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Simple Sprite Kit Scene setup going wrong

I'm trying to set up a simple Sprite Kit setup. All I'm doing is re-creating the default xCode template 'Sprite Kit Game' from an 'Empty Application'.

It keeps crashing on the skView.showsFPS = YES; line. Which I can't explain. Can you? Thanks!

Some code:

AppDelegate.m

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:    (NSDictionary *)launchOptions
{
  self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
  MenuController *menuController = [[MenuController alloc] init];
  self.window.rootViewController = menuController;
  [self.window makeKeyAndVisible];
  return YES;
}

MenuController.m

- (void)viewDidLoad
{
  [super viewDidLoad];

  SKView *skView = (SKView *)self.view;
  skView.showsFPS = YES;
  skView.showsNodeCount = YES;

  MultiplayerView *gameView = [MultiplayerView sceneWithSize:skView.bounds.size];
  gameView.scaleMode = SKSceneScaleModeAspectFill;

  [skView presentScene:gameView];
}

When I launch this, the following error occurs:

2013-11-10 13:08:01.605 ByS[9419:70b] -[UIView setShowsFPS:]: unrecognized selector sent to instance 0x10c00bc60
2013-11-10 13:08:01.608 ByS[9419:70b] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UIView setShowsFPS:]: unrecognized selector sent to instance 0x10c00bc60'
like image 815
Lapidus Avatar asked Nov 10 '13 12:11

Lapidus


2 Answers

In the interface builder, change the class of the window's view to SKView. Type-casting a UIView into SKView won't do anything unless the UIView was previously obtained by casting a SKView.

like image 62
Roshan Avatar answered Sep 20 '22 07:09

Roshan


I had the same issue when starting from a single-view or empty application, vs the usual SpriteKit template. Mine worked when I added some code I found to overwrite the loadView method. Try putting it just above your viewDidLoad in your View Controller.

- (void)loadView {
    CGRect applicationFrame = [[UIScreen mainScreen] applicationFrame];
    SKView *skView = [[SKView alloc] initWithFrame:applicationFrame];
    self.view = skView;
}

The .h file is the usual UIViewController. And remember to #import after you have linked the framework!:

@interface CharacterViewController : UIViewController

So the full .m code would be something like:

@implementation CharacterViewController

- (void)loadView {
    CGRect applicationFrame = [[UIScreen mainScreen] applicationFrame];
    SKView *skView = [[SKView alloc] initWithFrame:applicationFrame];
    self.view = skView;
}


- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
    self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
    if (self) {
        // Custom initialization
    }
    return self;
}

- (void)viewDidLoad
{
    [super viewDidLoad];
    NSLog(@"CharacterViewController viewDidLoad");
    // Do any additional setup after loading the view.

    // Configure the view.
    SKView * skView = (SKView *)self.view;
    skView.showsFPS = YES;
    skView.showsNodeCount = YES;


    // Create and configure the scene.
    CharacterScene *character = [[CharacterScene alloc]initWithSize:CGSizeMake(skView.bounds.size.width, skView.bounds.size.height)];

    character.backgroundColor = [UIColor blueColor];

    [skView presentScene:character];

}
like image 29
Mike Critchley Avatar answered Sep 19 '22 07:09

Mike Critchley