Im trying to program a UIButton that performs that prints a message to the console. I can see the button and touch it but as soon as I touch it my app stops running and the console shows the following error:
Game[2743:63724] -[Game.GameScene buttonAction:]: unrecognized selector sent to instance 0x7a11ad00
2014-09-15 17:51:06.106 Game[2743:63724] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[GameGameScene buttonAction:]: unrecognized selector sent to instance 0x7a11ad00'
this is my code:
let imageButton = UIImage(named: "playbutton2") as UIImage
let buttonPlay = UIButton.buttonWithType(UIButtonType.Custom) as UIButton
buttonPlay.frame = CGRectMake(screenSize.width / 2 , screenSize.height / 2, 100, 100)
buttonPlay.setImage(imageButton, forState: .Normal)
buttonPlay.addTarget(self, action: Selector("buttonAction:"), forControlEvents: UIControlEvents.TouchUpInside)
buttonPlay.tag = 22
self.view.addSubview(buttonPlay)
and
func buttonAction(sender:UIButton!) {
println("Button tapped")
}
------- COMPLETE CODE ---------
import SpriteKit
class GameScene: SKScene {
var skyColor = SKColor()
var bird = SKSpriteNode()
var moving = SKNode()
var titleLabelNode = SKLabelNode()
var title = NSString()
let imageButton = UIImage(named: "playbutton2") as UIImage
let screenSize: CGRect = UIScreen.mainScreen().bounds
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.addChild(moving)
skyColor = SKColor(red: 113.0/255.0, green: 197.0/255.0, blue: 207.0/255.0, alpha: 1.0)
self.backgroundColor = skyColor
var birdTexture1 = SKTexture(imageNamed: "Bird1")
birdTexture1.filteringMode = SKTextureFilteringMode.Nearest
var birdTexture2 = SKTexture(imageNamed: "Bird2")
birdTexture2.filteringMode = SKTextureFilteringMode.Nearest
var animation = SKAction.animateWithTextures([birdTexture1, birdTexture2], timePerFrame: 0.2)
var flap = SKAction.repeatActionForever(animation)
bird = SKSpriteNode(texture: birdTexture1)
bird.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame) + 150)
bird.runAction(flap)
bird.physicsBody = SKPhysicsBody(circleOfRadius: bird.size.height/2.0)
bird.physicsBody.dynamic = false
self.addChild(bird)
var groundTexture = SKTexture(imageNamed: "Ground")
groundTexture.filteringMode = SKTextureFilteringMode.Nearest
var moveGroundSprite = SKAction.moveByX(-groundTexture.size().width, y: 0, duration: NSTimeInterval(0.01 * groundTexture.size().width))
var resetGroundSprite = SKAction.moveByX(groundTexture.size().width, y: 0, duration: 0)
var moveGroundSpritesForever = SKAction.repeatActionForever(SKAction.sequence([moveGroundSprite, resetGroundSprite]))
for var i:CGFloat = 0; i<2 + self.frame.size.width / (groundTexture.size().width); ++i {
var sprite = SKSpriteNode(texture: groundTexture)
sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2)
sprite.runAction(moveGroundSpritesForever)
moving.addChild(sprite)
}
title = "Swing Bird"
titleLabelNode.fontName = "Helvetica-Bold"
titleLabelNode.fontSize = 80
//titleLabelNode.fontColor = SKColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 0.)
titleLabelNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + 50)
titleLabelNode.text = "\(title)"
addChild(titleLabelNode)
let buttonPlay = UIButton.buttonWithType(UIButtonType.Custom) as UIButton
buttonPlay.frame = CGRectMake(screenSize.width / 2 , screenSize.height / 2, 100, 100)
buttonPlay.setImage(imageButton, forState: .Normal)
buttonPlay.addTarget(self, action: Selector("buttonAction:"), forControlEvents: UIControlEvents.TouchUpInside)
buttonPlay.tag = 22
self.view.addSubview(buttonPlay)
func buttonAction(sender:UIButton!) {
println("Button tapped")
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
Your function buttonAction is defined at the wrong level. It is currently a function inside didMoveToView instead of a function of the class GameScene.
You can fix it like this:
class GameScene: SKScene {
...
// Move the function here!
func buttonAction(sender:UIButton!) {
println("Button tapped")
}
override func didMoveToView(view: SKView) {
...
Related
I am building an e-commerce app and would like to create the attached image.
I am presenting this controller Modally therefore, it will not be inside a Tabbar.
Is there an easy way I can add the Tabbar and create the button without creating a TabBar like view for each iPhone?
Or would it be best to just embed it into another UITabBarController? Seems overkill...
Many thanks.
Declare Checkout button and views for toolbar & shadow.
lazy var customView: UIView = {
let vw = UIView()
vw.backgroundColor = UIColor(red: 249/255, green: 249/255, blue: 249/255, alpha: 1.0)
vw.translatesAutoresizingMaskIntoConstraints = false
return vw
}()
lazy var shadowView: UIView = {
let vw = UIView()
vw.backgroundColor = UIColor.gray
vw.translatesAutoresizingMaskIntoConstraints = false
return vw
}()
lazy var checkoutButton: UIButton = {
let btn = UIButton(type: .system)
btn.tintColor = .white
btn.layer.cornerRadius = 5
btn.titleLabel?.font = UIFont.boldSystemFont(ofSize: 20)
btn.setTitle("Checkout", for: .normal)
btn.backgroundColor = UIColor(red: 39/255, green: 39/255, blue: 39/255, alpha: 1.0)
btn.translatesAutoresizingMaskIntoConstraints = false
return btn
}()
Add all in viewDidLoad.
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(customView)
[customView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor),
//Size of UITabBar from safeArea, so its compatible for iPhone X and others
customView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor, constant: -49),
customView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor),
customView.heightAnchor.constraint(equalToConstant: 83)].forEach{ $0.isActive = true }
view.addSubview(shadowView)
[shadowView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor),
shadowView.bottomAnchor.constraint(equalTo: customView.topAnchor),
shadowView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor),
shadowView.heightAnchor.constraint(equalToConstant: 0.5)].forEach{ $0.isActive = true }
customView.addSubview(checkoutButton)
[checkoutButton.leadingAnchor.constraint(equalTo: customView.leadingAnchor, constant: 10),
checkoutButton.topAnchor.constraint(equalTo: customView.topAnchor, constant: 4.5),
checkoutButton.trailingAnchor.constraint(equalTo: customView.trailingAnchor, constant: -10),
checkoutButton.heightAnchor.constraint(equalToConstant: 40)].forEach{ $0.isActive = true }
}
I'm having an issue when my Spirit dies or is removed by removeFromParent()
command. The Spirit is removed successful but I can still shoot missiles even when the Spirit isn't there. My code for the GameScene.swft is as follows:
import SpriteKit
import GameplayKit
import CoreMotion
class GameScene: SKScene, SKPhysicsContactDelegate {
var starfield:SKEmitterNode!
var player = SKSpriteNode()
var scoreLabel:SKLabelNode!
var score:Int = 0 {
didSet {
scoreLabel.text = "Score: \(score)"
}
}
var gameTimer:Timer!
var possibleAliens = ["alien", "alien2", "alien3"]
let alienCategory:UInt32 = 0x1 << 1
let photonTorpedoCategory:UInt32 = 0x1 << 0
let photonshuttleCategory:UInt32 = 0x1 << 0
let photonalienCategory: UInt32 = 0x1 << 0
let shuttleCategory:UInt32 = 0x1 << 1
let motionManger = CMMotionManager()
var xAcceleration:CGFloat = 0
override func didMove(to view: SKView) {
self.physicsWorld.contactDelegate = self
starfield = SKEmitterNode(fileNamed: "Starfield")
starfield.position = CGPoint(x: 0, y: 1472)
starfield.advanceSimulationTime(10)
self.addChild(starfield)
func restart(){
let mainStoryboard = UIStoryboard(name: "Start", bundle: nil)
let vc = mainStoryboard.instantiateViewController(withIdentifier: "Start")
self.view?.window?.rootViewController?.present(vc, animated: true, completion: nil)
}
starfield.zPosition = -1
player = SKSpriteNode(imageNamed: "shuttle")
player.position = CGPoint(x: self.frame.size.width / 2, y: player.size.height / 2 + 20)
var Ghost = player
Ghost.physicsBody = SKPhysicsBody(circleOfRadius: (Ghost.frame.height) / 2)
Ghost.physicsBody?.categoryBitMask = photonshuttleCategory
Ghost.physicsBody?.collisionBitMask = 0
Ghost.physicsBody?.contactTestBitMask = alienCategory
Ghost.physicsBody?.isDynamic = true
Ghost.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(player)
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
scoreLabel = SKLabelNode(text: "Score: 0")
scoreLabel.position = CGPoint(x: 100, y: self.frame.size.height - 60)
scoreLabel.fontName = "AmericanTypewriter-Bold"
scoreLabel.fontSize = 36
scoreLabel.fontColor = UIColor.white
score = 0
if score >= 100{
player = SKSpriteNode(imageNamed: "Spaceship")
}
self.addChild(scoreLabel)
gameTimer = Timer.scheduledTimer(timeInterval: 0.2, target: self, selector: #selector(addAlien), userInfo: nil, repeats: true)
if score >= 100{
gameTimer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(addAlien), userInfo: nil, repeats: true)
}
motionManger.accelerometerUpdateInterval = 0.1
motionManger.startAccelerometerUpdates(to: OperationQueue.current!) { (data:CMAccelerometerData?, error:Error?) in
if let accelerometerData = data {
let acceleration = accelerometerData.acceleration
self.xAcceleration = CGFloat(acceleration.x) * 0.75 + self.xAcceleration * 0.25
}
}
}
func addAlien () {
possibleAliens = GKRandomSource.sharedRandom().arrayByShufflingObjects(in: possibleAliens) as! [String]
let alien = SKSpriteNode(imageNamed: possibleAliens[0])
let randomAlienPosition = GKRandomDistribution(lowestValue: 0, highestValue: 414)
let position = CGFloat(randomAlienPosition.nextInt())
alien.position = CGPoint(x: position, y: self.frame.size.height + alien.size.height)
alien.physicsBody = SKPhysicsBody(rectangleOf: alien.size)
alien.physicsBody?.isDynamic = true
alien.physicsBody?.categoryBitMask = alienCategory
alien.physicsBody?.contactTestBitMask = photonTorpedoCategory
alien.physicsBody?.collisionBitMask = 0
self.addChild(alien)
let animationDuration:TimeInterval = 6
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: position, y: -alien.size.height), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
alien.run(SKAction.sequence(actionArray))
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let delay = SKAction.wait(forDuration: 2.6)
self.run(delay)
fireTorpedo()
}
func fireTorpedo() {
self.run(SKAction.playSoundFileNamed("torpedo.mp3", waitForCompletion: false))
let torpedoNode = SKSpriteNode(imageNamed: "torpedo")
torpedoNode.position = player.position
torpedoNode.position.y += 60
torpedoNode.physicsBody = SKPhysicsBody(circleOfRadius: torpedoNode.size.width / 2)
torpedoNode.physicsBody?.isDynamic = true
torpedoNode.physicsBody?.categoryBitMask = photonTorpedoCategory
torpedoNode.physicsBody?.contactTestBitMask = alienCategory
torpedoNode.physicsBody?.collisionBitMask = 0
torpedoNode.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(torpedoNode)
let animationDuration:TimeInterval = 0.3
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: player.position.x, y: self.frame.size.height + 10), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
torpedoNode.run(SKAction.sequence(actionArray))
}
func didBegin(_ contact: SKPhysicsContact) {
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask & photonTorpedoCategory) != 0 && (secondBody.categoryBitMask & alienCategory) != 0 {
torpedoDidCollideWithAlien(torpedoNode: firstBody.node as! SKSpriteNode, alienNode: secondBody.node as! SKSpriteNode)
}
}
func torpedoDidCollideWithAlien (torpedoNode:SKSpriteNode, alienNode:SKSpriteNode) {
let explosion = SKEmitterNode(fileNamed: "Explosion")!
explosion.position = alienNode.position
self.addChild(explosion)
self.run(SKAction.playSoundFileNamed("explosion.mp3", waitForCompletion: false))
torpedoNode.removeFromParent()
alienNode.removeFromParent()
self.run(SKAction.wait(forDuration: 2)) {
explosion.removeFromParent()
}
score += 5
}
func hitdidBegin(_ contact: SKPhysicsContact) {
var firstBody:SKPhysicsBody
var secondBody:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
}else{
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if (firstBody.categoryBitMask & photonshuttleCategory) != 0 && (secondBody.categoryBitMask & alienCategory) != 0 {
spaceshipDidCollideWithNode(alienNode: secondBody.node as! SKSpriteNode, spaceShip: firstBody.node as! SKSpriteNode)
}
}
func spaceshipDidCollideWithNode (alienNode:SKSpriteNode, spaceShip:SKSpriteNode){
let explosion = SKEmitterNode(fileNamed: "Explosion")
explosion?.position = alienNode.position
self.addChild(explosion!)
self.run(SKAction.playSoundFileNamed("explosion.mp3", waitForCompletion: false))
alienNode.removeFromParent()
spaceShip.removeFromParent()
self.run(SKAction.wait(forDuration: 2)){
explosion?.removeFromParent()
}
score = 0
}
override func didSimulatePhysics() {
player.position.x += xAcceleration * 50
if player.position.x < -20 {
player.position = CGPoint(x: self.size.width + 20, y: player.position.y)
}else if player.position.x > self.size.width + 20 {
player.position = CGPoint(x: -20, y: player.position.y)
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
What I want to happen is that the fireTorpedo function will not be called when the Ghost/shuttle/player is removed.
Thank you.
There is a few ways to achieve what you want
1) You check if the players parent property is nil and not fire the torpedo if it is (I am not sure this is the best way)
func fireTorpedo() {
guard player.parent != nil else { return }
...
}
2) You could make your player an optional property
class GameScene: SKScene {
var player: SKSpriteNode?
override func didMove(to view: SKView) {
player = SKSpriteNode()
...
}
}
and when you remove it set it to nil
player = nil
and than not fire the torpedo if the player is nil
func fireTorpedo() {
guard player != nil else { return }
...
}
3) You can create another property in your GameScene class
var isPlayerRemoved = false
Than when you remove your player just set it to true
isPlayerRemoved = true
and than adjust your torpedo function to this
func fireTorpedo() {
guard !isPlayerRemoved else { return }
...
}
Hope this helps
I have a UIView Subclass which presents three buttons arranged with two above one. I use a StackView to arrange the top two buttons, and the bottom arranged view is just a single button. The problem is that the button added as an arrangedSubview to the root StackView receives clicks, while the buttons inside of the StackView in the StackView do not.
(note: dependencies should not be affecting anything. DynamicButton is just a cocoapod UIButton subclass. InsetView is my own UIView subclass that embeds the buttons in a view with constraints. And pinTo is just a UIView extension that adds pinning constraints to the view. These things shouldn't be the bug given that the bottom button receives clicks and is under the same conditions as the top two buttons.)
class PathContentView: UIView {
let previousButton: DynamicButton = {
let r = DynamicButton(style: .caretLeft)
r.lineWidth = 3
r.strokeColor = .white
r.highlightStokeColor = .gray
return r
}()
let nextButton: DynamicButton = {
let r = DynamicButton(style: .caretRight)
r.lineWidth = 3
r.strokeColor = .white
r.highlightStokeColor = .gray
return r
}()
let deleteButton: DynamicButton = {
let r = DynamicButton(style: .close)
r.lineWidth = 3
r.strokeColor = .white
r.highlightStokeColor = .gray
return r
}()
init() {
super.init(frame: .zero)
setup()
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
private func setup() {
// button components
let deleteButtonHolder = InsetView(width: 25, height: 25, view: deleteButton)
let previousButtonHolder = InsetView(width: 25, height: 25, view: previousButton)
let nextButtonHolder = InsetView(width: 25, height: 25, view: nextButton)
let rootStackView = UIStackView()
let topSectionStackView = UIStackView()
topSectionStackView.distribution = .fillEqually
topSectionStackView.alignment = .center
topSectionStackView.spacing = 20
topSectionStackView.axis = .horizontal
rootStackView.axis = .vertical
rootStackView.distribution = .fillEqually
rootStackView.alignment = .fill
rootStackView.isLayoutMarginsRelativeArrangement = true
rootStackView.layoutMargins = UIEdgeInsets(top: 5, left: 5, bottom: 5, right: 5)
addSubview(rootStackView)
topSectionStackView.addArrangedSubview(previousButtonHolder)
topSectionStackView.addArrangedSubview(nextButtonHolder)
rootStackView.addArrangedSubview(deleteButtonHolder)
rootStackView.addArrangedSubview(topSectionStackView)
rootStackView.pinTo(superView: self)
rootStackView.isUserInteractionEnabled = true
topSectionStackView.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError()
}
func tapped() {
print("tapped")
}
}
My Swift-Class defines an initWith.. method by the following code
convenience init(controlType: ApplePencilControlType) {
self.init(frame: CGRect())
type = controlType
self.frame = self.controlFrame
if type == .zoom {
zoomSlider = UISlider(frame: CGRect(x: 10, y: 10, width: 100, height: 20))
if let slider = zoomSlider {
self.addSubview(slider)
}
}
else if type == .toLeft || type == .toRight {
imageView = UIImageView(frame: CGRect(x: 5, y: 5, width: 20, height: 20))
if let imgView = imageView {
if let img = type.image {
imgView.image = img
}
self.addSubview(imgView)
}
}
}
Trying to call this method by the following Objective-C Code makes Xcode show up an error.
- (void)presentOrHidePencilControls {
self.apToLeft = [[ApplePencilControl alloc] initWithControlType:ApplePencilControlTypeToLeft];
}
The error is No visible #interface for 'ApplePencilControl' declares the selector 'initWithControlType:'
What have I to do, so i can call this initializer from Objective-C? The "Project/Modul-Swift.h" is already imported.
I had to insert #objc and : Int to my enum definition in the same class.
I tried a test-project. It worked but the method I used, put programmatically created labels over old existing labels. When the length of a string array is lower than the old one, it shows unnecessary old labels due to addSubview method.
How can I handle this problem?
import UIKit
extension UIView {
func pushTransition(duration:CFTimeInterval) {
let animation:CATransition = CATransition()
animation.timingFunction = CAMediaTimingFunction(name:
kCAMediaTimingFunctionEaseInEaseOut)
animation.type = kCATransitionPush
animation.subtype = kCATransitionFromBottom
animation.duration = duration
self.layer.addAnimation(animation, forKey: kCATransitionPush)
}
}
class ViewController: UIViewController {
var current:Float = 125.24
var discount:Float = 1.212342748
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func doAction(sender: AnyObject) {
let currentstr = String(format: "₺%.2f", self.current)
let length = currentstr.characters.count
var strarray = Array(currentstr.characters)
strarray[length-3] = ","
print(strarray)
self.current = self.current-self.discount
let newcurrent = String(format: "₺%.2f", self.current)
let newcurrentlength = newcurrent.characters.count
var newcurrentarray = Array(newcurrent.characters)
newcurrentarray[newcurrentlength-3] = ","
print(newcurrentarray)
var labels = [UILabel]()
print(labels)
if (length == newcurrentlength) {
for i in 1 ..< length+1 {
labels.append(UILabel(frame: CGRectMake((15*CGFloat(i)), 100, 20, 20)))
if (strarray[i-1] == newcurrentarray[i-1]){
print("SAME")
labels[i-1].text = String(newcurrentarray[i-1])
labels[i-1].textAlignment = NSTextAlignment.Center
labels[i-1].backgroundColor = UIColor.redColor()
self.view.addSubview(labels[i-1])
} else {
print("CHANGED")
labels[i-1].pushTransition(0.4)
labels[i-1].text = String(newcurrentarray[i-1])
labels[i-1].textAlignment = NSTextAlignment.Center
labels[i-1].backgroundColor = UIColor.redColor()
self.view.addSubview(labels[i-1])
}
}
} else {
for i in 1..<newcurrentlength+1 {
labels.append(UILabel(frame: CGRectMake((15*CGFloat(i)), 100, 20, 20)))
if (strarray[i-1] == newcurrentarray[i-1]){
print("SAME")
labels[i-1].text = String(newcurrentarray[i-1])
labels[i-1].textAlignment = NSTextAlignment.Center
labels[i-1].backgroundColor = UIColor.redColor()
self.view.addSubview(labels[i-1])
} else {
print("CHANGED")
labels[i-1].pushTransition(0.4)
labels[i-1].text = String(newcurrentarray[i-1])
labels[i-1].textAlignment = NSTextAlignment.Center
labels[i-1].backgroundColor = UIColor.redColor()
self.view.addSubview(labels[i-1])
}
}
}
}
}
EDIT
I put label array out of action section and it's fixed.
var labels = [UILabel]()
However, the transition between 100,00 and 99,99 there is a problem with the last child of label array. It still shows last digit like 99,990