So my code for showing an interstitial iAd works, but it is slow to load the Ads. When the user is at my GameOver scene and they hit retry, it does a random number check and if the number matches the one I said, it uses an NSNotificationCenter to load my interstitial iAd.
func interstitialAdChecker(){
var randomAd = Int(arc4random() % 3)
println(randomAd)
if randomAd == 1 {
NSNotificationCenter.defaultCenter().postNotificationName("showInterstitialAdsID", object: nil)
}
}
And in my game over scene, when the user taps replay, this is the code for transitioning scenes:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if self.nodeAtPoint(location) == self.replayButton {
gameOverLogo.removeFromParent()
replayButton.removeFromParent()
yourScore.removeFromParent()
highScore.removeFromParent()
rateButton.removeFromParent()
scoreBackground.removeFromParent()
interstitialAdChecker()
var scene = InstructionScene(size: self.size)
let skView = view as SKView!
skView.ignoresSiblingOrder = true
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
scene.scaleMode = .ResizeFill
scene.size = skView.bounds.size
skView.presentScene(scene, transition: transition)
}
}
}
There is a 1 - 3 second delay between when the InstructionScene loads and when the Interstitial iAd is shown, so does anyone know how to make it seamlessly slide up from the bottom AS SOON as the user hits retry? The 1 - 3 second delay means the user might start the game and have an ad pop up mid gameplay which is no good. Thanks!
Are you using the simulator or an actual device to test on? If you are using the simulator there can be a delay in showing ads from my experience.
If you are testing on your device then you should try delay your scene transition until the insterstitialAd has been handled by the user. You could set a bool for when the ad is showing so you don't transition. Then when the user cancels the ad the transition takes place.
Related
This question has been asked before but this was quite a while ago and not updated for swift 3 or spritekit.
In my game, once you die, a gameover scene occurs. I would like to be able to present an interstitial ad every 3 times the restart/home button is pressed. Sorry, I am a real beginner and the admob documentation is no help either.
My code for my gameover scene:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self);
if atPoint(location) == homeButton {
let homeScene = GameScene(size: self.size)
let skView = self.view as SKView!
let myTransition = SKTransition.fade(withDuration: 1)
skView?.ignoresSiblingOrder = true
homeScene.scaleMode = .resizeFill
homeScene.size = (skView?.bounds.size)!
skView?.presentScene(homeScene, transition: myTransition)
}
if atPoint(location) == restartButton {
let restartScene = PlayScene(size: self.size)
let skView = self.view as SKView!
let myTransition = SKTransition.fade(withDuration: 1)
skView?.ignoresSiblingOrder = true
restartScene.scaleMode = .resizeFill
restartScene.size = (skView?.bounds.size)!
skView?.presentScene(restartScene, transition: myTransition)
}}
I just started using this library for my own app called SwiftyAds to help integrate with AdMob.
There is one method in particular that will help you, it is this: SwiftyAds.shared.showInterstitial(withInterval: 3, from: view?.window?.rootViewController)
You would put that code where you are detecting the home or restart button. Every 3rd time it is called, the interstitial will show.
In my MenuScene I have a play Button and if I touch it, it changes to the GameScene using this code:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "playButton" {
let playScene = GameScene(size: self.size)
let playSceneTransition = SKTransition.fade(withDuration: 0.5)
playScene.scaleMode = SKSceneScaleMode.aspectFill
self.view?.presentScene(playScene, transition: playSceneTransition)
}
}
But the GameScene looks like it's in the bottom left corner and only shows the top right corner of the Scene. If I change the GameViewCotroller to show the GameScene instead of the MenuScene when I start the game it's looks perfectly fine. why is that? is there something wrong with the code to go to the GameScene?
The problem here is you are loading your MenuScene via an SKS file. This by default puts your anchor point at 0.5,0.5.
You are then transitioning to game scene using a size initializer, not an SKS file, with GameScene(size: self.size), which is going to have an anchor point of 0,0 or 0.5,0.5 depending on what version of iOS your users are loading up.
I would recommend avoiding using GameScene(size: self.size) and use GameScene(fileNamed:"GameScene") to keep yourself consistent.
I am wanting to 'reset' and 'restart' the GameScene so it is as if the GameScene was first called. I have looked at different methods for doing this, but each time I get a warning that I'm trying to add a node to a parent which already has a parent. However, in my code I delete all my existing nodes so I'm really confused as to how to reset the GameScene. This is how I do it now (this code is called when I want to restart the GameScene from scratch and it is called within the GameScene class):
let scene = GameScene(size: self.size)
scene.scaleMode = .aspectFill
let animation = SKTransition.fade(withDuration: 1.0)
self.view?.presentScene(scene, transition: animation)
self.removeAllChildren()
self.removeAllActions()
self.scene?.removeFromParent()
1.Edited: I realised that why I was getting this warning: "I'm trying to add a node to a parent which already has a parent" was because I had all the variables for the scene outside of the class and as global variables. However, now when the game restarts, the game is in the bottom left corner. Why is this the case and how do I fix this? - FIXED
2.Edited: Everything works fine now, but now my concern is that deinit{} isn't called even though every node is deleted and the fps doesn't drop over time. Here is what I have in my GameViewController for setting the scene and in my GameScene (every instance relating to the scenes so basically all that is relevant):
import UIKit
import SpriteKit
import GameplayKit
var screenSize = CGSize()
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
screenSize = scene.size
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
Then my GameScene is basically:
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
//Declare and initialise variables and enumerations here
deinit{print("GameScene deinited")}
override func didMove(to view: SKView) {
//Setup scene and nodes
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//Do other things depending on when and where you touch
//When I want to reset the GameScene
let newScene = GameScene(size: self.size)
newScene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
newScene.scaleMode = self.scaleMode
let animation = SKTransition.fade(withDuration: 1.0)
self.view?.presentScene(newScene, transition: animation)
}
Any answers would be greatly appreciated :)
How to reset the scene?
You just have to present a new, same scene again whenever you want. So, you are doing it fine.
Possible leaking problems?
Also, if you don't have leaks in your game, means no strong reference cycles, you don't even need self.removeAllChildren() and self.removeAllActions()... Of course if you explicitly want to stop actions before transition animation starts, the using this method make sense. The point is, when scene deallocates, all objects that depends on it should / will deallocate as well.
Still, if you don't know from the beginning what you are doing and how to prevent from leaks, eg. you are using strong self in block which is a part of an action sequence, which repeats forever, then you certainly have a leak, and self.removeAllActions() might help (in many cases, but it is not an ultimate solution). I would recommend to read about capture lists and ARC in general because it can be useful to know how all that work just because of these situations.
Scene is a root node
Calling removeFromParent() on a scene itself has no effect. Scene is a root node, so it can't be removed in your current context. If you check scene's parent property you will notice that it is nil. Of course it is possible to add a scene to another scene, but in that case, the scene which is added as a child, will act as an ordinary node.
And finally, how to present the new scene ? Easy, like this:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let newScene = GameScene(size: self.size)
newScene.scaleMode = self.scaleMode
let animation = SKTransition.fade(withDuration: 1.0)
self.view?.presentScene(newScene, transition: animation)
}
If something doesn't work for you, it is likely that you have leaks (means your scene isn't deallocated). To check this, somewhere in your GameScene override deinit method, like this:
deinit{print("GameScene deinited")}
To explain you this a bit further... What should happen is that you should present a new scene, a transition should occur, an old scene should be deallocated, and you should see a new scene with an initial state.
Also overriding deinit will just tell you if the scene is deallocated properly or not. But it will not tell you why. It is up to you to find what in your code retaining the scene.
There are 2 main ways that I can think of that do this. The main way that I go this is that if the game is over, (due to the character health falling to zero, or they collide with an object that causes the round to be over, or time is up or whatever), when that happens I like to transition to a new scene that is a summary screen of their score, how far they made it etc.
I do this by having a bool variable in the main GamePlay scene like this.
var gameOver: Bool = false
Then in the code that fires off to cause the game to end set that variable = true.
In the update function check to see if gameOver == true and transition to the GameOverScene.
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
// Initialize _lastUpdateTime if it has not already been
if (self.lastUpdateTime == 0) {
self.lastUpdateTime = currentTime
}
// Calculate time since last update
let dt = currentTime - self.lastUpdateTime
// Update entities
for entity in self.entities {
entity.update(deltaTime: dt)
}
self.lastUpdateTime = currentTime
if gameOver == true {
print("Game Over!")
let nextScene = GameOverScene(size: self.scene!.size)
nextScene.scaleMode = self.scaleMode
nextScene.backgroundColor = UIColor.black
self.view?.presentScene(nextScene, transition: SKTransition.fade(with: UIColor.black, duration: 1.5))
}
}
The update function will check at each frame render to see if the game is over and if it is found to be over it will perform any actions that you need it to and then present the next scene.
Then on the GameOverScene I put a button saying "Retry" and when they click that it fires off the GamePlayScene again, running the view DidLoad function and setting up the GamePlayScene from scratch the way that it should.
Here is an example of how I handle that. There are a few different ways to call a scene transtion. You can give this one a try if it isn't working quite right.
if node.name == "retryButton" {
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view! as SKView
/* 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 = skView.bounds.size
skView.presentScene(scene, transition: SKTransition.fade(withDuration: 2.0))
}
}
That is my preferred method of handling the game over transitions.
The other method would be to create a function that resets all of the variables that have changed during the course of playing. Then you could use the same code from the Update function above, but instead of transitioning you could create a label on the scene. If the user clicks the label it would fire off of that function to reset all of the variables that have changed, reset the players locations, stops all actions, resets players health etc. Depending on how many things you have changing during the course of gameplay it'll probably be more practical, (as I've found), to transition to a new scene to give a summary and then reload the GamePlayScene through a button. Then everything will load up just the same as it does the first time that the user entered that main GamePlayScene.
It is my first post on this forum and I apologize in advance if I am doing something not in the right way ! :)
I am making an iphone game with Swift & SpriteKit and I am currently facing a problem. When my app is going to background it calls a function pause (cf. below) but it automatically unpause when the game resumes.
I have seen this very interesting post : Spritekit - Keep the game paused when didBecomeActive (and How to keep SpriteKit scene paused when app becomes active?) but I am stuck.
I don't know how to implement the new SKView class as my View is configured as shown in the below code...
This is how my application works :
class GameViewController: UIViewController {
var scene: GameScene!
override func viewDidLoad() {
super.viewDidLoad()
// Configure the View
let SkView = view as! SKView
SkView.multipleTouchEnabled = true
// Create and configure the scene
scene = GameScene(size: SkView.bounds.size)
scene.scaleMode = .AspectFill
// Present the scene
SkView.presentScene(scene)
NSNotificationCenter.defaultCenter().addObserver(self, selector: Selector("PauseWhenBackGround:"), name:"PauseWhenBackGround", object: nil)
}
func PauseWhenBackGround(notification : NSNotification) {
if scene.Pausing == false{
scene.Pause()
}
}
I've tried the following :
I added a new class which is :
class GameSceneView : SKView {
func CBApplicationDidBecomeActive() {
}
}
Then, I tried to set my view as let SkView = view as! GameSceneView but I got an error saying that I cannot cast the view to MyProjectName.GameSceneView()...
I also tried the following : let SkView! = GameSceneView() as GameSceneView! but I end up with a gray background scene...
Does anyone knows how I can implement the new SKView class to prevent the CBApplicationDidBecomeActive() bug from happening so that the game does not unpause when becoming active ?
Thank you very much in advance ! :)
I think a better way is instead of pausing the whole scene you could create a worldNode in your GameScene and add all the sprites that need to be paused to that worldNode. Its better because if you pause the scene you cannot add pause menu nodes or use touches began etc. It basically gives you more flexibility pausing a node rather than the whole scene.
First create the world node (make global property if needed)
let worldNode = SKNode()
addChild(worldNode)
Than add all the sprites you need paused to the worldNode
worldNode.addChild(sprite1)
worldNode.addChild(sprite2)
Create an enum for your different game states
enum GameState {
case Playing
case Paused
case GameOver
static var current = GameState.Playing
}
Than make a pause func in your game scene
func pause() {
GameState.current = .Paused
//self.physicsWorld.speed = 0 // in update
//worldNode.paused = true // in update
// show pause menu etc
}
And call it like you did above using NSNotification or even better using delegation.
I prefer this method way more than pausing the scene from the gameViewController and also pausing the whole scene.
Create a resume method
func resume() {
GameState.current = .Playing
self.physicsWorld.speed = 1
worldNode.paused = false
// remove pause menu etc
}
and finally add this to your update method
override func update(currentTime: CFTimeInterval) {
if GameState.current == .Paused {
self.physicsWorld.speed = 0
worldNode.paused = true
}
Spritekit sometimes tends to resume the game when the app becomes active again or when an alert such as for in app purchases is dismissed. To avoid this I always put the code to actually pause the game in the update method.
Hope this helps.
In my SpriteKit Game i'm using:
self.scene!.removeFromParent()
let skView = self.view! as SKView
skView.ignoresSiblingOrder = true
var scene: PlayScene!
scene = PlayScene(size: skView.bounds.size)
scene.scaleMode = .AspectFill
skView.presentScene(scene, transition: SKTransition.fadeWithColor(SKColor(red: 25.0/255.0, green: 55.0/255.0, blue: 12.0/255.0, alpha: 1), duration: 1.0))
to move from one scene to another. But how can I go back to the original scene? Using the same principle of code always led to a major crash..
I made an example where global structure is used to track the info about previousScene. It can be done with a custom property as well, or by using userData which every node has. The logic is the same. Also, I've removed debugging code (debug label code etc.) because it is not important for everything to work.
Example might be better if I added a few buttons where each links to the certain scene, but I left just one button to keep everything short as possible.
What you need to know about this example (you will change this rules according to your game, but the logic is the same - set the previousScene before an actual transition):
there are three scenes, WelcomeScene (default one), MenuScene and a GameScene.
tapping on the black button takes you to the GameScene. There is an exception to this rule when current scene is a GameScene. In that case, transition will take you to the previousScene.
tapping anywhere around the black button will take you to the previous scene. There is an exception to this rule when WelcomeScene is loaded for the first time (previousScene is not set) and a transition will take you to the MenuScene in that case.
-in your GameViewController you should set up a WelcomeScene to be a default one. Otherwise, you should change a code a bit to handle situations what happening when previousScene is not set (like I did in touchesBegan of WelcomeScene).
So those are rules I've made, just in order to make all those transitions a bit more meaningful...
Here is the code (BaseScene.swift):
import SpriteKit
enum SceneType: Int {
case WelcomeScene = 0
case MenuScene //1
case GameScene //2
}
struct GlobalData
{
static var previousScene:SceneType?
//Other global data...
}
class BaseScene:SKScene {
let button = SKSpriteNode(color: SKColor.blackColor(), size: CGSize(width: 50, height: 50))
override func didMoveToView(view: SKView) {
setupButton()
}
private func setupButton(){
if (button.parent == nil){
//Just setup button properties like position, zPosition and name
button.name = "goToGameScene"
button.zPosition = 1
button.position = CGPoint(x: CGRectGetMidX(frame), y: 100)
addChild(button)
}
}
func goToScene(newScene: SceneType){
var sceneToLoad:SKScene?
switch newScene {
case SceneType.GameScene:
sceneToLoad = GameScene(fileNamed: "GameScene")
case SceneType.MenuScene:
sceneToLoad = MenuScene(fileNamed: "MenuScene")
case SceneType.WelcomeScene:
sceneToLoad = WelcomeScene(fileNamed:"WelcomeScene")
}
if let scene = sceneToLoad {
scene.size = size
scene.scaleMode = scaleMode
let transition = SKTransition.fadeWithDuration(3)
self.view?.presentScene(scene, transition: transition)
}
}
}
Every scene (WelcomeScene, MenuScene, GameScene) inherits from a BaseScene class (which is subclass of a SKScene). I guess, there is no need to explain that, but feel free to ask if something confuses you. The important method here (which is used by every subclass) is goToScene(scene:SceneType) and its parameter (of type SceneType) which tells us what type of scene a method should load.
SceneType is just an enum which holds integers...So actually we are not working with objects here, thus there is no fear of strong reference cycles.
Next, there are other scenes (WelcomeScene.swift):
import SpriteKit
class WelcomeScene:BaseScene {
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
self.backgroundColor = SKColor.darkGrayColor()
}
deinit {print ("WelcomeScene deinited")}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
if let location = touch?.locationInNode(self){
//Give a priority to a button - if button is tapped go to GameScene
let node = nodeAtPoint(location)
if node.name == "goToGameScene"{
GlobalData.previousScene = SceneType.MenuScene
goToScene(SceneType.GameScene)
}else{
//Otherwise, do a transition to the previous scene
//Get the previous scene
if let previousScene = GlobalData.previousScene {
GlobalData.previousScene = SceneType.WelcomeScene
goToScene(previousScene)
}else{
// There is no previousScene set yet? Go to MenuScene then...
GlobalData.previousScene = SceneType.WelcomeScene
goToScene(SceneType.MenuScene)
}
}
}
}
}
To keep short as possible, everything is commented. Next code (MenuScene.swift):
import SpriteKit
class MenuScene: BaseScene {
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
backgroundColor = SKColor.purpleColor()
}
deinit {
print ("MenuScene deinited") //If this method isn't called, you might have problems with strong reference cycles.
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
if let location = touch?.locationInNode(self){
//Give a priority to a button - if button is tapped go to GameScene
let node = nodeAtPoint(location)
if node.name == "goToGameScene"{
GlobalData.previousScene = SceneType.MenuScene
goToScene(SceneType.GameScene)
}else{
//Otherwise, do a transition to the previous scene
//Get the previous scene
if let previousScene = GlobalData.previousScene {
GlobalData.previousScene = SceneType.MenuScene
goToScene(previousScene)
}
}
}
}
}
And for the end (GameScene.swift):
import SpriteKit
class GameScene: BaseScene{
override func didMoveToView(view: SKView) {
super.didMoveToView(view)
self.backgroundColor = SKColor.orangeColor()
}
deinit {print ("GameScene deinited")}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
//Here, we ignore black button because we don't want to transition to the same scene
if let previousScene = GlobalData.previousScene {
GlobalData.previousScene = SceneType.GameScene
goToScene(previousScene)
}
}
}
Preview:
Just read again the rules from the beginning and you will be fine (eg. in GameScene black button doesn't work, or on first launch previousScene is not set , so you will be transitioned to the MenuScene by default).
That would be it. Hope this helps a bit. You can copy and paste the code to test it and improve it to your needs. Still, not sure that you really need this. It looks that you just need to correctly transition between scenes.
HINT: What is important here is that every scene BaseScene, WelcomeScene... has it own .sks file. You create those from File->New->File->Resource and name it appropriately (like BaseClass.sks, WelcomeScene.sks...) Also, it is your job to maintain the state of GlobalData.previousScene variable (eg. set it before the transition is made).
You would need to create a property in your new scene that stores the previous one, something like previousScene. Then you can set it like this: scene.previousScene = self.scene. In you new scene, you can now go back to the previous scene with skView.presentScene(previousScene)
And I'd advise against naming the new scene you are going to present scene because your current scene is also named scene, so if you accidentally forget the self in self.scene then that may cause a lot of confusion. I'd name it something like newScene or sceneToPresent.
Also, your first line, self.scene!.removeFromParent(), isn't necessary. You don't need to remove the current scene before presenting a new one.