I was wondering which method is the easiest or "smartest" way of making a pause menu for games?
I don´t have that much experience with creating game pause menus so I´ve tried 2 methods that I came up with by my own. Both or in code beneath this text.
The first method I tried was to put a black almost transparent filter on top of the game, that I paused. I was successful with pausing everything except the touches made underneath the filter on my uiimages. I thought that putting a new uiimage on top of the current one would disable the touches made on the uiimages underneath it. I tried as well with touchenabled = NO but still nothing.
-(IBAction)pause{
NSLog(#"pause");
[countdowntimer invalidate];
[self.rubin1 stopAnimating];
[self.rubin2 stopAnimating];
[self.rubin3 stopAnimating];
Pause.enabled = NO;
music1.enabled = NO;
music2.enabled = NO;
sfx1.enabled = NO;
sfx2.enabled = NO;
//PauseMenu background
UIImage *image1 = [UIImage imageNamed: #"filter2.png"];
pausefilter = [[[UIImageView alloc] initWithImage:image1] autorelease];
CGRect newFrame1 = pausefilter.frame;
newFrame1 = CGRectMake(0,0, image1.size.width, image1.size.height);
pausefilter.frame = newFrame1;
[self.view addSubview:pausefilter];
[image1 release];
//Resume to Game
button1 = [UIButton buttonWithType:UIButtonTypeCustom];
button1.frame = CGRectMake(90, 146, 80, 18);
[button1 setImage:[UIImage imageNamed:#"RESUME.png"] forState:UIControlStateNormal];
[button1 addTarget:self action:#selector(resume) forControlEvents:UIControlEventTouchUpInside];
[ self.view addSubview: button1 ];
//End Game
button2 = [UIButton buttonWithType:UIButtonTypeCustom];
button2.frame = CGRectMake(260, 140, 180, 30);
[button2 setImage:[UIImage imageNamed:#"EndGame.png"] forState:UIControlStateNormal];
[button2 addTarget:self action:#selector(end) forControlEvents:UIControlEventTouchUpInside];
[ self.view addSubview: button2 ];
[sharedSoundManager pausePlayingMusic];
}
The second method I tried was to go back (switch view) to the options on the main menu to use the settings from there instead but I wasn´t able to resume back to where I paused the game. Instead the game restarted from the beginning.
-(IBAction)pause{
NSLog(#"pause");
[countdowntimer invalidate];
[self.rubin1 stopAnimating];
[self.rubin2 stopAnimating];
[self.rubin3 stopAnimating];
Pause.enabled = NO;
music1.enabled = NO;
music2.enabled = NO;
sfx1.enabled = NO;
sfx2.enabled = NO;
menureturn = [[MainMenu alloc] initWithNibName:#"MainMenu" bundle: nil];
menureturn.modalTransitionStyle = UIModalTransitionStyleCrossDissolve;
[self presentModalViewController:menureturn animated: YES];
self.menureturn.Start.hidden = YES;
self.menureturn.option.hidden = YES;
self.menureturn.OptionsHeadtitle.hidden = NO;
self.menureturn.HowToPlayHeadtitle.hidden = YES;
self.menureturn.howtoplay.hidden = YES;
self.menureturn.filter.hidden = NO;
self.menureturn.music1.hidden = NO;
self.menureturn.music2.hidden = YES;
self.menureturn.SFXimage.hidden = NO;
self.menureturn.Musicimage.hidden = NO;
self.menureturn.sfx1.hidden = NO;
self.menureturn.sfx2.hidden = YES;
self.menureturn.credits.hidden = YES;
self.menureturn.back.hidden = YES;
self.menureturn.creditsinfo.hidden = YES;
self.menureturn.resume.hidden = NO;
self.menureturn.endgame.hidden = NO;
[sharedSoundManager pausePlayingMusic];
}
Is there a third option of how to make a god pause menu or just redo one of the two I already tried?
You can have a BOOL variable like
BOOL isGamePaused
Now when you are playing game i.e running not paused assign
isGamePaused = NO;
While you pause
isGamePaused = YES;
Now while playing animation or something like that you can use condition like
if(!isGamePaused) { ProceedAnimation;}
Hope this helps
The best thing to disable any event is to create a new element in your pause menu which will be the first responder and catches all events. So nothing can arrive to your game's interface ;)
Related
I'm playing around with a cameraOverLayView and encountered a weird behavior. Before presenting the UIImagePickerController, I set allowsEditing to YES. After the capture screen comes up, I tap on a button that triggers takePicture(). Instead of presenting the editing screen, the delegate method didFinishPickingMediaWithInfo() gets called right away. Can anyone help me figure out what I could be doing wrong? I pasted some of my code below...
Thanks!
- (BOOL)shouldStartCameraController {
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera] == NO) {
return NO;
}
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
float overlayOffset = 0;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone) {
if (screenSize.height > 480.0f) {
overlayOffset = 195;
} else {
overlayOffset = 103;
}
} else {
/*Do iPad stuff here.*/
}
UIImagePickerController *cameraUI = [[UIImagePickerController alloc] init];
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]
&& [[UIImagePickerController availableMediaTypesForSourceType:
UIImagePickerControllerSourceTypeCamera] containsObject:(NSString *)kUTTypeImage]) {
cameraUI.mediaTypes = [NSArray arrayWithObject:(NSString *) kUTTypeImage];
cameraUI.sourceType = UIImagePickerControllerSourceTypeCamera;
if ([UIImagePickerController isCameraDeviceAvailable:UIImagePickerControllerCameraDeviceRear]) {
cameraUI.cameraDevice = UIImagePickerControllerCameraDeviceRear;
} else if ([UIImagePickerController isCameraDeviceAvailable:UIImagePickerControllerCameraDeviceFront]) {
cameraUI.cameraDevice = UIImagePickerControllerCameraDeviceFront;
}
} else {
return NO;
}
UIView *cameraOverlayView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, cameraUI.view.frame.size.width, cameraUI.view.frame.size.height)];
UIImageView *cameraOverlayImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"iphone5_camera_overlay.png"]];
cameraOverlayImageView.frame = CGRectMake(0, 0, cameraUI.view.frame.size.width, cameraUI.view.frame.size.height);
[cameraOverlayView addSubview:cameraOverlayImageView];
UILabel *cameraLabel = [[UILabel alloc] initWithFrame:CGRectMake( 0.0f, self.view.bounds.size.height-overlayOffset, self.view.bounds.size.width, 50.0f)];
[cameraLabel setTextAlignment:NSTextAlignmentCenter];
[cameraLabel setBackgroundColor:[UIColor clearColor]];
[cameraLabel setTextColor:[UIColor whiteColor]];
[cameraLabel setShadowColor:[UIColor colorWithWhite:0.0f alpha:0.300f]];
[cameraLabel setShadowOffset:CGSizeMake( 0.0f, -1.0f)];
[cameraLabel setFont:[UIFont boldSystemFontOfSize:18.0f]];
[cameraOverlayView addSubview:cameraLabel];
UIButton *cancelButton = [UIButton buttonWithType:UIButtonTypeCustom];
[cancelButton addTarget:self action:#selector(cancelButtonPressed:) forControlEvents:UIControlEventTouchDown];
[cancelButton setFrame:CGRectMake(10, cameraOverlayView.frame.size.height-60, 50, 50)];
[cancelButton setBackgroundColor:[[UIColor whiteColor] colorWithAlphaComponent:0.5f]];
[cameraOverlayView addSubview:cancelButton];
UIButton *snapButton = [UIButton buttonWithType:UIButtonTypeCustom];
[snapButton addTarget:self action:#selector(takePictureButtonPressed:) forControlEvents:UIControlEventTouchDown];
[snapButton setFrame:CGRectMake(110, cameraOverlayView.frame.size.height-60, 100, 50)];
[snapButton setBackgroundColor:[[UIColor whiteColor] colorWithAlphaComponent:0.5f]];
[cameraOverlayView addSubview:snapButton];
cameraUI.allowsEditing = YES;
cameraUI.showsCameraControls = NO;
cameraUI.delegate = self;
self.imagePickerController = cameraUI;
[self presentModalViewController:cameraUI animated:YES];
return YES;
}
- (void)handleGesture:(UIGestureRecognizer *)gestureRecognizer {
[self shouldPresentPhotoCaptureController];
}
#pragma mark - UIBarButton Selectors
- (void)takePictureButtonPressed:(id)sender {
NSLog(#"takePictureButtonPressed...");
// TODO: take picture!
[self.imagePickerController takePicture];
}
Possible dublicate: How do I use [camera takePhoto] and edit using UIImagePicker - UIImagePickerController.allowsEditing = YES
According to takePicture: method in Apple documentation:
Use this method in conjunction with a custom overlay view to initiate the programmatic capture of a still image. This supports taking more than one picture without leaving the interface, but requires that you hide the default image picker controls.
Calling this method while an image is being captured has no effect. You must wait until the associated delegate object receives an imagePickerController:didFinishPickingMediaWithInfo: message before you can capture another picture.
It seems that this approach (custom overlay) it is configured in order to be managed by yourself. Even if "allowsEditing = YES" the taken picture will be directly sent to imagePickerController:didFinishPickingMediaWithInfo:.
Based on that if we want to edit the taken picture using our custom user interface we should create an according custom edit screen for that purpose.
I'm trying to implement an analog of segmented control with two buttons. In default state they have no images, only labels, in selected one they have background image. I want to activate control with TouchDown event.
here is the code (I removed all unnecessary things):
-(IBAction) onButton1
{
button1.selected = YES;
button2.selected = NO;
}
-(IBAction) onButton2
{
button1.selected = NO;
button2.selected = YES;
}
the problem is: assume button1 is selected. When I touch button2 it does not change its image to "selected" image (there is no default image, as I've said), but when I release finger it changes. Also, if I touch already selected button it removes "selected" image and return it when I release it.
I've set highlighted state of buttons, so they have "selected" image in that state, but it did not help (not only in IB, but also with [button setBackgroundImage:[UIImage imageNamed:#"selected.png"] forState:UIControlStateHighlighted];). I've set adjustsImageWhenHighlighted = NO, that did not help too, again, in both program way and IB.
I've seen a lot of similar (but not identical) questions here, but they did not work for me.
Thanks in advance
Since, you wanted to activate the action at touch down event, I assume that you dont need highlighting. Try the following code
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
button1 = [UIButton buttonWithType:UIButtonTypeCustom];
button1.frame = CGRectMake(10.0f, 10.0f, 50.0f, 50.0f);
[button1 setBackgroundImage:[UIImage imageNamed:#"btn.jpeg"] forState:UIControlStateNormal];
[button1 setBackgroundImage:[UIImage imageNamed:#"btnsel.jpeg"] forState:UIControlStateSelected];
[button1 addTarget:self action:#selector(button1Action:) forControlEvents:UIControlEventTouchDown];
[button1 addTarget:self action:#selector(button1TouchUp:) forControlEvents:UIControlEventTouchUpInside|UIControlEventTouchUpOutside];
[self.view addSubview:button1];
button1.selected = YES;
button2 = [UIButton buttonWithType:UIButtonTypeCustom];
button2.frame = CGRectMake(80.0f, 10.0f, 50.0f, 50.0f);
[button2 setBackgroundImage:[UIImage imageNamed:#"btn.jpeg"] forState:UIControlStateNormal];
[button2 setBackgroundImage:[UIImage imageNamed:#"btnsel.jpeg"] forState:UIControlStateSelected];
[button2 addTarget:self action:#selector(button2Action:) forControlEvents:UIControlEventTouchDown];
[button2 addTarget:self action:#selector(button2TouchUp:) forControlEvents:UIControlEventTouchUpInside|UIControlEventTouchUpOutside];
[self.view addSubview:button2];
}
- (void)button1Action:(UIButton*)sender
{
button1.highlighted = NO;
button1.selected = YES;
button2.selected = NO;
}
- (void)button2Action:(UIButton*)sender
{
button2.highlighted = NO;
button2.selected = YES;
button1.selected = NO;
}
- (void)button1TouchUp:(id)sender
{
button1.highlighted = NO;
}
- (void)button2TouchUp:(id)sender
{
button2.highlighted = NO;
}
I'm making an app where I've got three buttons on the screen. One of the buttons must always be selected. When the app loads the first button is set to selected, and preforms its action. When the user presses another button, the current button is deselected and the new one is selected.
I'm a little new to Objective-C. This is what I came up with, but none of what I was expecting works.
I've setup the buttons outlets in the header.
- (IBAction)buttonSelector:(id)sender
{
firstButton.selected = YES;
secondButton.selected = NO;
thirdButton.selected = NO;
if (firstButton.selected = YES)
{
[firstbutton setBackgroundImage:[UIImage imageNamed:"selected.png"]];
secondButton.selected = NO;
[secondButton setBackgroundImage:[UIImage imageNamed:"un_selected.png"]];
thirdButton.selected = YES;
[thirdButton setBackgroundImage:[UIImage imageNamed:"un_selected.png"]];
} else if (secondButton.selected = YES)
{
[secondButton setBackgroundImage:[UIImage imageNamed:"selected.png"]];
firstButton.selected = NO;
[firstButton setBackgroundImage:[UIImage imageNamed:"un_selected.png"]];
thirdButton.selected = NO;
[firstButton setBackgroundImage:[UIImage imageNamed:"un_selected.png"]];
} else if (thirdButton.selected = YES)
{
[thirdButton setBackgroundImage:[UIImage imageNamed:"selected.png"]];
firstButton.selected = NO;
[firstButton setBackgroundImage:[UIImage imageNamed:"un_selected.png"]];
secondButton.selected = NO;
[secondButton setBackgroundImage:[UIImage imageNamed:"un_selected.png"]];
} else {
[sender setBackgroundImage:[UIImage imageNamed:"un_selected.png"]];
}
}
Edit 1:
I tried the UISegmentedControl, but it doesn't appear to be able to be customized enough for what I'm looking for. Ideally the buttons will be more along these lines:
http://i.stack.imgur.com/LPwoR.jpg
The buttons are going to have a background image that will change
You should use UISegmentControl for this. That is the exact feature you are looking for. Here is the apple documentation on this
Here is a tutorial from Ray wenderlich on how to customize UI elements which includes a UISegmentControl.
For eg:-
NSArray *itemArray = [NSArray arrayWithObjects: #"One", #"Two", #"Three", nil];
UISegmentedControl *segmentedControl = [[UISegmentedControl alloc] initWithItems:itemArray];
segmentedControl.frame = CGRectMake(35, 200, 250, 50);
segmentedControl.segmentedControlStyle = UISegmentedControlStylePlain;
Just do this task with for loop, firstly just set image to all of your button then change image of selected image.
I've got a problem with the accessory views in the MKAnnotationViews, but it only occurs when using the iOS 3 SDK. The 3.1.3 version specifically.
I have a subclass of MKAnnotationView and I create instances of it the usual way:
SourceAnnotationView *annotationView = (SourceAnnotationView *)[self.mapView dequeueReusableAnnotationViewWithIdentifier:kDefaultSourceAnnotationID];
if (annotationView == nil) {
#if DEBUG
NSLog(#"RecordViewController viewForAnnotation source %d",[sourceAnnotation.ioiIdent intValue]);
#endif
annotationView = [[[SourceAnnotationView alloc] initWithAnnotation:sourceAnnotation reuseIdentifier:kDefaultSourceAnnotationID] autorelease];
annotationView.delegate = self;
}
Later on in the code, I change the content of the callout bubble by doing:
UIButton *deleteButton = [UIButton buttonWithType:UIButtonTypeCustom];
[deleteButton setImage:[UIImage imageNamed:kDeleteAudioButtonImageName] forState:UIControlStateNormal];
deleteButton.frame = CGRectMake(0, 0, kAnnotationViewLeftAccessoryWidth, kAnnotationViewLeftAccessoryHeight);
deleteButton.tag = kDeleteAudioButtonTag;
deleteButton.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
deleteButton.contentHorizontalAlignment = UIControlContentHorizontalAlignmentCenter;
[deleteButton addTarget:self action:#selector(calloutButtonPressed:) forControlEvents:UIControlEventTouchUpInside];
selectedAnnotationView.leftCalloutAccessoryView = deleteButton;
UIButton *editAudioInfoButton = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
editAudioInfoButton.frame = CGRectMake(0, 0, kAnnotationViewRightAccessoryWidth, kAnnotationViewRightAccessoryHeight);
editAudioInfoButton.tag = kEditInfoButtonTag;
editAudioInfoButton.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
editAudioInfoButton.contentHorizontalAlignment = UIControlContentHorizontalAlignmentCenter;
[editAudioInfoButton addTarget:self action:#selector(calloutButtonPressed:) forControlEvents:UIControlEventTouchUpInside];
selectedAnnotationView.rightCalloutAccessoryView = editAudioInfoButton;
with kAnnotationViewRightAccessoryWidth and kAnnotationViewRightAccessoryHeight being both equal to 32.
When I no longer need these buttons, I try (and in most cases manage) to get rid of them like this:
selectedAnnotationView.rightCalloutAccessoryView = nil;
selectedAnnotationView.leftCalloutAccessoryView = nil;
In iOS 4, this results in the accessory views dissapearing and everything working beautifully. However, in iOS 3 the two buttons stay, even though they're not clickable, as if they were not completely removed from the callout's view.
Also, if I click any other annotation view the two buttons appear.
Does anyone know how to solve this?
Thanks!
EDIT:
Here is a picture of what happens:
make call after
selectedAnnotationView.rightCalloutAccessoryView = nil;
selectedAnnotationView.leftCalloutAccessoryView = nil;
[selectedAnnotationView setNeedsDisplay];
I've created a UIButton on a view and on action of the UIButton[UIButton* button1_obj] one more button[UIButton* button2_obj] is created on same view.
i'm facing these 2 issues...please guide me how to proceed.
button1_obj is appearing when i run my project, but its not being clicked or highlighted, nor any exception is thrown.
On action of button1_obj , button2-obj has to appear on the same view, how to clear the view before placing button2_obj on it.
Code for question (1):
-(void)start
{
NSLog(#"--------------------------------------------------------------------");
NSLog(#"Entered CView start");
//define size and position of view
subMainView_G_obj = [[UIView alloc] initWithFrame:CGRectMake(0.0, 0.0, 480, 320)]; //initilize the view
//subMainView_G_obj.autoresizesSubviews = YES; //allow it to tweak size of elements in view
UIButton_G_obj = [[UIButton buttonWithType:UIButtonTypeRoundedRect] retain];
UIButton_G_obj.frame = CGRectMake(100,70, 150, 50);
UIButton_G_obj.backgroundColor = [UIColor clearColor];
//UIButton_G_obj.adjustsImageWhenHighlighted = YES;
[UIButton_G_obj setTitle:#"UI" forState:UIControlStateNormal];
[UIButton_G_obj addTarget:self action:#selector(action:) forControlEvents:UIControlEventTouchUpInside];
[subMainView_G_obj addSubview:UIButton_G_obj];
UIButton_G_obj = [[UIButton buttonWithType:UIButtonTypeRoundedRect] retain];
UIButton_G_obj.frame = CGRectMake(100,150, 150, 50);
UIButton_G_obj.backgroundColor = [UIColor clearColor];
UIButton_G_obj.adjustsImageWhenHighlighted = YES;
[UIButton_G_obj setTitle:#"Configuration" forState:UIControlStateNormal];
[UIButton_G_obj addTarget:self action:#selector(action:) forControlEvents:UIControlEventTouchUpInside];
[subMainView_G_obj addSubview:UIButton_G_obj];
NSLog(#"Leaving CView start");
NSLog(#"--------------------------------------------------------------------");
}
- (void)action:(id) sender
{
NSLog(#"Inside action method.. On click of First View");
buttonUIObj = [[UIButton buttonWithType:UIButtonTypeRoundedRect] retain];
buttonUIObj.frame = CGRectMake(100,160,100,50);
[buttonUIObj setTitle:#"Next View" forState:UIControlStateNormal];
buttonUIObj.backgroundColor = [UIColor clearColor];
[subMainView_G_obj addSubview:buttonUIObj];
}
i've declare UIButton_G_obj,buttonUIObj,subMainView_G_obj GLOBALLY.
Hard to know what the problem with button1_obj is, without seeing code. However, for (2), you will probably want to remove button1_obj by calling [button1_obj removeFromSuperview].
About problem 1:
First of all both your buttons are named the same. Therefore you have a memory leak because your are allocating space for your button twice. Use different names for your buttons.
About problem 2:
You could hide button 2 until button 1 is pressed: In -(void)start
UIButton_G_obj_1.tag = 1;
...
UIButton_G_obj_2.hidden = YES;
UIButton_G_obj_2.tag = 2;
And in the action method you can unhide the button:
if (sender.tag == 1) {
UIButton_G_obj_2.hidden = NO;
}