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iPhone won't connect to Xcode over WiFi
Hello, Just starting to learn Xcode and I can test the first chapter's app on my iPhone if it's conncted via USB-C. The book walks me through the part where I can allow Xcode to connect to the iPhone via WiFi, just checking "Connect via Network."Yet Xcode cannot find my phone unless it's connected via USB. When I go to Devices that checkbox stays checked, unless I unplug the phone it which case that box doesn't even appear.And yes, they are both on the same WiFi, it's the only one I have and it's up and running.Any thoughs?
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May ’20
Looking for book recommendations for game development
New to Macs and still learning Swift. My first goal is a game so I actually am looking for TWO recommendations:Is there an advantage to Swift vs. Objective C when programming game apps?Can anyone recommend a decent book for beginners? I'm not a beginner, however my last heavy experience was with Perl, C, and the WindowsSDK. So am behind the times.Thank you
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1.3k
May ’20
Did Xcode 12.4 get rid of "storyboards" by default?
Haven't touched Xcode since it upgraded to 12.4. Just started a new app, which I planned to create without storyboards. But the default files I am used to deleting or manipulating aren't there anymore. I don't even see AppDelegate.swift. So did Xcode 12.4 get rid of "storyboards" by default? And if so, where do I go to relearn how to start? Thanks.
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3.3k
Jan ’21
LaunchScreen doesn't show on simulator in Xcode 12.4
I just upgraded to Xcode 12.4, created a project using the "app" template, without SwiftUI, I chose Storyboard instead. I placed a small image on the LaunchScreen.storyboard, and an NSLog output in my ViewController. When I run the app on the simulator, the LaunchScreen does not, show, and I do get my NSLog output. So I know the app is running. When run this bare app on my physical iPhone X...I do get the launch screen. So I opened a game app I started under Xcode 11.x. It will show the LaunchScreen on both simulator and my device. I've checked that Launch screen interface file base name is set to LaunchScreen in Info.plist. It's also set under App Icons and Launch Images. Is this some bug?
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2.7k
Feb ’21
Problem again with user-defined setting
This was something I needed so much help with in this post https://developer.apple.com/forums/thread/666997 I want to add a user defined setting. As I did (from the answer in the previous post, I made sure I was adding in SWIFTACTIVECOMPILATION_CONDITIONS I added MYDEBUG01, which does not work. This is in Xcode 12.4 I put up both projects in a picture, the one where it does work is the bottom one, MYSCENES. This was in Xcode 11.x The screens do look a little different, but can't figure out where my error is. Here is the screenshot http:// 98.7.37.117/index.html
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1.8k
Feb ’21
How can I execute animations for multiple SKSprintNodes at once?
I already know how to run multiple animations on the same SKSpriteNode at once: createPaths() let myIcon1 = MyIcon(wIcon: "screen", iSize: iSize) let move = SKAction.follow(iconPath[0], asOffset: false, orientToPath: false, duration: 1) let shrink = SKAction.resize(byWidth: -iSize.width/2, height: -iSize.width/2, duration: 1) let blur = SKAction.fadeAlpha(to: 0.6, duration: 1) let group = SKAction.group([shrink, move, blur]) myIcon1.run(group) But I have two more icons I would like to animate at the same time. Granted, with just 3 icons total I can't see any lag if I do something like this: myIcon1.run(group1) myIcon2.run(group2) myIcon3.run(group3) But surely there is a proper way to do this?
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Feb ’21
How can I have an SKSpriteNode follow the same path back and forth?
My code is compartmentalized over many files, so I hope I can describe this easily. I have a path that goes from point A to point B I place an SKSpriteNode at point A and execute: iconPath[0] = the path SKAction.follow(iconPath[0], asOffset: false, orientToPath: false, duration: 1)) I execute that SKACtion and as I expected, my SKNode goes from point A to point B. Fine. I'm not sure how to reverse it, I assumed from the dox that calling that same SKAction as is, would make the SKNode go from point B to A.
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659
Feb ’21
Is there a simple way to make a background fit the entire screen?
I have an SKScene, where I use an SKSpriteNode as the background. While the work I do below to make it fit to scale isn't much, I wondered if Swift provided a method or property that would do the same? From my GameScene override func didMove(to view: SKView){ super.didMove(to: view) self.backgroundColor = .clear let ratio = self.size.height / background.size.height background.size.height *= ratio background.size.width *= ratio background.anchorPoint = CGPoint(x: 0.0, y: 0.0) background.zPosition = -1 addChild(background) physicsWorld.contactDelegate = self self.isHidden = true From my main ViewController, where I create the GameScene let scene = WheelScene(size: myView.frame.size) scene.anchorPoint = CGPoint(x: 0.0, y: 0.0) scene.backgroundColor = .clear scene.scaleMode = .aspectFit wheelScene = scene mainView = myView myView.presentScene(wheelScene)
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594
Mar ’21
Can I create an .fsh file from an image?
I wanted to use a png image to create a pattern for an SKSpriteNode. Supposedly: Pattern images are not supported via UIColor in SpriteKit So I am supposed to use an .fsh file for shading. The thing is, can I create such a file from an image? Everywhere I've looked only show's mathematical methods for creating those files. I hope this is something that is possible
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636
Mar ’21
Need help on SQLite wrapper for Swift
I am using the SQLite wrapper for Xcode. I got it from the link below and did install it. But was hoping there would better documentation, or tutorials out there for it. Am new enough at Swift and its syntax. Whatever can make this easier for me would be a big help. https: //git.pado.name/reviewspur/ios/tree/fd2486cf91e422e2df8d048ffd2d40ea89527685/Carthage/Checkouts/SQLite.swift/Documentation#building-type-safe-sql
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395
May ’21
Having strange trouble with touchesMoved, need help.
Am trying to make a game, where I drag gems around. The hierarchy is: GameScene (this is the view controller) gemBase, which holds the gems (light grey) SKSpriteNode gems SKSpriteNode The gems are children of gemBase, which is a child of GameScene. When the gemBase is at 0,0 everything works fine when I drag the gems. They are in the same place I am touching the screen. But I want to offer a left-handed feature, where I offset the gemBase to the rightsize of the screen. All gems automatically move with the base so I don't need to recalculate their positions. But then, when I try to move the gems, they are offset to the right of where I am touching the screen. They are offset by as much as I move the gemBase. Below is my only code where I handle touchesMoved (in GameScene) If you're having problems visualizing what I am describing, the screen shot is at: http: // 98.7.37.117/ss.gif Do I have to convert the touch.location?     override func touchesMoved(_ touches: SetUITouch, with event: UIEvent?){         guard touches.first != nil else { return }         if toggleHigh {highliteGem(theGem: myGems[0], clearAll: true)}         if let touch = touches.first, let node = myGV.currentGem, node.isMoving == true {             let touchLocation = touch.location(in: self)             node.moved    = true             node.position = touchLocation             node.isMoving = true             node.inSlot = false             //addTrailToTwinkle(theNode: node)         }     }
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880
May ’21