Someone somewhere in Apple Development needs to do something. This just cannot be allowed to continue. This has been reported by many others before me .. but nothing changes.
What their Reviewers do borders on Assault which is a Crime.
How much longer?
The very capable folk such as Quinn are tarnished by working along side some of the Reviewers. I truly feel sorry for Quinn.
Submitted my Monster Paddle Pong App that operates on Apple TV and iPad with a Game Controller.
SO the Tester uploads my App to their iPad and starts poking their finger all over the screen .. and NOTHING happens.
Maybe their reading skills aren’t ample because that Game Controller requirement is delineated in sentence #1.
Promotional Text:
Monster Paddle Pong is FUN! to play on a iPad + Apple TV with a Extended Game Controller. Match wits with your skill to react quickly. See the Description for more info.
Description Text:
Monster Paddle Pong is FUN! to play on a iPad or Apple TV with a Game Controller. It mischievously matches wits with your skill to react quickly.
It's 100% free, so give it a GO!
Pressing the Right Shoulder Button starts the Game and causes the Dinossaur Ball to start moving .. and unless the Ball is moving the Monster Paddle will not move.
As a matter of fact, until this Right Shoulder Button is first pressed, only the Left Shoulder Button works (described below).
This makes sense because after all what’s so hard in hitting a stationary target? Right?
Use your Game Controller’s A, B, X, Y buttons & the Joysticks to move the Monster Paddle and hit the moving Dinossaur Ball.
If you’re successful then your Score in the upper right corner advances. If instead your Monster Paddle hits one of the 4 Walls, your score decreases by 1.
All this is graphically depicted in the About Scene which can be accessed by pressing your Controller’s Left Shoulder Button once.
BTW, press this Left Shoulder a 2nd time, and you will see my Credits Scene.
I don’t want to get too detailed here because a big part of FUN! is the thrill of Discovering.
So, feel free to DISCOVER, most notably pressing all the buttons on your Controller to see the MAGIC! each of them makes happen.
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Just submitted version update to my existing app. Exactly how long before App Connect shows Waiting for Review
Moving a SKSpriteNode image in response to a change in its position is not working.
Based on the code below, does anyone have an idea why?
N.B. I change the position of the image within my class GameScene.
Then, I call, e.g., this function:
func drawBall() {
let positionInSceneCoordinates = CGPoint(x: ballPosX, y: ballPosY)
myBall!.removeAction(forKey: "moveTO")
let moveTO = SKAction.move(to: positionInSceneCoordinates, duration: TimeInterval(1))
myBall!.run(moveTO, withKey: "moveTO)")
}
Selective placement of print statements prove that the ballPosX, ballPosY are changing as they should, but I am observing zero movement on the Xcode Simulator via the call to myBall!run(..).
I am at a loss here on how to proceed.
Thanks bunches!
GameScene’s didBegin is not called?
I have read a high volume of solutions here and many, many other Sites and I cannot figure out why?
What am I doing wrong?
Here are my relevant 2 Code Snippets:
Within GameViewController, this function is called every time I show the CGScene:
var noCollision: UInt32 = 00000000,
noContact: UInt32 = 00000000
func addGamePiecesToScene(toScene: SKScene) {
// thisSceneName is set before we're called
if thisSceneName == "GameScene" {
/*
BACKGROUND
*/
// GameScene.sks file loads this for us, but
// we still need myRoom to set the data below:
myRoom = SKSpriteNode(imageNamed: roomImg)
myRoom.name = "room"
myRoom.zPosition = 0
myRoom.size = CGSize(width: roomWidth, height: roomHeight)
myRoom.physicsBody = SKPhysicsBody(rectangleOf: myRoom.size)
myRoom.physicsBody?.categoryBitMask = roomCategory
myRoom.physicsBody?.collisionBitMask = noCollision
myRoom.physicsBody?.contactTestBitMask = noContact
/*
MAIN Game Pieces
*/
myPaddle = SKSpriteNode(imageNamed: paddleImg)
myPaddle.name = "paddle"
myPaddle.zPosition = 3
myPaddle.size = CGSize(width: paddleWidth, height: paddleHeight)
myPaddle.position = CGPoint(x: paddlePosX, y: paddlePosY) // = original or moved
myPaddle.physicsBody = SKPhysicsBody(rectangleOf: myPaddle.size)
myPaddle.physicsBody?.categoryBitMask = paddleCategory
myPaddle.physicsBody?.collisionBitMask = roomCategory | ballCategory
myPaddle.physicsBody?.contactTestBitMask = roomCategory | ballCategory
myPaddle.physicsBody!.affectedByGravity = false
myPaddle.physicsBody!.isDynamic = true
toScene.addChild(myPaddle)
//
myBall = SKSpriteNode(imageNamed: ballImg)
myBall.name = "ball"
myBall.zPosition = 4
myBall.size = CGSize(width: ballWidth, height: ballHeight)
myBall.position = CGPoint(x: ballPosX, y: ballPosY) // = original or moved
myBall.physicsBody = SKPhysicsBody(rectangleOf: myBall.size)
myBall.physicsBody?.categoryBitMask = ballCategory
myBall.physicsBody?.collisionBitMask = roomCategory
myBall.physicsBody?.contactTestBitMask = roomCategory
myBall.physicsBody!.affectedByGravity = false
myBall.physicsBody!.isDynamic = true
myBall.physicsBody!.usesPreciseCollisionDetection = true
toScene.addChild(myBall)
/*
EXTRA Game Pieces = bird, rock, trees + tower are loaded by the .sks File
*/
} // if thisSceneName == "GameScene"
} // addGamePiecesToScene
Within my GameScene is the cited didBegin function:
func didBegin(_ contact: SKPhysicsContact) {
print("didBegin") // never shows in Console
// Respond to an object hitting other objects based on their names
let bodyAName = contact.bodyA.node?.name
let bodyBName = contact.bodyB.node?.name
// N.B. – according to Apple docs,
// there is no guarantee which object is bodyA and which is bodyB
let paddleHitWall = ((bodyBName == myPaddle.name) && (bodyAName == myRoom.name)) ||
((bodyAName == myPaddle.name) && (bodyBName == myRoom.name))
let ballHitWall = ((bodyBName == myBall.name) && (bodyAName == myRoom.name)) ||
((bodyAName == myBall.name) && (bodyBName == myRoom.name))
let paddleHitBall = ((bodyBName == myPaddle.name) && (bodyAName == myBall.name)) ||
((bodyAName == myPaddle.name) && (bodyBName == myBall.name))
if paddleHitWall {
ouch()
movePaddle(dx: -dPaddleX, dy: -dPaddleY)
print("paddle hit Wall")
}
else if ballHitWall {
moveBall(dx: -dBallX, dy: -dBallY)
print("ball hit Wall")
}
else if paddleHitBall {
attaBoy()
moveBall(dx: -dBallX, dy: -dBallY)
print("paddle hit ball")
}
} // didBegin
What in the above 2 Code Snippets is wrong and, when corrected, didBegin is once again called?
App Review Process
(1) first attempt: rejected for a reason not supported by App Connect. For example, “You did not state that your App requires a Game Controller”. 100% refuted by App Connect’s description and promotional texts for all Apps in the App Store.
(2) second attempt = I get accused of a personal attack. Crocodile tears when in fact I am simply building a stream of logic that refutes their non-factual assertions.
This futile attempt to dissuade others is very often used when they can no longer refute the logical responses.
This attempt is quite often used by politicians.
(3) their last resort is to simply ignore my submission and forever keep my status = In review. Life in prison without parole.
(4) good question = do I put my legal team into gallop mode?
Why?
Because I and many others have reported very similar issues.
Someone needs to say “No more!”
(5) These issues all reduce to one = a deity complex that many Reviewers have. Synonymously they are saying “We have power and we will crush you”.
For this reason their rejection reasons become a moving target.
Most of the time this ploy works, but not now.
(6) I am a retired United States Air Force officer and we all saw this deity complex in full display in the late 1930’s …
Auschwitz occurred and World War II resulted.
I saw it up close and personal in Vietnam. I personally saw Quonset huts full of dismembered U.S. heroes.
And we see it full grown now here and overseas .. leaving the probability of World War III = high.
The clique of long ago App Developers will most likely result in slanderous statements against me.
But sometimes an adult must stand and say “ No more!”
Trouble making SKSpriteNode bounce off anotherSKSpriteNode using Bit Masks and func didBegin(..)
Here are some brief Code Snippets:
For brevity, let's consider 4 SKSpriteNode's
The Bit Masks and the .png Strings are defined within AppDelegate, along with:
var noCollision: UInt32 = 00000000
var noContact: UInt32 = 00000000
var roomCategory: UInt32 = 00000001
var playerCategory: UInt32 = 00000010
var ballCategory: UInt32 = 00000100
var UCategory: UInt32 = 00001000
Next Snippet appears within GameViewController which calls .addChild for each Node:
myRoom = SKSpriteNode(imageNamed: "room.png")
myRoom.size = CGSize(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height)
myRoom.physicsBody = SKPhysicsBody(rectangleOf: myRoom.size)
myRoom.physicsBody?.categoryBitMask = roomCategory
myRoom.physicsBody?.contactTestBitMask = noContact
myPlayer = SKSpriteNode(imageNamed: "player.png")
myPlayer.size = CGSize(width: playerWidth, height: playerHeight)
myPlayer.physicsBody = SKPhysicsBody(rectangleOf: myPlayer.size)
myPlayer.physicsBody?.categoryBitMask = playerCategory
myPlayer.physicsBody?.collisionBitMask = noCollision
myPlayer.physicsBody?.contactTestBitMask = noContact
myBall = SKSpriteNode(imageNamed: "ball.png")
myBall.size = CGSize(width: ballWidth, height: ballHeight)
myBall.physicsBody = SKPhysicsBody(rectangleOf: myBall.size)
myBall.physicsBody?.categoryBitMask = ballCategory
myBall.physicsBody?.collisionBitMask = noCollision
myBall.physicsBody?.contactTestBitMask = roomCategory | UCategory
myUStake = SKSpriteNode(imageNamed: "ustake.png")
myUStake.size = CGSize(width: U1Width, height: U1Height)
myUStake.physicsBody = SKPhysicsBody(rectangleOf: myU1.size)
myUStake.physicsBody?.categoryBitMask = UCategory
myUStake.physicsBody?.collisionBitMask = noCollision
myUStake.physicsBody?.contactTestBitMask = ballCategory
Finally, here's my func didBegin
func didBegin(_ contact: SKPhysicsContact) {
let bodyAName = contact.bodyA.node?.name
let bodyBName = contact.bodyB.node?.name
let playerHitBall = ((bodyBName == myPlayer.name) && (bodyAName == myBall.name)) ||
((bodyAName == myPlayer.name) && (bodyBName == myBall.name))
let ballHitU = ((bodyBName == myBall.name) && (bodyAName == myU1.name)) ||
((bodyAName == myBall.name) && (bodyBName == myU1.name))
if playerHitBall {
// moveBallIfHitsWall()
// attaBoy()
print("player hit ball")
}
if ballHitU {
// attaBoy()
// moveBallIfHitsUStake(theUStake: UStakes[0])
print("ball hit U1")
}
} // didBegin
No print statements show in the Debugger.
Anybody that has some light to shine on my error or errors would be greatly appreciated.
Thanks in advance.
Using Swift, how do I continuously test for a GamePad being on/connected?
When you build a Browser-based Canvas + Javascript Game, you do the above via:
function listenForGamepadConnected() {
window.addEventListener("gamepadconnected", (event) => {
// this is the BIGEE that is always testing
});
} // listenForGamepadConnected
And it definitely works!
I cannot find its equivalent in the Xcode/Swift world?
I do see the following that’s built into a boilerplate Game that you initially create using Xcode - but it seems that it just looks once, versus continuously:
func ObserveForGameControllers() {
NotificationCenter.default.addObserver(
self,
selector: #selector(connectControllers),
name: NSNotification.Name.GCControllerDidConnect,
object: nil)
NotificationCenter.default.addObserver(
self,
selector: #selector(disconnectControllers),
name: NSNotification.Name.GCControllerDidDisconnect,
object: nil)
} // ObserveForGameControllers
@objc func connectControllers() {
// Unpause the Game if it is currently paused
self.isPaused = false
// Used to register the Nimbus Controllers to a specific Player Number
var indexNumber = 0
// Run through each controller currently connected to the system
for controller in GCController.controllers() {
// Check to see whether it is an extended Game Controller (Such as a Nimbus)
if controller.extendedGamepad != nil {
print("CONNECTED - Extended Gamepad #\(indexNumber)")
controller.playerIndex = GCControllerPlayerIndex.init(rawValue: indexNumber)!
indexNumber += 1
setupControllerControls(controller: controller)
}
else {
print("CONNECTED - but, NOT an Extended Gamepad #\(indexNumber)")
}
}
} // connectControllers
@objc func disconnectControllers() {
print("DIS-CONNECTED")
// Pause the Game if a controller is disconnected ~ This is mandated by Apple
self.isPaused = true
} // disconnectControllers
I try to call it in a Timer loop, but still does not work:
@objc func testForGamepadIsConnected() {
ObserveForGameControllers
var gamepadOn = !self.isPaused // does not work
} // testForGamepadIsConnected
func startTestForGamepad() {
guard (gamepadTimer != nil) else {
gamepadTimer = Timer.scheduledTimer(
timeInterval: 1.0,
target: self,
selector:#selector(testForGamepadIsConnected),
userInfo: nil,
repeats: true)
return
}
} // startTestForGamepad
func stopTestForGamepad() {
guard (gamepadTimer == nil) else {
gamepadTimer!.invalidate()
// .invalidate() removes Timer() from gamepadTimer, so reinitialize it.
gamepadTimer = Timer()
return
}
} // stopTestForGamepad
Scoured the Google world, but I’ve come up empty.
Would appreciate some genius out there providing what I’m missing.
Thanks loads.
Nimbus+ game controller not working with Ventura 13.3 and comparable tvOS
Prior to updating these OS' yesterday, my Computer App in the App Store worked.
After updating, not working.
I have contacted SteelSeries, the mgr of Nimbus+, and they refuse to admit it's their firmware.
And I have definitely started up their SteelSeries CG application and looked for a firmware update -- none.
Replacement of hardware is not the solution.
Any contrary ideas you folk may have would be extremely helpful.
Specifically the Nimbus+ ... but I tried for a few days a PlayStation Dual Sense ... and the identical problem with just Mac OS Ventura 13.3.
One more thing, ZERO problems with my iPhone and your Apple TV. So, the following problem is ONLY with Ventura 13.3 (NOT 13.2 and earlier - just 13.3).
Here's the problem .. the Nimbus+ will not stay connected and after about 15 seconds disconnects by itself.
The above PlayStation Dual Sense sticks around for about 60 seconds and then disconnects by itself.
For the record, I have several times chatted with Nimbus Tech Support. Total Failure, sorry to say.
Some chatter out there in Google Land said that the blinking lights on my Nimbus+ show (to him) that the chargeable batteries are "bricked" and need to be reset. If true, then why does my Nimbus+ work great with my iPhone and Apple TV? Just asking ...
I'm a computer programmer but I am not a hardware person who can take apart the Nimbus and hit its reset button.
There you have it ... any help at all will be appreciated.
JL
Too Complex to Compile?
Ventura 13.4.1
New error after update to Xcode 14.3.1 from 14.3.0
// ... <= -(roomHeight/2 - kFudge) too complex to compile ??
if (playerPosY - playerHeight/2) <= (kFudge - roomHeight/2)
{
// ... this variation works, the previous one doesn't
}
kFudge and the other parms are declared Double! within AppDelegate.
I don't understand what is suddenly wrong after Xcode update.
New after update to Xcode 15:
Error processing request from MAD on result: Error Domain=NSOSStatusErrorDomain Code=-128 "Request was canceled"
Here is my code which I call within my GameViewController's viewDidLoad().
present(itsPlayerController!, animated:true) {
self.itsMoviePlayer?.play()
self.itsMovieIsFinished = false
}
Here is my code which I call at various times via playMovie(movieName: "pose"):
func playMovie(movieName: String) {
NotificationCenter.default.addObserver(self, selector: #selector(playerDidFinishPlaying),
name: NSNotification.Name.AVPlayerItemDidPlayToEndTime,
object: itsPlayerController?.player?.currentItem)
present(itsPlayerController!, animated:true) {
self.itsMoviePlayer?.play()
self.itsMovieIsFinished = false
}
} // playMovie
@objc func playerDidFinishPlaying(note: NSNotification) {
self.itsPlayerController?.dismiss(animated:false, completion:nil)
nextScene()
changeScene()
// re-init for next time
setupMovie(theMovieName: "pose")
}
NB:
If I do not call playMovie ==> NO ERROR
THE PROBLEM = my call to present within playMovie. If I totally comment out present, = NO ERROR
If I comment out just the guts of present, other errors are introduced.
I have checked the syntax of calling present and I don't see any error there.
All the above pertains to the Destination = iPad Mini (6th Generation
If the Destination = Apple TV, then we get within GameViewDidLoad
Unable to simultaneously satisfy constraints.
For both Destinations, the Game runs OK - it's just these Warnings??
HAALP
Error = Device orientations are not supported in Mac Catalyst processes
Got this error when selecting the Destination = "My Mac (designed for iPad".
I tried using the following Code Snippet in my GameViewController, but it did not work. Can anyone provide some guidance?:
#if os(iOS) && !targetEnvironment(macCatalyst)
// for rotation Landscape <-> Portrait = iOS,
// but *not* for Mac (built for iPad)
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
showScene()
} // viewDidLayoutSubviews
#endif
12.9 inch iPad Simulator not presenting SpriteNodes correctly for Xcode
When I generate my SKScene, I use
ourScene.scaleMode = .aspectFill
I then display several SKShapeNodes, e.g.,
let roomWidth = UIScreen.main.bounds.width
let roomHeight = UIScreen.main.bounds.height
let circleRadius = 30.0
itsStatusNode = SKShapeNode(circleOfRadius: circleRadius)
let circleOffsetX = 95.0
let circleOffsetY = 70.0
let circlePosX = roomWidth/2 - circleRadius - circleOffsetX
let circlePosY = roomHeight/2 - circleRadius - circleOffsetY
itsStatusNode.position = CGPoint(x: circlePosX, y: circlePosY)
toScene.addChild(itsStatusNode)
The above Code works for all Xcode Simulators:
iPad (10th Generation)
iPad Air (5th Generation)
iPad Pro (11 inch) (4th Generation)
iPad Mini (6th Generation)
except the iPad (12.9 inch )(6th Generation)
For example, these work for all except the 12.9"
(landscape)
circleOffsetX = 95.0
circleOffsetY = 70.0
(portrait)
circleOffsetX = 70.0
circleOffsetY = 95.0
For just the 12.9" these work
(landscape)
circleOffsetX = 190.0
circleOffsetY = 145.0
(portrait)
circleOffsetX = 150.0
circleOffsetY = 190.0
I have seen other reports that point other errors out for just the 12.9 inch Simulator.
Or, is this one of many examples when I have to upload the App to a real Device such as my iPad or Apple TV?
FWIW, I only have a iPad Mini, not the 12.9 inch version
As always, thanks bunches for just reading this.
How to detect the location of a mouseDown event using Swift?
With the following code snippet, I get the error "Cannot find type 'NSEvent' in scope"?
import SpriteKit
func mouseDown(with event: NSEvent) {
if let ourScene = GameScene(fileNamed: "GameScene") {
let location = event.location(in: view)
let node:SKNode = ourScene.atPoint(location)
if (node.name == "creditsInfo") {
showCredits()
}
} // if let ourScene
} // mouseDown
Anybody have a floodlight to shine on this very basic error?
Detecting touching a SKSpriteNode within a touchesBegan event?
My experience to date has focused on using GamepadControllers with Apps, not a touch-activated iOS App.
Here are some short code snippets:
Note: the error I am trying to correct is noted in the very first snippet = touchesBegan within the comment <== shows "horse"
Yes, there is a "horse", but it is no where near the "creditsInfo" SKSpriteNode within my .sksfile.
Please note that this "creditsInfo" SKSpriteNode is programmatically generated by my addCreditsButton(..) and will be placed very near the top-left of my GameScene.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let ourScene = GameScene(fileNamed: "GameScene") {
if let touch:UITouch = touches.first {
let location = touch.location(in: view)
let node:SKNode = ourScene.atPoint(location)
print("node.name = \(node.name!)") // <== shows "horse"
if (node.name == "creditsInfo") {
showCredits()
}
}
} // if let ourScene
} // touchesBegan
The above touchesBegan function is an extension GameViewController which according to the docs is okay, namely, touchesBegan is a UIView method besides being a UIViewController method.
Within my primary showScene() function, I have:
if let ourScene = GameScene(fileNamed: "GameScene") {
#if os(iOS)
addCreditsButton(toScene: ourScene)
#endif
}
with:
func addCreditsButton(toScene: SKScene) {
if thisSceneName == "GameScene" {
itsCreditsNode.name = "creditsInfo"
itsCreditsNode.anchorPoint = CGPoint(x: 0.5, y: 0.5)
itsCreditsNode.size = CGSize(width: 2*creditsCircleRadius,
height: 2*creditsCircleRadius)
itsCreditsNode.zPosition = 3
creditsCirclePosY = roomHeight/2 - creditsCircleRadius - creditsCircleOffsetY
creditsCirclePosX = -roomWidth/2 + creditsCircleRadius + creditsCircleOffsetX
itsCreditsNode.position = CGPoint(x: creditsCirclePosX,
y: creditsCirclePosY)
toScene.addChild(itsCreditsNode)
} // if thisSceneName
} // addCreditsButton
To finish, I repeat what I stated at the very top:
The error I am trying to correct is noted in the very first snippet = touchesBegan within the comment <== shows "horse"