I've made a game in using cocos2d and have integrated an admob banner in the appdelegate so that it is displayed on all view controllers. Ive implemented a remove ads feature which happens in the "game over" screen. Here is my problem. The remove ads function works but does not take affect immediately. I have to kill the app and restart it for the banner to go away. Is there a way to just reload the appdelegate and the ads are removed instantly instead of having to reload the app? PLEASE HELP This is driving me crazy.
EDITED: HERE IS MY CURRENT CODE. THE BANNER LOADS WHEN THE APP LOADS I AM TRYING TO MAKE THE BANNER GO AWAY WHEN THE USER PURCHASES TO REMOVE IT WITHOUT HAVING TO RESTART THE APP(CLOSE THE APP RESTART)
AppDelegate.h
#import "GADBannerViewDelegate.h"
// Added only for iOS 6 support
#interface MyNavigationController : UINavigationController <CCDirectorDelegate>
#end
#class RootViewController;
#class GADBannerView, GADRequest;
#interface AppController : NSObject <UIApplicationDelegate,ADBannerViewDelegate,UIActionSheetDelegate, GKLeaderboardViewControllerDelegate, GameCenterManagerDelegate,ChartboostDelegate,GADBannerViewDelegate>
{
UIWindow *window_;
MyNavigationController *navController_;
CCDirectorIOS *director_;
UIViewController *tempVC; // weak ref
RootViewController *viewController_;
//Admob
GADBannerView *bannerView_;
BOOL isAdPositionAtTop_;
}
AppDelegate.m i use calladmob to start ads if removeads is "no"
-(void)callAdMob{
//Admob ads
CGPoint origin = CGPointMake(0.0,self.window.frame.size.height -CGSizeFromGADAdSize(kGADAdSizeSmartBannerPortrait).height);
bannerView_ = [[GADBannerView alloc] initWithAdSize:kGADAdSizeSmartBannerPortrait origin:origin];
bannerView_.adUnitID = #"idhere";
bannerView_.delegate = self;
[bannerView_ setRootViewController:tempVC];
CGRect adBannerViewFrame = [bannerView_ frame];
int lSizeValue=0;
if([[CCDirector sharedDirector] winSize].width==320)
lSizeValue=50;
else if([[CCDirector sharedDirector] winSize].width==768)
lSizeValue=66;
adBannerViewFrame.origin.x = 0;
adBannerViewFrame.origin.y = [[CCDirector sharedDirector] winSize].height-lSizeValue;
[bannerView_ setFrame:adBannerViewFrame];
[[self navController].view addSubview:bannerView_];
[bannerView_ loadRequest:[self createRequest]];}
Why not send a notification from your "remove ads" function?
And then anywhere you have an AdMob banner, you can add an observer that watches for that notification and the method that gets called would do something like:
[bannerView removeFromSuperview] or bannerView.hidden = YES
provided you have your AdMob banner connected to an IBOutlet.
Related
I have developed a game in cocos2dx for iOS.Now i integrated banner view for show admob banner ad.
i write code for admob in appController class like that.
NSLog(#"ADMOB");
CGSize winSize = [[CCDirector sharedDirector]winSize];
bannerView_ = [[GADBannerView alloc]
initWithFrame:CGRectMake(size.width/2-160,
size.height -
GAD_SIZE_320x50.height,
GAD_SIZE_320x50.width,
GAD_SIZE_320x50.height)];
bannerView_.adUnitID =#"a*******";
bannerView_.delegate=self;
[viewController.view bannerView_];
bannerView_.rootViewController = viewController;
[bannerView_ loadRequest:[GADRequest request]];
GADRequest request = [[GADRequest alloc] init];
request.testing = [NSArray arrayWithObjects:
GAD_SIMULATOR_ID, nil];
[bannerView_ loadRequest:request];
Now I have to hide or remove admob banner ad from cpp class. So I have to call C++ class to objective. C++ call and then call to appcontroller class. and suppose to de remove banner view like that
[bannerView removeFromSuperview];
[bannerView setDelegate:nil];
[bannerView release];
bannerView = nil;
but banner view not removing from that call.
please help me to getting out from this issues.
any help will be appreciated.
Is your ad getting displayed properly,
since this line does nothing:-
[viewController.view bannerView_];
Shouldn't be this like
[viewController.view addSubview:bannerView_];
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Closed 10 years ago.
Possible Duplicate:
Trying to construct a tableview with a navigation bar at top
I have got a UITabBarController with a TabBar in it. Now what I need is a UINavigationBar on top of controller just to show title and a button. For that, I have taken a stand alone UINavigationBar, but it is not visible I can't understand why.
I am sorry but haven't found any appropriate solution up till now. Is there any specific way to use and access stand alone UINavigationBar with UITabBarController?
Create your UIViewControllers and there views using Interface Builder or coding to be displayed in each of the Tabs. Add the NavigationBar to each one of these views.
Then add these UIViewControllers to the UITabViewController's viewControllers NSArray.
ie. In you AppDelegate's application didFinishLaunching function
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Override point for customization after application launch.
UIViewController *viewController1 = [[FirstViewController alloc] initWithNibName:#"FirstViewController" bundle:nil];
UIViewController *viewController2 = [[SecondViewController alloc] initWithNibName:#"SecondViewController" bundle:nil];
self.tabBarController = [[UITabBarController alloc] init];
self.tabBarController.viewControllers = [NSArray arrayWithObjects:viewController1, viewController2, nil];
self.window.rootViewController = self.tabBarController;
[self.window makeKeyAndVisible];
return YES;
}
Add the UINavigationBar to the viewController1 and viewControllers2 views, either using IB or coding it.
Following link worked for me perfectly!
Trying to construct a tableview with a navigation bar at top
I want to pass datum from view controller to view controller via tab bar controller.
I mean, my storyboard is like this.
View Controller → Tab Bar Controller → VC1/VC2/VC3
For the purpose of this, I tried to use PrepareforSegue, but it's failed.
The code is here.
(void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender{
NSIndexPath *selectedIndexPath = [self.tableView indexPathForSelectedRow];
friendsDetailViewController* vc = [[friendsDetailViewController alloc] init];
vc = (friendsDetailViewController*)[segue destinationViewController];
vc.candidateid = [[NSString alloc] init];
vc.candidateid = [candidateid objectAtIndex:selectedIndexPath.row];
Though I was trying to pass data from VC to VC1, SIGABT happened on the last line.
Update:
I've got figured out how. Here is the script:
friendsDetailViewController* vc = [[friendsDetailViewController alloc] init];
UITabBarController* tbc = [segue destinationViewController];
vc = (friendsDetailViewController*)[[tbc customizableViewControllers] objectAtIndex:0];
Firstly, I have to attach Tab Bar Controller.
Secondly, retrieve each View Controller's pointer.
You can select by using objectIndex.
In childviewcontrollers of tab bar controllers you can easily pass data by using
[self.parentViewController.view setAccessibilityValue:#"your data"];
and can easily access this data in other child viewcontrollers of tabbar
or you can add an object in nsuserdefaults for some key and attach that key in parentviewcontroller.view ..
get that object by using objectforkey from nsuserdefaults in next viewcontroller
I had same problem.
I had NSString which i waned to be sent like this:
View Controller → Tab Bar Controller → VC1/VC2/VC3
Before anything else I created ViewController-s and TabBarController classes and connected them with storyboard.
This worked for me:
First lets send data from ViewController to TabBarController:
add segue to connect ViewController and TabBarController in storyboard and name it:
toMyTabController
add property u want to change in TabBarController:
#property (strong, nonatomic) NSString *name;
add this method somewhere in ViewController.m:
-(void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
if([segue.identifier isEqualToString:#"toMyTabController"])
{
MyTabController *tabController = (MyTabController *)segue.destinationViewController;
tabController.name = #"SOME AWESOME NAME";
}
}
==================================================================================
Now lets send data from TabBarController to ViewController
Add property to every ViewController where you want to send info, and lets name it name (so creative)
add this to **ViewController1.h, ViewController2.h, ViewController3.h
#property (strong, nonatomic) NSString *name;
add this to ViewController1.m, ViewController2.m, ViewController3.m
#synthesize name;
go to your TabBarController.m and add this in ViewDidLoad method:
for (UIViewController* myController in self.viewControllers)
{
if([myController respondsToSelector:#selector(setName:)])
{
[myController performSelector:#selector(setName:) withObject:self.name];
}
}
Thats all,
Hope it helps. Good Luck
I am trying to integrate AdMob into my cocos2d Game and I having some problems. Basically the ad shows up but when I click on it, the banner disappears and the full view doesn't show up. I am using a slight modified version of the code found on google admob page. Here is my code:
-(void) addAdMobBanner{
NSLog(#"adding Admob");
controller = [[RootViewController alloc]init];
CGSize size = [[CCDirector sharedDirector] winSize];
controller.view.frame = CGRectMake(0,0,size.width,size.height);
// Create a view of the standard size at the bottom of the screen.
bannerView = [[GADBannerView alloc]
initWithFrame:CGRectMake(size.width/2+50,
size.height-GAD_SIZE_468x60.height,
GAD_SIZE_468x60.width,
GAD_SIZE_468x60.height)];
// Specify the ad's "unit identifier." This is your AdMob Publisher ID.
bannerView.adUnitID = #"xxxxxxxxxxxx";
// Let the runtime know which UIViewController to restore after taking
// the user wherever the ad goes and add it to the view hierarchy.
bannerView.rootViewController = controller;
[controller.view addSubview:bannerView];
[[[CCDirector sharedDirector] openGLView]addSubview : controller.view];
[bannerView loadRequest:[GADRequest request]];
}
Thanks guys
It doesn't work on a simulator but it works on the device, but if you are using in the landscape mode you have to transform it yourselves.
Okay, I've been trying to display the Game Center leaderboards in my Cocos2d iPhone game.
I have progressed and I got this piece of code:
- (void) showLeaderboard {
tempVC=[[UIViewController alloc] init];
GKLeaderboardViewController *leaderboardController = [[GKLeaderboardViewController alloc] init];
if (leaderboardController != nil)
{
leaderboardController.leaderboardDelegate = self;
[[[CCDirector sharedDirector] openGLView] addSubview:tempVC.view];
[tempVC presentModalViewController:leaderboardController animated: YES];
}
}
When I run that in the simulator, I see it becomes portrait mode, so I know something happened. BUT nothing appears. No leaderboards come out. What is wrong?
My application is already linked with the iTunes thingy.
I am authenticated at the beginning of the game sucessfully.
I already submitted scores (with a nice thing called GameKitHelper)
Go to the AppDelegate.m and change:
[window addSubview: viewController.view];
to
window.rootViewController = viewController;
then call it
GameKitHelper* gkHelper = [GameKitHelper sharedGameKitHelper];
[gkHelper showLeaderboard];
This works on cocos2d 1.0.0 RC1