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Reply to Using Swift, how do I *continuously* test for a GamePad being on/connected?
One more tidbit ... My Game runs when the Nimbus+ is on and nothing moves when the Nimbus+ is off ... so that's not the problem. I want to programmatically find out if the Nimbus+ is on or off for the sole purpose of setting the fill color of a "Status Light" SKSpriteNode I have in my SKView. And I have a func updateStatus() that does that color change for me depending on the value of my gamepadOn var. If it weren't for that, the Nimbus+ Buttons being inert (after I press its Home Button) would be all the "clue" the user would need.
Topic: Programming Languages SubTopic: Swift Tags:
Mar ’23
Reply to Using Swift, how do I *continuously* test for a GamePad being on/connected?
I apologize for being so tardy in getting back to you. I assure you it's not because I don't consider this a serious problem ... because I definitely do. Nimbus++ Extended Game Controller My call to ObserveForGameControllers() is within my override func didMove(to view: SKView). I definitely see within my code that the "CONNECT" message shows within the Xcode Console = "CONNECTED - Extended Gamepad #0" However, what is disturbing is that IF I deliberately turn OFF my Nimbus+ before I even Run my Code the 1st time, the "CONNECT" message still shows. I clearly do not understand the latter. It's OFF and it still registers as present (index = 0). Next, I see within my Code no "DIS-CONNECTED" message if I press the "Home" Button on my Nimbus+ to turn off the Nimbus+ during the playing of the Game. Again, it's OFF and it still registers as present.     @objc func disconnectControllers() {               print("DIS-CONNECTED")         // Pause the Game if a controller is disconnected ~ This is mandated by Apple         self.isPaused = true             }   // disconnectControllers I believe the root of my problem centers on the fact that I see no "DIS-CONNECTED" message. Because if I did, I could simply state: gamepadOn = !self.isPaused and I wouldn't need to bug you. John Love
Topic: Programming Languages SubTopic: Swift Tags:
Mar ’23
Reply to Trouble making SKSpriteNode bounce off anotherSKSpriteNode using Bit Masks and func didBegin(..)
Totally messed up the formatting of my Reply to my own Question - My Bad! No print statements show in the Debugger. I found my Boo Boos. Has to do with selecting the correct Bit Mask settings within didBegin. Said selection is premised on the fact that the Bit Mask is the Category of which objects hit it. For example: the Room is hit by the Ball or the Player, the UStake is hit by just the Ball. Guess what, the Player is hit by nobody. Once that set into my addle brain, the flood lights came on: myRoom.contactTestBitMask = playerCategory | ballCategory myUStake.contactTestBitMask = ballCategory myPlayer.contactTestBitMask = noContact If some Moderator would kindly delete my 1st Reply above, I would be grateful.
Topic: Programming Languages SubTopic: Swift Tags:
Mar ’23
Reply to 100% Inappropriate Behavior of a App Reviewer
Here is my final transmission to the App Reviews: ===== This strong reply is for you in iPad App Review and your counterparts in Apple TV App Review. I will not provide a video that demonstrates the operation of my App on a real Device as you have demanded for the following 10 reasons: (1) My promotional and description texts (1st sentence) clearly state the user needs a Game Controller. It doesn't get any plainer than that. But you already know that, since the above texts are viewable to you. (2) FYI, the above description text delineates in detail what the user needs to press on a Game Controller to get the game pieces moving. (3) I do not own a iPad, only an iPhone + a Apple TV. My App clearly states my Builds are not the iPhone, just the iPad and for the Apple TV. (4) You are positively dumb as a box of rocks if you think I am going to spend $800 just to satisfy a bunch of tyrants. (5) With the existence of Hollywood level special effects, such a video could easily be fake. (6) You have demonstrated that you are too blasted lazy to get a Game Controller and try it yourself. You want me to spend a boat load of $$ just because you are too damn lazy to spend 10 minutes with a Game Controller in your hands while playing my Game App either on a iPad or a Apple TV. (7) You folk are just a bunch of tyrants who demonstrate that you think you think you are Almighty God who will crush developers if they do not bow to you. (8) Even if I owned an iPad I will not bow to your dictatorial demands! (9) I solemnly assure you that I will spare no effort to get most of you fired. And I have already started that effort by contacting the very top of Apple's App Development Directorate. (10) Your tyranny will not be tolerated. Do we understand one another? John Love
Topic: Graphics & Games SubTopic: GameKit Tags:
Feb ’23
Reply to Unfathomable Conduct - App Review Process
This strong reply is for you in iPad App Review and your counterparts in Apple TV App Review. I will not provide a video that demonstrates the operation of my App on a real Device as you have demanded for the following 10 reasons: (1) My promotional and description texts (1st sentence) clearly state the user needs a Game Controller. It doesn't get any plainer than that. But you already know that, since the above texts are viewable to you. (2) FYI, the above description text delineates in detail what the user needs to press on a Game Controller to get the game pieces moving. (3) I do not own a iPad, only an iPhone + a Apple TV. My App clearly states my Builds are not the iPhone, just the iPad and for the Apple TV. (4) Because I am very intelligent, I refuse to spend $800 just to satisfy a bunch of tyrants. (5) With the existence of Hollywood level special effects, such a video could easily be fake. (6) You have demonstrated that you are too blasted lazy to get a Game Controller and try it yourself. You want me to spend a boat load of $$ just because you are too damn lazy to spend 10 minutes with a Game Controller in your hands while playing my Game App either on a iPad or a Apple TV. (7) You folk are just a bunch of tyrants who demonstrate that you think you are Almighty God who will crush developers if they do not bow to you. (8) Even if I owned an iPad I will not bow to you! (9) I solemnly assure you that I will spare no effort to get most of you fired. And I have already started that effort by contacting the very top of Apple. (10) Your tyranny will not be tolerated. Do we understand one another? John Love
Topic: Graphics & Games SubTopic: GameKit Tags:
Feb ’23
Reply to 100% Inappropriate Behavior of a App Reviewer
Let’s use some irrefutable LOGIC here. I could easily send them a video. I definitely will NOT. But I could. Said video would “show” using a Controller moving a game piece around a screen. However with today’s Hollywood mentality it could all be fake. Got a better idea … the Tester himself using their own Controller with MY App Damn it works!! The truth is the Tester is a lowly employee who is too lazy to get up and get a Controller. The Tester has already proven it won’t work by poking the screen. I have posted very poignant well crafted words via Promotion and Description that testify my App needs a Controller. The above logic is irrefutable. You don’t agree, but that’s your problem.
Topic: Graphics & Games SubTopic: GameKit Tags:
Feb ’23
Reply to 100% Inappropriate Behavior of a App Reviewer
One addition = said Reviewer basically called me a LIAR when I said my App does not respond to touching the iPad screen. At which point he/she demanded I send them a video of my App working on a real device BECAUSE the Xcode Simulator is no good. I will NOT be called a LIAR. Again, this is Assault in Spades. This Reviewer merits firing without benefits. I am 82 years old. Physically a wreck, but mentally very sharp. This must not stand!
Topic: Graphics & Games SubTopic: GameKit Tags:
Feb ’23
Reply to Cannot add a iOS Distribution Certificate to my Project or Target?
This is specifically directed to Quinn. It is placed here because of its length ... Success for the iOS Version after “Add for Review”: And for this success, I am totally indebted to Quinn. Not to mention the fact that in the process I learned a boat-load about TVTopShelfImages and other goodies! But, not so successful for the tvOS Version There's always gotta be one "But" After Archiving and trying to upload the tvOS Version to the App Store, I get “Must choose a Build. ??? The response within the Build Section of App Store Connect, talks about “If your app uses encryption” etc. When I uploaded my iOS version, App Store Connect initially gave the identical Build error. However, it gave me the option to select “No Encryption” in a Form. Once I selected that, the Build error for the iOS version went away and the Upload to the App Store was successful. Back to the tvOS Version … App Store Connect did not give me a Form to select “No Encryption”. Unlike the iOS Version, the tvOS did not have a + sign in the Build section. The tvOS shows me this: Nevertheless, the below screen shot of my tvOS .plist file shows NO encryption. SO, I definitely do not know what it is talking about? tvOS .plist file:
Feb ’23
Reply to GameScene’s didBegin is not called?
I was wrong. didBegin is called, but only for paddleHitBall. ... but not for either paddleHitWall or ballHitWall. It is almost certain to me that my error rests within my addGamePiecesToScene. I'm thinking it has to do with the specs for myRoom within the latter. But far from certain?
Topic: Programming Languages SubTopic: Swift Tags:
Feb ’23
Reply to Moving a SKSpriteNode image in response to a change in its position
The solution to making the SKSpriteNodes, myPaddle + myBall, move was to delete them from my GameScene.sks file so this file would not load them.  But rather, use GameViewController's addGamePiecesToScene() to load them via: set their .zPosition, .size + .position SKScene.addChild(SKSpriteNode!) Once the above code changes were inserted, the two Game Pieces started moving in response to my game controller.
Topic: Programming Languages SubTopic: Swift Tags:
Feb ’23