NSLog("Error Loading Ad")
/* whatever you need */
AdBanner.hidden = true
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
/* whatever you need */
}

iAds banner jerking/changing size of scene, every time iAd banner is loaded.

Im having troubles with implementing iAds into game without the iAds banner changing the scene e.g. jerking the screen, Every time the ad is loaded. Please help with a solution to stop this from happining.
class GameViewController: UIViewController,ADBannerViewDelegate{
#IBOutlet var adBannerView: ADBannerView? //connect in IB connection inspector with your ADBannerView
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
var defaultsV = NSUserDefaults.standardUserDefaults();
defaultsV.setInteger(0, forKey: "gameOverCount")
defaultsV.setBool(false, forKey: "firstSessionEnded")
defaultsV.synchronize()
//self.adBannerView!.frame = CGRectMake(0, self.view.frame.size.height-self.adBannerView!.frame.size.height, self.adBannerView!.frame.size.width, self.adBannerView!.frame.size.height)
self.adBannerView!.delegate = self
self.adBannerView!.hidden = true //hide until ad loaded
self.canDisplayBannerAds = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
self.adBannerView?.sizeToFit()
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
NSLog("bannerViewWillLoadAd")
//self.canDisplayBannerAds = true
self.adBannerView!.hidden = true //hide until ad loaded
self.adBannerView!.frame = CGRectMake(0, self.view.frame.size.height-self.adBannerView!.frame.size.height, self.adBannerView!.frame.size.width, self.adBannerView!.frame.size.height)
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
NSLog("bannerViewDidLoadAd")
self.adBannerView!.frame = CGRectMake(0, self.view.frame.size.height-self.adBannerView!.frame.size.height, self.adBannerView!.frame.size.width, self.adBannerView!.frame.size.height)
self.adBannerView!.hidden = false //now show banner as ad is loaded
//self.canDisplayBannerAds = true
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
NSLog("bannerViewDidLoadAd")
//optional resume paused game code
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
NSLog("bannerViewActionShouldBegin")
//optional pause game code
return true
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
NSLog("bannerView")
self.adBannerView!.hidden = true
}
You suggest you should always set canDisplayBannerAds to false as this allows the viewController to resize the view when an ad is shown. If you need create another Bool value to determine the state of your ads.
//ViewControlller.m
self.canDisplayBannerAds = false
use the method for iads banner:
override func viewWillAppear(animated: Bool) {
// View is about to be obscured by an advert.
// Pause activities if necessary
}
override func viewWillDisappear(animated: Bool) {
// Advert has been dismissed. Resume paused activities
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError
error: NSError!) {
banner.removeFromSuperview()
self.view.layoutIfNeeded()
}
override func viewDidLoad() {
super.viewDidLoad()
self.canDisplayBannerAds = true
rectangleAdView = ADBannerView(adType: ADAdType.MediumRectangle)
rectangleAdView?.delegate = self
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
self.view.addSubview(banner)
self.view.layoutIfNeeded()
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
banner.removeFromSuperview()
self.view.layoutIfNeeded()
}
http://www.techotopia.com/index.php/Integrating_iAds_into_an_iOS_8_App_using_Swift

IAd Banner Ads Jerking The Screen

I have released my game to the App Store and iAd banner ads are enabled at the bottom of the screen. I have used self.CanDisplayBannerAds = true to enable the ads. The ads work fine and there's no problem with the ads loading or going away. The problem is that whenever the ads appear, the screen jerks. This jerk disables touches for just a split second. This split second can be enough for the player to lose the game. It is very annoying and definitely a problem that needs fixed. Has anyone else had this problem? Is there anything I could do to fix it?
If you would like to see the problem for yourself, you can download the app, it's free: https://appsto.re/us/FB4u5.i
I was having that same problem and this fixed it for me.
import UIKit
import SpriteKit
import iAd
import GameKit
let adBannerView = ADBannerView(frame: CGRect.zeroRect)
class GameViewController: UIViewController, ADBannerViewDelegate {
var bannerView:ADBannerView?
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
let skView = self.view as SKView
loadAds()
}
}
func loadAds() {
adBannerView.center = CGPoint(x: adBannerView.center.x, y: view.bounds.size.height - adBannerView.frame.size.height / 2)
adBannerView.delegate = self
adBannerView.hidden = true
view.addSubview(adBannerView)
}
func bannerViewWillLoadAd(banner: ADBannerView!) {
}
func bannerViewDidLoadAd(banner: ADBannerView!) {
adBannerView.hidden = false
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
return true
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
adBannerView.hidden = true
}

Pause SpriteKit Scene when iAd is clicked in Swift

I'm implementing banner ads in my game. With the help of #erdekhayser the banner was displayed successfully. But when I tap on the banner, the game won't pause.
The code looks like this:
import UIKit
import SpriteKit
import iAd
import Foundation
class GameViewController: UIViewController, ADBannerViewDelegate{
var gameScene = GameScene()
var adBannerView = ADBannerView(frame: CGRect.zeroRect)
func loadAds() {
adBannerView.center = CGPoint(x: adBannerView.center.x, y: view.bounds.size.height - adBannerView.frame.size.height / 2)
adBannerView.delegate = self
view.addSubview(adBannerView)
}
//iAd bannerView
func bannerViewWillLoadAd(banner: ADBannerView!) {
}
func bannerViewDidLoadAd(banner: ADBannerView!){
loadAds()
println("1")
adBannerView.hidden = false //now show banner as ad is loaded
}
func bannerViewActionDidFinish(banner: ADBannerView!) {
println("2")
}
func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
//Tap to view the ad
gameScene.paused = true
println("3")
return true
}
func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
adBannerView.hidden = true
println("44444")
}
// iAd stopped here ///////////
}
Anyone helps me figure it out?
OK, I solved it myself, maybe not the best way.
I added
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// Configure the view.
let skView = self.view as SKView
skView.paused = true
}
in the bannerViewActionShouldBegin method.
Add it worked.