I have issue regarding using swipe gesture.
Problem is that I want to perform both right and left swipe while holding click changing direction to left-right.
Can I use CCTouch methods for this condition? If yes then how can i use this? Is there another way to do this?
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
...
...
[self createSwipeRecognizerView];
return YES;
}
-(void) createSwipeRecognizerView {
//NSLog(#"Creating Swipe Recognizer");
UIGestureRecognizer *recognizer;
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(screenDidswipe)];
// swipeRightOnTable is the callback method in my case
swipeRecognizer = (UISwipeGestureRecognizer *)recognizer;
// select swipe direction
swipeRecognizer.direction = UISwipeGestureRecognizerDirectionUp;
[self.navController.view addGestureRecognizer:recognizer];
recognizer.delegate = self;
[recognizer release];
}
-(BOOL) gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
if([[MyGame sharedGameObject].layer isKindOfClass:[MyGameScreen class]])
return YES;
return NO;
}
-(void) screenDidswipe
{
MyGame *sGame = [MyGame sharedGameObject];
if([sGame.layer isKindOfClass:[MyGameScreen class]])
{
[(MyGameScreen*)(sGame.layer) screenDidswipe];
}
}
Related
Already added below code in AppDelegate.m but still not working in portrait.
-(NSUInteger)supportedInterfaceOrientations {
return UIInterfaceOrientationMaskPortrait;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return UIInterfaceOrientationIsPortrait(interfaceOrientation);
}
Here is Xcode summary page:
Got solution. We can set orientation in setupCocos2dWithOptions.
-(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
[self setupCocos2dWithOptions:#{
CCSetupShowDebugStats: #(YES),
CCSetupScreenOrientation: CCScreenOrientationPortrait,
}];
return YES;
}
I've added iAP in cocos2d following the ray tutorials (but changed a few things to fit cocos2d) but after I make a transaction the console log says 2013-08-19 16:32:12.626 Game[2483:907] Buying *product* ...
2013-08-19 16:32:13.208 Game[2483:907] cocos2d: animation stopped
2013-08-19 16:32:16.690 Game[2483:907] completeTransaction...
2013-08-19 16:32:16.725 Game[2483:907] User defaults for *product* are YES
So I know the transaction works, but the game never resumes it just freezes. Is there a way to resume the game after the transaction? [[CCDirector sharedDirector]resume] doesn't work so I think it may have to do with UIAlert View. Any help? Here is my iAPHelper.mm:
#import "IAPHelper.h"
#import <StoreKit/StoreKit.h>
NSString *const IAPHelperProductPurchasedNotification
#"IAPHelperProductPurchasedNotification";
#interface IAPHelper () <SKProductsRequestDelegate, SKPaymentTransactionObserver>
#end
#implementation IAPHelper {
SKProductsRequest * _productsRequest;
RequestProductsCompletionHandler _completionHandler;
NSSet * _productIdentifiers;
NSMutableSet * _purchasedProductIdentifiers;
}
- (id)initWithProductIdentifiers:(NSSet *)productIdentifiers {
if ((self = [super init])) {
// Store product identifiers
_productIdentifiers = productIdentifiers;
[[SKPaymentQueue defaultQueue] addTransactionObserver:self];
// Check for previously purchased products
_purchasedProductIdentifiers = [NSMutableSet set];
for (NSString * productIdentifier in _productIdentifiers) {
BOOL productPurchased = [[NSUserDefaults standardUserDefaults] boolForKey:productIdentifier];
if (productPurchased) {
[_purchasedProductIdentifiers addObject:productIdentifier];
NSLog(#"Previously purchased: %#", productIdentifier);
} else {
NSLog(#"Not purchased: %#", productIdentifier);
}
}
}
return self;
}
- (void)requestProductsWithCompletionHandler:(RequestProductsCompletionHandler)completionHandler {
_completionHandler = [completionHandler copy];
_productsRequest = [[SKProductsRequest alloc] initWithProductIdentifiers:_productIdentifiers];
_productsRequest.delegate = self;
[_productsRequest start];
}
#pragma mark - SKProductsRequestDelegate
- (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response {
NSLog(#"Loaded list of products...");
_productsRequest = nil;
NSArray * skProducts = response.products;
for (SKProduct * skProduct in skProducts) {
NSLog(#"Found product: %# %# %0.2f",
skProduct.productIdentifier,
skProduct.localizedTitle,
skProduct.price.floatValue);
}
_completionHandler(YES, skProducts);
_completionHandler = nil;
}
- (void)request:(SKRequest *)request didFailWithError:(NSError *)error {
NSLog(#"Failed to load list of products.");
_productsRequest = nil;
_completionHandler(NO, nil);
_completionHandler = nil;
}
- (BOOL)productPurchased:(NSString *)productIdentifier {
return [_purchasedProductIdentifiers containsObject:productIdentifier];
}
- (void)buyProduct:(SKProduct *)product {
NSLog(#"Buying %#...", product.productIdentifier);
SKPayment * payment = [SKPayment paymentWithProduct:product];
[[SKPaymentQueue defaultQueue] addPayment:payment];
}
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions
{
for (SKPaymentTransaction * transaction in transactions) {
switch (transaction.transactionState)
{
case SKPaymentTransactionStatePurchased:
[self completeTransaction:transaction];
break;
case SKPaymentTransactionStateFailed:
[self failedTransaction:transaction];
break;
case SKPaymentTransactionStateRestored:
[self restoreTransaction:transaction];
default:
break;
}
};
}
- (void)completeTransaction:(SKPaymentTransaction *)transaction {
NSLog(#"completeTransaction...");
[self provideContentForProductIdentifier:transaction.payment.productIdentifier];
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
}
- (void)restoreTransaction:(SKPaymentTransaction *)transaction {
NSLog(#"restoreTransaction...");
[self provideContentForProductIdentifier:transaction.originalTransaction.payment.productIdentifier];
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
}
- (void)failedTransaction:(SKPaymentTransaction *)transaction {
NSLog(#"failedTransaction...");
if (transaction.error.code != SKErrorPaymentCancelled)
{
NSLog(#"Transaction error: %#", transaction.error.localizedDescription);
}
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
}
- (void)provideContentForProductIdentifier:(NSString *)productIdentifier {
[_purchasedProductIdentifiers addObject:productIdentifier];
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:productIdentifier];
[[NSUserDefaults standardUserDefaults] synchronize];
[[NSNotificationCenter defaultCenter] postNotificationName:IAPHelperProductPurchasedNotification object:productIdentifier userInfo:nil];
NSLog(#"User defaults for %# are YES", productIdentifier);
}
- (void)restoreCompletedTransactions {
[[SKPaymentQueue defaultQueue] restoreCompletedTransactions];
}
#end
Before you popup your alert view try running...
[[CCDirector sharedDirector] stopAnimation];
When you get a response back from the user in the alertview callback or transaction completion run...
[[CCDirector sharedDirector] startAnimation];
Cocos doesn't often play well with UIKit/Cocoa callbacks so you need to pause rendering while they do their thing. We have similar behaviour for when the app goes into background/foreground in the app delegate...
-(void) applicationDidEnterBackground:(UIApplication*)application {
[[CCDirector sharedDirector] stopAnimation];
}
-(void) applicationWillEnterForeground:(UIApplication *)application {
[[CCDirector sharedDirector] startAnimation];
}
-(void)applicationDidBecomeActive:(UIApplication *)application {
[[CCDirector sharedDirector] resume];
}
Seems we use resume inside the applicationDidBecomeActive. Can't recall the full logic there but that has seemed to work for a bunch of our projects.
I have game ready and now I am trying to refactor code. I have derived Spider class from CCNode and used targeted delegate method CCTargetedTouchDelegate.
#interface Spider : CCNode<CCTargetedTouchDelegate> {
CCSprite* spiderSprite;
NSString * spiderKilled;
int killed;
AppDelegate *del;
}
+(id) spiderWithParentNode:(CCNode*)parentNode;
-(id) initWithParentNode:(CCNode*)parentNode;
#end
On Touch spider should be killed and here goes the code:
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
CGPoint tch = [touch locationInView: [touch view]];
CGPoint touchLocation = [[CCDirector sharedDirector] convertToGL:tch];
// Check if this touch is on the Spider's sprite.
BOOL isTouchHandled = CGRectContainsPoint([spiderSprite boundingBox], touchLocation);
if (isTouchHandled)
{
j = j + 1;
killed ++;
[del setKilledScore:j];
[self removeChild:spiderSprite cleanup:YES];
}
return isTouchHandled;
}
I am adding 10 spiders in GameScene layer using: -
for(int i=0; i <10 ;i++){
[Spider spiderWithParentNode:self];
}
But, unfortunately I am not able to remove spiders and giving me EXC_BAD_ACCESS error on this line: [self removeChild:spiderSprite cleanup:YES];
Please help me overcome this error.
Thanks
Update --
Spider Init code
// Static autorelease initializer, mimics cocos2d's memory allocation scheme.
+(id) spiderWithParentNode:(CCNode*)parentNode
{
return [[[self alloc] initWithParentNode:parentNode] autorelease];
}
-(id) initWithParentNode:(CCNode*)parentNode
{
if ((self = [super init]))
{
[parentNode addChild:self];
del = [[UIApplication sharedApplication] delegate];
CGSize screenSize = [[CCDirector sharedDirector] winSize];
spiderSprite = [CCSprite spriteWithFile:#"spider.png"];
spiderSprite.position = CGPointMake(CCRANDOM_0_1() * screenSize.width, CCRANDOM_0_1() * screenSize.height);
[self addChild:spiderSprite];
// Manually add this class as receiver of targeted touch events.
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:-1 swallowsTouches:YES];
}
return self;
}
If you manually add the class to the CCTouchDispatcher list, you should remove it from there after you're done using it.
I created two CCLayers, one is gamelayer, another is howlayer. The code of gamelayer.m is
-(id)init{
if (self = [super init]) {
CCSprite *gamebg = [CCSprite spriteWithFile:#"bg.png"];
gamebg.anchorPoint = CGPointZero;
[self addChild:gamebg z:0 tag:1];
HowLayer *howLayer = [HowLayer node];
[self addChild:howLayer];
[self schedule:#selector(showthegamecontent:) interval:0.4];
}
return self;
}
the code of howlayer is
-(id)init{
if (self=[super init]) {
CCSprite *howbg = [CCSprite spriteWithFile:#"translucentbg.png"];
howbg.anchorPoint = CGPointZero;
[self addChild:howbg z:5 tag:1];
CCMenuItem *howmenu = [CCMenuItemImage itemFromNormalImage:#"how.png"
selectedImage:#"how.png"
target:self
selector:#selector(startgame:)];
CCMenu *ccMenuhowmenu = [CCMenu menuWithItems:howmenu, nil];
ccMenuhowmenu.position=ccp(517,384);
[self addChild:ccMenuhowmenu z:5 tag:2];
}
return self;
}
-(void)startgame:(id)sender{
[self removeAllChildrenWithCleanup:YES];
}
I want to do function like this:
When I click the menu on howlayer, the Howlayer will be removed (I have done), and then the game starts, calls the selector 'showthegamecontent', so how should I do?
Simple hack in your howlayer:
-(void)startgame:(id)sender{
gameLayer* parent = (gameLayer*) self.parent;
[parent showthegamecontent];
}
but it may leave you with a warning.. But it works..
The implementation without warning is that you have to store a reference to the parent with you init. Which i feel its unnecessary as you only need to reference it once.
Is there any one who knows how to integrate game center in Cocos2d.
Please tell me steps so i can integrate that in my Game.
UPDATE:
I created my own Helper Class that works with all kind of Apps (also Cocos2D 1 & 2+)
https://github.com/alexblunck/ABGameKitHelper
Hi I suggest you use GKHelper Class from Steffen Itterheim! I uploaded the GKHelper.h / GKHelper.m for you: http://www.cl.ly/7ReW
Then follow these instructions:
//0.0 Add GameKit Framework to Project (Ask If you don't know how to do this ;) )
//0. Change "[window addSubview: viewController.view];" in the AppDelegate.m to:
//Do this if you're using any release of cocos2D after 0.99.5:
window.rootViewController = viewController;
//1. Add Gamekithelper.h / .m to project
//2. Include following delegate in given header:
<GameKitHelperProtocol>
//3. Add Delegate Methods to .m
//4. Add GameKitHelper to "Scene":
GameKitHelper *gkHelper = [GameKitHelper sharedGameKitHelper];
gkHelper.delegate = self;
[gkHelper authenticateLocalPlayer];
//Adding score to leaderboard:
GameKitHelper *gkHelper = [GameKitHelper sharedGameKitHelper];
[gkHelper submitScore:scoreValue category:#"LeaderboardID"];
//Adding achievement completion:
GameKitHelper *gkHelper = [GameKitHelper sharedGameKitHelper];
[gkHelper reportAchievementWithID:#"AchievementID" percentComplete:100];
These are the delegate Methods that need to be added mentioned in Step #3:
#pragma mark GameKitHelper delegate methods
-(void) onLocalPlayerAuthenticationChanged
{
GKLocalPlayer* localPlayer = [GKLocalPlayer localPlayer];
CCLOG(#"LocalPlayer isAuthenticated changed to: %#", localPlayer.authenticated ? #"YES" : #"NO");
if (localPlayer.authenticated)
{
GameKitHelper* gkHelper = [GameKitHelper sharedGameKitHelper];
[gkHelper getLocalPlayerFriends];
//[gkHelper resetAchievements];
}
}
-(void) onFriendListReceived:(NSArray*)friends
{
CCLOG(#"onFriendListReceived: %#", [friends description]);
GameKitHelper* gkHelper = [GameKitHelper sharedGameKitHelper];
[gkHelper getPlayerInfo:friends];
}
-(void) onPlayerInfoReceived:(NSArray*)players
{
CCLOG(#"onPlayerInfoReceived: %#", [players description]);
}
-(void) onScoresSubmitted:(bool)success
{
CCLOG(#"onScoresSubmitted: %#", success ? #"YES" : #"NO");
}
-(void) onScoresReceived:(NSArray*)scores
{
CCLOG(#"onScoresReceived: %#", [scores description]);
GameKitHelper* gkHelper = [GameKitHelper sharedGameKitHelper];
[gkHelper showAchievements];
}
-(void) onAchievementReported:(GKAchievement*)achievement
{
CCLOG(#"onAchievementReported: %#", achievement);
}
-(void) onAchievementsLoaded:(NSDictionary*)achievements
{
CCLOG(#"onLocalPlayerAchievementsLoaded: %#", [achievements description]);
}
-(void) onResetAchievements:(bool)success
{
CCLOG(#"onResetAchievements: %#", success ? #"YES" : #"NO");
}
-(void) onLeaderboardViewDismissed
{
CCLOG(#"onLeaderboardViewDismissed");
GameKitHelper* gkHelper = [GameKitHelper sharedGameKitHelper];
[gkHelper retrieveTopTenAllTimeGlobalScores];
}
-(void) onAchievementsViewDismissed
{
CCLOG(#"onAchievementsViewDismissed");
}
-(void) onReceivedMatchmakingActivity:(NSInteger)activity
{
CCLOG(#"receivedMatchmakingActivity: %i", activity);
}
-(void) onMatchFound:(GKMatch*)match
{
CCLOG(#"onMatchFound: %#", match);
}
-(void) onPlayersAddedToMatch:(bool)success
{
CCLOG(#"onPlayersAddedToMatch: %#", success ? #"YES" : #"NO");
}
-(void) onMatchmakingViewDismissed
{
CCLOG(#"onMatchmakingViewDismissed");
}
-(void) onMatchmakingViewError
{
CCLOG(#"onMatchmakingViewError");
}
-(void) onPlayerConnected:(NSString*)playerID
{
CCLOG(#"onPlayerConnected: %#", playerID);
}
-(void) onPlayerDisconnected:(NSString*)playerID
{
CCLOG(#"onPlayerDisconnected: %#", playerID);
}
-(void) onStartMatch
{
CCLOG(#"onStartMatch");
}
-(void) onReceivedData:(NSData*)data fromPlayer:(NSString*)playerID
{
CCLOG(#"onReceivedData: %# fromPlayer: %#", data, playerID);
}
You can go through with GamKit framework . Game center is very powerful for managing your online game and game score as well . with game center there are two types of game you can create
1: Real time matches (Real time Car racing)
2: Turn Base Matches (Online card game )
I am sharing with you link of RaywenderLich :
Real time match : http://www.raywenderlich.com/3276/game-center-tutorial-for-ios-how-to-make-a-simple-multiplayer-game-part-12
Turn Based Match http://www.raywenderlich.com/5480/beginning-turn-based-gaming-with-ios-5-part-1
Although Alexander Blunck's answer is reasonable, for earlier versions of iOS (such as 3.2) the following line will fault, which is not what you want.
window.rootViewController = viewController;
If you are going to use Steffen's code (ugh) then you might want to add a method to set the ui view controller directly rather than having it assume it can be grabbed via UIApplication.