How to not run scenes in the background spritekit - xcode

I have a game with a menu scene, a play scene, and a game over scene. When I am on one of them is there a way to not run the others in the background. For example on my play scene when you make contact with something it switches to the game over scene. When I'm on the menu scene the play scene runs and when it makes contact it switches to the game over scene.
So My Question is: Can I make it so that the scene won't run in the background? Or a way to delay it until I press the play button on the menu?
Here is the code for the first scene:
#import "WEMenuScene.h"
#import "WEMyScene.h"
#implementation WEMenuScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.scaleMode = SKSceneScaleModeAspectFill;
SKSpriteNode* background = [SKSpriteNode spriteNodeWithImageNamed:#"landscape"];
background.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame));
background.zPosition = 1000;
[self addChild:background];
[self addChild:[self playButton]];
}
return self;
}
-(SKSpriteNode *) playButton {
SKSpriteNode* play = [SKSpriteNode spriteNodeWithImageNamed:#"Play"];
play.position = CGPointMake(CGRectGetMidX(self.frame), 300);
play.zPosition = 1200;
play.name = #"playButton";
return play;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode* node = [self nodeAtPoint:location];
if ([node.name isEqualToString:#"playButton"]) {
SKScene* playScene = [[WEMyScene alloc] initWithSize:self.size];
SKTransition* transitionPlay = [SKTransition doorsOpenVerticalWithDuration:0.5];
[self.view presentScene:playScene transition:transitionPlay];
}
}
#end
Here is the code for the second scene:
#import "WEMyScene.h"
#import "WECapturedScene.h"
#implementation WEMyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.scaleMode = SKSceneScaleModeAspectFill;
[self performSelector:#selector(logs) withObject:nil afterDelay:3.0];
[self performSelector:#selector(moveBackground) withObject:nil afterDelay:0.0];
[self addChild:[self createCharacter]];
[self setUpActions];
}
return self;
}
-(SKSpriteNode *) createCharacter {
SKSpriteNode* holly = [SKSpriteNode spriteNodeWithImageNamed:#"holly1"];
holly.position = CGPointMake(CGRectGetMidX(self.frame), 185);
holly.name = #"holly";
holly.zPosition = 40;
return holly;
}
-(void) logs {
CGPoint startPoint = CGPointMake(480, 175);
SKSpriteNode* logs = [SKSpriteNode spriteNodeWithImageNamed:#"log"];
logs.position = CGPointMake(startPoint.x, startPoint.y);
logs.name = #"logs";
logs.zPosition = 40;
[self addChild:logs];
float spawnLog = arc4random_uniform(3)+ 1.4;
[self performSelector:#selector(logs) withObject:nil afterDelay:spawnLog];
}
-(void) setUpActions {
SKTextureAtlas *atlas = [SKTextureAtlas atlasNamed:#"Holly"];
SKTexture *movetex1 = [atlas textureNamed:#"holly1"];
SKTexture *movetex2 = [atlas textureNamed:#"holly2"];
SKTexture *movetex3 = [atlas textureNamed:#"holly3"];
SKTexture *movetex4 = [atlas textureNamed:#"holly4"];
SKTexture *movetex5 = [atlas textureNamed:#"holly5"];
SKTexture *movetex6 = [atlas textureNamed:#"holly6"];
SKTexture *movetex7 = [atlas textureNamed:#"holly7"];
NSArray *atlasTexture = #[movetex1, movetex2, movetex3, movetex4, movetex5, movetex6, movetex7];
SKAction* atlasAnimation =[SKAction repeatActionForever:[SKAction animateWithTextures:atlasTexture timePerFrame:0.08]];
hollyMovement = [SKAction sequence:#[atlasAnimation]];
SKSpriteNode* holly = (SKSpriteNode*)[self childNodeWithName:#"holly"];
holly.zPosition = 40;
[holly runAction:hollyMovement];
SKAction* moveUp = [SKAction moveByX:0 y:90 duration:0.50];
SKAction* wait = [SKAction moveByX:0 y:0 duration:0.4];
SKAction* moveDown = [SKAction moveByX:0 y:-90 duration:0.4];
SKAction* done = [SKAction performSelector:#selector(jumpDone) onTarget:self];
hollyUp = [SKAction sequence:#[moveUp, wait, moveDown, done]];
}
-(void) jumpDone {
isJumping = NO;
}
-(void) moveBackground {
CGPoint startPoint = CGPointMake(480, 230);
SKSpriteNode* landscape = [SKSpriteNode spriteNodeWithImageNamed:#"landscape"];
landscape.position = CGPointMake(startPoint.x, startPoint.y);
landscape.name = #"landscape";
landscape.zPosition = 1;
[self addChild:landscape];
float spawnbackground = 0.7;
[self performSelector:#selector(moveBackground) withObject:nil afterDelay:spawnbackground];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
if (isJumping == NO) {
isJumping = YES;
SKSpriteNode* holly = (SKSpriteNode*)[self childNodeWithName:#"holly"];
[holly runAction:hollyUp];
}
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
SKNode* holly = [self childNodeWithName:#"holly"];
[self enumerateChildNodesWithName:#"landscape" usingBlock:^(SKNode *node, BOOL *stop) {
if (node.position.x < 0 || node.position.y < 0) {
[node removeFromParent];
}else {
node.position = CGPointMake(node.position.x - 10, node.position.y);
}
}];
[self enumerateChildNodesWithName:#"logs" usingBlock:^(SKNode *node, BOOL *stop) {
if (node.position.x < 0 || node.position.y < 0) {
[node removeFromParent];
}else {
node.position = CGPointMake(node.position.x - 10, node.position.y);
}
if ([holly intersectsNode:node]) {
SKScene *capturedScene = [[WECapturedScene alloc] initWithSize:self.size];
SKTransition* transition = [SKTransition doorsOpenVerticalWithDuration:0.5];
[self.view presentScene:capturedScene transition:transition];
}
}];
[self enumerateChildNodesWithName:#"dogCatcher" usingBlock:^(SKNode *node, BOOL *stop) {
node.position = CGPointMake(node.position.x + 10, node.position.y);
}];
}
Here is the view controller:
#import "WEViewController.h"
#import "WEMyScene.h"
#import "WEMenuScene.h"
#implementation WEViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
SKScene * scene = [WEMenuScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
- (BOOL)shouldAutorotate
{
return YES;
}
- (NSUInteger)supportedInterfaceOrientations
{
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
return UIInterfaceOrientationMaskAllButUpsideDown;
} else {
return UIInterfaceOrientationMaskAll;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
#end
#end

Related

Using SKPhysicsBody to create a vehicle

I am trying to make a vehicle (in this case a train) move based on player input. If I move the train via an SKAction, the wheels do not rotate. I could use the applyForce method on its physics body, but it I need more control. I need to make it move a certain distance over a certain amount of time. How can this be accomplished?
-(void)didMoveToView:(SKView *)view {
SKTexture *trainBodyTexture = [SKTexture textureWithImageNamed:#"levelselect_trainbody"];
SKSpriteNode *trainBody = [[SKSpriteNode alloc] initWithTexture:trainBodyTexture];
trainBody.zPosition = 0;
trainBody.position = CGPointMake(300, 500);
trainBody.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:trainBody.size];
[self addChild:trainBody];
SKTexture *trainWheelTexture = [SKTexture textureWithImageNamed:#"levelselect_trainwheel"];
SKSpriteNode *trainWheel1 = [[SKSpriteNode alloc] initWithTexture:trainWheelTexture];
trainWheel1.zPosition = 1;
trainWheel1.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:trainWheel1.size.width/2];
trainWheel1.physicsBody.allowsRotation = YES;
trainWheel1.position = CGPointMake(220, 400);
[self addChild:trainWheel1];
SKSpriteNode *trainWheel2 = [[SKSpriteNode alloc] initWithTexture:trainWheelTexture];
trainWheel2.zPosition = 1;
trainWheel2.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:trainWheel2.size.width/2];
trainWheel2.physicsBody.allowsRotation = YES;
trainWheel2.position = CGPointMake(380, 400);
[self addChild:trainWheel2];
SKShapeNode *dot = [SKShapeNode shapeNodeWithCircleOfRadius:10];
dot.zPosition = 2;
dot.fillColor = [NSColor redColor];
dot.position = CGPointMake(0, -20);
[trainWheel1 addChild:dot];
SKPhysicsJointPin *pin = [SKPhysicsJointPin jointWithBodyA:trainBody.physicsBody bodyB:trainWheel1.physicsBody anchor:trainWheel1.position];
SKPhysicsJointPin *pin2 = [SKPhysicsJointPin jointWithBodyA:trainBody.physicsBody bodyB:trainWheel2.physicsBody anchor:trainWheel2.position];
[self.scene.physicsWorld addJoint:pin];
[self.scene.physicsWorld addJoint:pin2];
//[trainWheel1 runAction:[SKAction moveByX:300 y:0 duration:3]];
[trainBody.physicsBody applyForce:CGVectorMake(3000, 0)];
}
UPDATE: Implemented With A Train Class (suggested by Jaffer Sheriff)
Train.h
#import <SpriteKit/SpriteKit.h>
#interface Train : SKSpriteNode
-(void) createPhysics;
-(void) moveLeft;
-(void) moveRight;
#end
Train.m
#import "Train.h"
#interface Train()
#property SKSpriteNode *trainBody, *trainWheelFront, *trainWheelRear;
#property SKPhysicsWorld *physicsWorld;
#end
#implementation Train
-(instancetype) init {
if (self = [super init]) {
[self initTrainBody];
[self initWheels];
}
return self;
}
-(void) initTrainBody {
SKTexture *trainBodyTexture = [SKTexture textureWithImageNamed:#"levelselect_trainbody"];
_trainBody = [[SKSpriteNode alloc] initWithTexture:trainBodyTexture];
_trainBody.zPosition = 0;
_trainBody.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:_trainBody.size];
[self addChild:_trainBody];
}
-(void) initWheels {
SKTexture *_trainWheelTexture = [SKTexture textureWithImageNamed:#"levelselect_trainwheel"];
_trainWheelFront = [[SKSpriteNode alloc] initWithTexture:_trainWheelTexture];
_trainWheelFront.zPosition = 1;
_trainWheelFront.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:_trainWheelFront.size.width/2];
_trainWheelFront.physicsBody.allowsRotation = YES;
_trainWheelFront.position = CGPointMake(-80, -82);
[self addChild:_trainWheelFront];
_trainWheelRear = [[SKSpriteNode alloc] initWithTexture:_trainWheelTexture];
_trainWheelRear.zPosition = 1;
_trainWheelRear.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:_trainWheelRear.size.width/2];
_trainWheelRear.physicsBody.allowsRotation = YES;
_trainWheelRear.position = CGPointMake(80, -82);
[self addChild:_trainWheelRear];
//dot used to see if wheels are rotating, no other point
SKShapeNode *dot = [SKShapeNode shapeNodeWithCircleOfRadius:10];
dot.zPosition = 2;
dot.fillColor = [NSColor redColor];
dot.position = CGPointMake(0, -20);
[_trainWheelFront addChild:dot];
}
//this method is called after the train node is added to the scene in GameScene otherwise will get error adding joints before node is in scene
-(void) createPhysics {
SKPhysicsJointPin *pin = [SKPhysicsJointPin jointWithBodyA:_trainBody.physicsBody bodyB:_trainWheelFront.physicsBody anchor:_trainWheelFront.position];
SKPhysicsJointPin *pin2 = [SKPhysicsJointPin jointWithBodyA:_trainBody.physicsBody bodyB:_trainWheelRear.physicsBody anchor:_trainWheelRear.position];
[self.scene.physicsWorld addJoint:pin];
[self.scene.physicsWorld addJoint:pin2];
}
-(void) moveLeft {
SKAction *rotateLeft = [SKAction rotateByAngle:6*M_PI duration:0.2];
[_trainWheelFront runAction:rotateLeft];
[_trainWheelRear runAction:rotateLeft];
}
-(void) moveRight {
SKAction *rotateRight = [SKAction rotateByAngle:-6*M_PI duration:0.2];
[_trainWheelFront runAction:rotateRight];
[_trainWheelRear runAction:rotateRight];
}
#end
GameScene.m
#import "GameScene.h"
#import "Train.h"
#interface GameScene()
#property Train *train;
#end
#implementation GameScene
-(void)didMoveToView:(SKView *)view {
[self initTrain];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(keyPressed:) name:#"KeyPressedNotificationKey" object:nil]; //using notifications and custom view class to handle key presses
}
-(void) initTrain {
_train = [[Train alloc] init];
_train.position = CGPointMake(500, 300);
[self addChild:_train];
[_train createPhysics];
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
}
-(void) keyPressed:(NSNotification*)notification {
NSNumber *keyCodeObject = notification.userInfo[#"keyCode"];
NSInteger keyCode = keyCodeObject.integerValue;
NSLog(#"keycode = %lu", keyCode);
switch (keyCode) {
case 123:
[self leftArrowPressed];
break;
case 124:
[self rightArrowPressed];
break;
}
}
-(void) leftArrowPressed {
SKAction *moveLeft = [SKAction moveByX:-200 y:0 duration:0.2];
[_train runAction:moveLeft];
[_train moveLeft];
}
-(void) rightArrowPressed {
SKAction *moveRight = [SKAction moveByX:200 y:0 duration:0.2];
[_train runAction:moveRight];
[_train moveRight];
}
#end
Note: This solution causes the entire train to flip and freak out when the left/right keys are pressed. It seems like my pin joints are incorrect, but they seem correct to me :/
Default Initializer of SkSpriteNode is - (instancetype)initWithTexture:(SKTexture *)texture color:(SKColor *)color size:(CGSize)size; Try this,
#interface Train : SKSpriteNode
- (instancetype)initTrainWithColor:(UIColor *) color andSize:(CGSize) size;
-(void) animateWheelsWithTime:(float) time;
#end
#interface Train ()
{
SKSpriteNode *wheel1;
SKSpriteNode *wheel2;
NSMutableArray *wheelsArray;
}
#end
#implementation Train
- (instancetype)initTrainWithColor:(UIColor *) color andSize:(CGSize) size
{
self = [super initWithTexture:nil color:color size:size];
if (self)
{
[self addWheels];
}
return self;
}
-(void)addWheels
{
wheelsArray = [[NSMutableArray alloc]init];
wheel1 = [SKSpriteNode spriteNodeWithImageNamed:#"wheel"];
[wheel1 setPosition:CGPointMake(-(self.frame.size.width/2.0f-wheel1.frame.size.width/2.0f), - (self.frame.size.height/2.0f - wheel1.frame.size.height/2.0f))];
[self addChild:wheel1];
wheel2 = [SKSpriteNode spriteNodeWithImageNamed:#"wheel"];
[wheel2 setPosition:CGPointMake((self.frame.size.width/2.0f-wheel2.frame.size.width/2.0f), - (self.frame.size.height/2.0f - wheel2.frame.size.height/2.0f))];
[self addChild:wheel2];
[wheelsArray addObject:wheel1];
[wheelsArray addObject:wheel2];
}
-(void) animateWheelsWithTime:(float) time
{
for (SKSpriteNode *wheel in wheelsArray)
{
SKAction *act = [SKAction rotateByAngle:3*M_PI duration:time];
[wheel runAction:act];
}
}
#end
In GameScene.m add train like this,
-(void) addTrain
{
Train *train1 = [[Train alloc]initTrainWithColor:[UIColor yellowColor] andSize:CGSizeMake(150, 100)];
[train1 setPosition:CGPointMake(self.size.width/2.0f, self.size.height/2.0f)];
[self addChild:train1];
SKAction *act = [SKAction moveTo:CGPointMake(self.size.width/2.0f, self.size.height - 50) duration:2];
[train1 runAction:act];
[train1 animateWheelsWithTime:2];
}
I tried and it works.

Sprite doesn't regenerate in Sprite Kit

I am trying to get the sprite to regenerate itself once it moves off of the screen, but no luck.
#import "MyScene.h"
#implementation MyScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.backgroundColor = [SKColor colorWithRed:0.05 green:0.15 blue:0.2 alpha:1.0];
SKSpriteNode *pole = [SKSpriteNode spriteNodeWithImageNamed:(#"pole")];
bamboo.position = CGPointMake (30, 0);
bamboo.size = CGSizeMake(15, 1136);
[self addChild: pole];
SKSpriteNode *pole2 = [SKSpriteNode spriteNodeWithImageNamed:(#"pole")];
pole2.position = CGPointMake (290, 0);
pole2.size = CGSizeMake(15, 1136);
[self addChild: pole2];
SKSpriteNode *spike = [SKSpriteNode spriteNodeWithImageNamed:(#"spike")];
spike.position = CGPointMake (45, 600);
spike.size = CGSizeMake(15, 75);
SKAction *moveDown = [SKAction moveByX:(0) y:(-10) duration:(.05)];
[spike runAction:[SKAction repeatActionForever:moveDown]];
[self addChild: spike];
}
return self;
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
if (_spike.position.y < 250) {
_spike.position = CGPointMake(45, 600);
}
}
#end
What could be the problem? Xcode does not give me an error, the "spike" node simply moves off the screen and does not reset itself. I have changed the values in the conditional, but the same thing happens. It's like the conditional is being ignored.
What you should do is to check Sprite's position in the update method, you can try this;
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
_spike = [SKSpriteNode spriteNodeWithImageNamed:(#"spike")];
_spike.position = CGPointMake (45, 600);
_spike.size = CGSizeMake(15, 75);
SKAction *moveDown = [SKAction moveByX:(0) y:(-10) duration:(.05)];
[_spike runAction:[SKAction repeatActionForever:moveDown]];
[self addChild:_spike];
}
return self;
}
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
if (_spike.position.y < 250) {
_spike.position = CGPointMake(45, 600);
}
}

How to delete UITextfield on tap?

I have a program that when I tap the view a UITextField will appear. I also have an Undo-Button. I wanted to make a delete function when I double tap the UITextfield it can be deleted. Please Help Me.
Here is my code:
ViewController.h
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#interface ViewController : UIViewController<UITextFieldDelegate, UIGestureRecognizerDelegate>
{
NSMutableArray *textfieldform;
UITextField *textField1;
float angle;
CGFloat beginX;
CGFloat beginY;
IBOutlet UIView *blahBlah;
CGPoint prevPanPoint;
float prevPinchScale;
float prevRotation;
}
#property (nonatomic, retain) NSMutableArray *textfieldform;
-(IBAction) undo;
- (IBAction)handleTap2:(UITapGestureRecognizer *)recognizer;
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
#synthesize text1, textfieldform;
- (void)viewDidLoad
{
[super viewDidLoad];
//textfieldform = [[NSMutableArray alloc] init];
// Do any additional setup after loading the view, typically from a nib.
textfieldform = [NSMutableArray arrayWithCapacity:0];
angle = 180;
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scaleImage:)];
[blahBlah addGestureRecognizer:pinchGesture];
UIRotationGestureRecognizer *rotationGesture = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotateImage:)];
[blahBlah addGestureRecognizer:rotationGesture];
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panGestureAction:)];
[pan setMaximumNumberOfTouches:1];
[pan setMinimumNumberOfTouches:1];
[blahBlah addGestureRecognizer:rotationGesture];
UITapGestureRecognizer *twoFingersTwoTaps =
[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(twoFingersTwoTaps)] ];
[twoFingersTwoTaps setNumberOfTapsRequired:2];
[twoFingersTwoTaps setNumberOfTouchesRequired:2];
[blahBlah addGestureRecognizer:twoFingersTwoTaps];
}
- (void)twoFingersTwoTaps {
NSLog(#"Action: Delete text, two taps");
}
-(void)panGestureAction:(UIPanGestureRecognizer *)pan {
if (pan.state == UIGestureRecognizerStateBegan){
prevPanPoint = [pan locationInView:blahBlah];
}
CGPoint curr = [pan locationInView:blahBlah];
float diffx = curr.x - prevPanPoint.x;
float diffy = curr.y - prevPanPoint.y;
CGPoint centre = textField1.center;
centre.x += diffx;
centre.y += diffy;
textField1.center = centre;
prevPanPoint = curr;
}
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer{
return YES;
}
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch{
if([touch.view isKindOfClass:[UIView class]]) {
return YES;
}
return NO;
}
- (void)scaleImage:(UIPinchGestureRecognizer *)recognizer
{
if (recognizer.state == UIGestureRecognizerStateBegan)
prevPinchScale = 1.0;
float thisScale = 1 + (recognizer.scale-prevPinchScale);
prevPinchScale = recognizer.scale;
textField1.transform = CGAffineTransformScale(textField1.transform, thisScale, thisScale);
}
- (void)rotateImage:(UIRotationGestureRecognizer *)recognizer
{
if([recognizer state] == UIGestureRecognizerStateEnded) {
prevRotation = 0.0;
}
float thisRotate = recognizer.rotation - prevRotation;
prevRotation = recognizer.rotation;
textField1.transform = CGAffineTransformRotate(textField1.transform, thisRotate);
}
-(IBAction)undo{
UITextField *textFieldToRemove = [textfieldform lastObject];
if (textFieldToRemove) {
[textfieldform removeObject:textFieldToRemove];
[textFieldToRemove removeFromSuperview];
}
}
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField{
NSLog(#"textFieldShouldBeginEditing");
return YES;
}
- (void)textFieldDidBeginEditing:(UITextField *)textField{
NSLog(#"textFieldDidBeginEditing");
[textField1 setBackgroundColor:[UIColor colorWithRed:(248/255.0) green:(248/255.0) blue:(255/255.0) alpha:1.0]];
textField1.borderStyle = UITextBorderStyleRoundedRect;
}
- (BOOL)textFieldShouldEndEditing:(UITextField *)textField{
NSLog(#"textFieldShouldEndEditing");
textField.backgroundColor = [UIColor clearColor];
return YES;
}
- (void)textFieldDidEndEditing:(UITextField *)textField{
NSLog(#"textFieldDidEndEditing");
[textField1 setBackgroundColor:[UIColor clearColor]];
textField1.borderStyle = UITextBorderStyleNone;
}
- (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string{
NSLog(#"textField:shouldChangeCharactersInRange:replacementString:");
if ([string isEqualToString:#"#"]) {
return NO;
}
else {
return YES;
}
}
- (BOOL)textFieldShouldClear:(UITextField *)textField{
NSLog(#"textFieldShouldClear:");
return YES;
}
- (BOOL)textFieldShouldReturn:(UITextField *)textField{
NSLog(#"textFieldShouldReturn:");
if (textField.tag == textfieldform.count) {
textField1 = (UITextField *)[self.view viewWithTag:textfieldform.count];
[textField1 becomeFirstResponder];
}
else {
[textField resignFirstResponder];
}
return YES;
}
- (IBAction)handleTap2:(UITapGestureRecognizer *)recognizer{
if (recognizer.state == UIGestureRecognizerStateEnded){
CGPoint point = [recognizer locationInView:[self view]];
textField1 = [[UITextField alloc] init];
textField1.borderStyle = UITextBorderStyleLine;
textField1.font = [UIFont systemFontOfSize:15];
CGRect frame ;
frame.origin.x = point.x;
frame.origin.y = point.y;
frame.size.width=300;
frame.size.height=40;
textField1.frame=frame;
textField1.autocorrectionType = UITextAutocorrectionTypeNo;
textField1.keyboardType = UIKeyboardTypeDefault;
textField1.returnKeyType = UIReturnKeyDefault;
textField1.clearButtonMode = UITextFieldViewModeWhileEditing;
textField1.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
textField1.delegate = self;
textField1.tag = textfieldform.count;
textField1.font = [UIFont fontWithName:#"Arial" size:30];
[textfieldform addObject:textField1];
[blahBlah addSubview:textField1];
[textField1 addTarget:self action:#selector(wasDragged:withEvent:) forControlEvents:UIControlEventTouchDragInside];
}
}
- (void)wasDragged:(UIButton *)button withEvent:(UIEvent *)event{
// get the touch
UITouch *touch = [[event touchesForView:textField1] anyObject];
// get delta
CGPoint previousLocation = [touch previousLocationInView:textField1];
CGPoint location = [touch locationInView:textField1];
CGFloat delta_x = location.x - previousLocation.x;
CGFloat delta_y = location.y - previousLocation.y;
// move button
textField1.center = CGPointMake(textField1.center.x + delta_x,textField1.center.y + delta_y);
}
- (void)moveImage:(UIPanGestureRecognizer *)recognizer
{
CGPoint newCenter = [recognizer translationInView:self.view];
if([recognizer state] == UIGestureRecognizerStateBegan) {
beginX = textField1.center.x;
beginY = textField1.center.y;
}
newCenter = CGPointMake(beginX + newCenter.x, beginY + newCenter.y);
[textField1 setCenter:newCenter];
}
- (void)viewDidUnload{
[super viewDidUnload];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation{
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
#end
UITextField *textFieldToRemove = [textfieldform objectAtIndex:0];
if (textFieldToRemove) {
NSLog(#"baaaaaaam! remove %i", textfieldform.count);
[textfieldform removeObject:textFieldToRemove];
[textFieldToRemove removeFromSuperview];
}
I kinda Figured it out. :)

Reset nested uiscrollview zooms when scroll ends

Nested uiscrolls in a larger uiscroll need to, when zoomed, reset zoom level when they are off screen. I am trying to reset all of them when the scrolling ends but no luck. Any ideas?
myScrollview = [[UIScrollView alloc]initWithFrame:CGRectMake(0, 0, self.view.frame.size.width,self.view.frame.size.height)];
myScrollview.pagingEnabled = YES;
myScrollview.scrollEnabled =YES;
myScrollview.clipsToBounds = NO;
myScrollview.indicatorStyle = UIScrollViewIndicatorStyleWhite;
myScrollview.showsHorizontalScrollIndicator = YES;
myScrollview.backgroundColor = [UIColor blackColor];
myScrollview.delegate = self;
NSInteger viewcount=4;
NSArray *images = [NSArray arrayWithObjects:[UIImage imageNamed:#"01.png"],[UIImage imageNamed:#"02.png"],[UIImage imageNamed:#"03.png"],[UIImage imageNamed:#"04.png"],nil];
for (int i = 0; i <viewcount; i++)
{
CGFloat x = i * self.view.frame.size.width;
subView = [[UIScrollView alloc]initWithFrame:CGRectMake(x, 0, self.view.frame.size.width, self.view.frame.size.height)];
[subView setBackgroundColor:[UIColor blackColor]];
[subView setCanCancelContentTouches:NO];
subView.clipsToBounds = NO; // default is NO, we want to restrict drawing within our scrollview
subView.indicatorStyle = UIScrollViewIndicatorStyleWhite;
aImageView = [[UIImageView alloc ] initWithImage:[images objectAtIndex:i]];
[self.aImageView setTag:viewcount];
[subView addSubview:aImageView];
[subView setContentSize:CGSizeMake(aImageView.frame.size.width, subView.frame.size.height)];
subView.minimumZoomScale = 1;
subView.maximumZoomScale = 3;
subView.delegate = self;
[subView setScrollEnabled:YES];
subView.contentSize = aImageView.frame.size;
[myScrollview addSubview:subView];
}
myScrollview.contentSize = CGSizeMake(self.view.frame.size.width*viewcount,self.view.frame.size.height);
[self.view addSubview:myScrollview];
}
-(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
NSLog (#"test");
UIView * view = nil;
view = [subView viewWithTag:0];
//return view;
return [scrollView.subviews objectAtIndex:0];
}
-(void)scrollViewDidScroll:(UIScrollView *)scrollView {
NSLog(#"Did scroll");
[self resetImageZoom];
}
-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
= NSLog(#"Did end decal");
[self resetImageZoom];
}
-(void)resetImageZoom {
NSLog(#"Resetting any image zoom");
for(UIView *view in [myScrollview subviews]) {
//if([view isKindOfClass:[UIScrollView class]]) {
//[(UIScrollView*)view setZoomScale:1.0 animated:NO];
//}
view.transform = CGAffineTransformIdentity;
}
}
That did it...
-(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView {
NSLog(#"Did end dece");
for (UIView *view in scrollView.subviews) {
if([view isKindOfClass:[UIScrollView class]]) {
[(UIScrollView*)view setZoomScale:1.0 animated:NO];
}
}
}

GL_STACK_OVERFLOW (0x503) error Cocos2d

So I have it set up so when the characters health is < 100 (for testing purposes) it stop the scene and goes to the game over scene.
if (playerDataManager.playerHealth < 100) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:3 scene: [GameLogic scene]]];
}
However when the players health drops below 100, it goes to the new scene, but the FPS drops dramatically from 60 to 5.
I get a list of OpenGL error 0x0503 in -[EAGLView swapBuffers] then it stays frozen like that for about 40 seconds, then the FPS unfreeze and goes back out to 60 and I get a list of 2012-07-13 10:37:50.234 Tilegame[93513:10a03] cocos2d: removeChildByTag: child not found!
Then I can continue with the app like normal, going back to the main menu, starting a new game, then recreate the error.
#import "HelloWorldLayer.h"
#import "Menu.h"
#import "SimpleAudioEngine.h"
#import "LogCabinMap.h"
#import "LogShedMap.h"
#import "SaveData.h"
#import "pauseM.h"
#import "Player.h"
#import "GameLogic.h"
CCSprite *player;
CGPoint newPos;
int joyDegrees;
// HelloWorldLayer implementation
#implementation HelloWorldLayer
#synthesize tileMap = _tileMap;
#synthesize background = _background;
#synthesize buildings = _buildings;
#synthesize meta = _meta;
#synthesize player = _player;
#synthesize foreground = _foreground;
#synthesize numCollected = _numCollected;
#synthesize hud = _hud;
-(void) animateEnemy:(CCSprite*)enemy {
//speed of the enemy
ccTime actualDuration = .2;
id actionMove;
int distanceFromPlayer = ccpDistance(player.position, enemy.position);
if (distanceFromPlayer < 200) { //Check whether enemy can "see" Ninja before moving towards him.
//rotate to face the player
CGPoint diff = ccpSub(player.position,enemy.position);
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle = -1 * angleDegrees;
if (diff.x < 0) {
cocosAngle += 180;
}
enemy.rotation = cocosAngle;
actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)),10)];
} else {
actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)),0)];
}
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:#selector(enemyMoveFinished:)];
[enemy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
// callback. starts another iteration of enemy movement.
- (void) enemyMoveFinished:(id)sender {
CCSprite *enemy = (CCSprite *)sender;
[self animateEnemy: enemy];
}
-(void)addEnemyAtX:(int)x y:(int)y {
CCSprite *enemy = [CCSprite spriteWithFile:#"enemy1.png"];
enemy.position = ccp(x, y);
[self addChild:enemy];
[self animateEnemy:enemy];
}
-(void)setViewpointCenter:(CGPoint) position {
CGSize winSize = [[CCDirector sharedDirector] winSize];
int x = MAX(position.x, winSize.width / 2);
int y = MAX(position.y, winSize.height / 2);
x = MIN(x, (_tileMap.mapSize.width * _tileMap.tileSize.width)
- winSize.width / 2);
y = MIN(y, (_tileMap.mapSize.height * _tileMap.tileSize.height)
- winSize.height/2);
CGPoint actualPosition = ccp(x, y);
CGPoint centerOfView = ccp(winSize.width/2, winSize.height/2);
CGPoint viewPoint = ccpSub(centerOfView, actualPosition);
self.position = viewPoint;
}
-(id) init
{
if( (self=[super init] )) {
[[SimpleAudioEngine sharedEngine] preloadEffect:#"pickup.caf"];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"hit.caf"];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"move.caf"];
//[[SimpleAudioEngine sharedEngine] playBackgroundMusic:#"TileMap.caf"];
self.isTouchEnabled = YES;
self.tileMap = [CCTMXTiledMap tiledMapWithTMXFile:#"TileMap.tmx"];
self.background = [_tileMap layerNamed:#"Background"];
self.foreground = [_tileMap layerNamed:#"Foreground"];
self.buildings = [_tileMap layerNamed:#"Buildings"];
self.meta = [_tileMap layerNamed:#"Meta"];
_meta.visible = NO;
CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:#"Objects"];
NSAssert(objects != nil, #"'Objects' object group not found");
//NSMutableDictionary * padPoints = [objects objectNamed:#"pad"];
NSMutableDictionary * padPoints;
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
for (int i = 0; i < 20; i ++) {
for (padPoints in [objects objects]) {
if ([[SaveDataManager.padArray objectAtIndex: i] intValue] == 1 ){
if ([[padPoints valueForKey:#"pad"] intValue] == i){
int x = [[padPoints valueForKey:#"x"] intValue];
int y = [[padPoints valueForKey:#"y"] intValue];
self.player = [CCSprite spriteWithFile:#"man.png"];
_player.position = ccp(x+16,y+16);
//[self addChild:_player];
}
}
}
}
// iterate through objects, finding all enemy spawn points
// create an enemy for each one
NSMutableDictionary * spawnPoints;
for (spawnPoints in [objects objects]) {
if ([[spawnPoints valueForKey:#"Enemy"] intValue] == 2){
int x = [[spawnPoints valueForKey:#"x"] intValue];
int y = [[spawnPoints valueForKey:#"y"] intValue];
[self addEnemyAtX:x+=16 y:y+=64];
}
}
player = [CCSprite spriteWithFile:#"man.png"];
player.position= _player.position;
[_tileMap addChild:player z: 0];
// [self addChild:player z:10];
[self setViewpointCenter:player.position];
[self addChild:_tileMap z:-1];
[self scheduleUpdate];
}
return self;
}
- (CGPoint)tileCoordForPosition:(CGPoint)position {
int x = position.x / _tileMap.tileSize.width;
int y = ((_tileMap.mapSize.height * _tileMap.tileSize.height) - position.y) / _tileMap.tileSize.height;
return ccp(x, y);
}
-(void)setPlayerPosition:(CGPoint)position {
Player * playerDataManager = [Player playerSaveDataManager];
CGPoint tileCoord = [self tileCoordForPosition:position];
int tileGid = [_meta tileGIDAt:tileCoord];
int x = player.position.x;
int y = player.position.y;
if (tileGid) {
NSDictionary *properties = [_tileMap propertiesForGID:tileGid];
if (properties) {
NSString *collision = [properties valueForKey:#"Collidable"];
if (collision && [collision compare:#"True"] == NSOrderedSame) {
//[[SimpleAudioEngine sharedEngine] playEffect:#"hit.caf"];
if (joyDegrees > 45 && joyDegrees < 135){
player.position = ccp(x,y-1);
}
if (joyDegrees > 135 && joyDegrees < 225){
player.position = ccp(x+1,y);
}
if (joyDegrees > 225 && joyDegrees < 315){
player.position = ccp(x,y+1);
}
if ((joyDegrees > 315 && joyDegrees < 360) || (joyDegrees > -1 && joyDegrees < 45)){
player.position = ccp(x-1,y);
}
return;
}
NSString *collectable = [properties valueForKey:#"Collectable"];
if (collectable && [collectable compare:#"True"] == NSOrderedSame) {
[[SimpleAudioEngine sharedEngine] playEffect:#"pickup.caf"];
[_meta removeTileAt:tileCoord];
[_foreground removeTileAt:tileCoord];
self.numCollected += 1;
[_hud numCollectedChanged:_numCollected];
playerDataManager.playerHealth -= 10;
}
NSString *Gate = [properties valueForKey:#"Gate"];
if (Gate && [Gate compare:#"1"] == NSOrderedSame) {
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
//[SaveDataManager.padArray removeAllObjects];
for (int i = 0; i < 20; i ++) {
[SaveDataManager.padArray replaceObjectAtIndex:i withObject:[NSNumber numberWithInt:0]];
}
[SaveDataManager.padArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithInt:1]];
//[[CCDirector sharedDirector] replaceScene:[LogCabinMap scene]];
[[CCDirector sharedDirector] pushScene:[LogCabinMap scene]];
}
if (Gate && [Gate compare:#"2"] == NSOrderedSame) {
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
//[SaveDataManager.padArray removeAllObjects];
for (int i = 0; i < 20; i ++) {
[SaveDataManager.padArray replaceObjectAtIndex:i withObject:[NSNumber numberWithInt:0]];
}
[SaveDataManager.padArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithInt:1]];
//[[CCDirector sharedDirector] replaceScene:[LogShedMap scene]];
[[CCDirector sharedDirector] pushScene:[LogShedMap scene]];
}
}
}
//[[SimpleAudioEngine sharedEngine] playEffect:#"move.caf"];
player.position = position;
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
-(void) update:(ccTime)deltaTime {
[self setPlayerPosition:newPos];
[self setViewpointCenter:player.position];
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
self.tileMap = nil;
self.background = nil;
self.foreground = nil;
self.buildings = nil;
self.meta =nil;
self.player = nil;
player = nil;
self.hud = nil;
// don't forget to call "super dealloc"
[super dealloc];
}
#end
#implementation HelloWorldHud
#synthesize background;
#synthesize background2;
#synthesize health;
#synthesize baseScaleFactor;
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldHud *layer = [HelloWorldHud node];
// add layer as a child to scene
[scene addChild: layer z:2];
HelloWorldLayer *hud = [HelloWorldLayer node];
[scene addChild: hud z:1];
//layer.hud = hud;
// return the scene
return scene;
}
-(void)initJoystick {
SneakyJoystickSkinnedBase *joystickBase = [[[SneakyJoystickSkinnedBase alloc] init] autorelease];
joystickBase.backgroundSprite = [CCSprite spriteWithFile:#"JoyB.png"];
joystickBase.thumbSprite = [CCSprite spriteWithFile:#"JoyS.png"];
joystickBase.joystick = [[SneakyJoystick alloc] initWithRect: CGRectMake(0, 0, 128, 128)];
joystickBase.position = ccp(55, 55);
[self addChild:joystickBase];
leftJoystick = [[joystickBase.joystick retain] autorelease];
}
-(void) update:(ccTime)deltaTime {
Player *playerDataManager = [Player playerSaveDataManager];
CGPoint scaledVelocity = ccpMult(leftJoystick.velocity, 100);
CGPoint newPosition = ccp(player.position.x + scaledVelocity.x * deltaTime, player.position.y + scaledVelocity.y * deltaTime);
if (leftJoystick.velocity.x == 0 && leftJoystick.velocity.y == 0 ){
if (!playerDataManager.standStill) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = TRUE;
[player runAction:playerDataManager.standAction];
}
}
if (leftJoystick.degrees > 45 && leftJoystick.degrees < 135){
if (!playerDataManager.walkUp) {
[player stopAllActions];
playerDataManager.walkUp = TRUE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkUpAction];
}
}
if (leftJoystick.degrees > 135 && leftJoystick.degrees < 225){
if (!playerDataManager.walkLeft) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = TRUE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkLeftAction];
}
}
if (leftJoystick.degrees > 225 && leftJoystick.degrees < 315){
if (!playerDataManager.walkDown) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = TRUE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkDownAction];
}
}
if (((leftJoystick.degrees > 315 && leftJoystick.degrees < 360) && (leftJoystick.velocity.x != 0 && leftJoystick.velocity.y != 0 )) || ((leftJoystick.degrees > -1 && leftJoystick.degrees < 45) && (leftJoystick.velocity.x != 0 && leftJoystick.velocity.y != 0 ))){
if (!playerDataManager.walkRight) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = TRUE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkRightAction];
}
}
float scaleFactor = playerDataManager.playerHealth/baseScaleFactor;
health.scaleX = playerDataManager.playerHealth/1;
newPos = newPosition;
joyDegrees = leftJoystick.degrees;
if (playerDataManager.playerHealth < 100) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:3 scene: [GameLogic scene]]];
[[CCDirector sharedDirector] replaceScene: [GameLogic scene]];
}
}
-(void) scroll:(ccTime)dt
{
//move 30*dt px vertically
if (background.position.y<background2.position.y){
background.position = ccp(background.contentSize.width/2, background.position.y - 225*dt);
background2.position = ccp(background2.contentSize.width/2, background.position.y+background.contentSize.height);
}else{
background2.position = ccp(background2.contentSize.width/2, background2.position.y- 225*dt);
background.position = ccp(background.contentSize.width/2, background2.position.y+background2.contentSize.height);
}
//reset offscreen position
if (background.position.y <-background.contentSize.height/2)
{
background.position = ccp(background.contentSize.height/2,background2.position.y+background2.contentSize.height);
}else if (background2.position.y < -background2.contentSize.height/2)
{
background2.position = ccp(background2.contentSize.height/2, background.position.y+background.contentSize.height);
}
}
-(id) init
{
if ((self = [super init])) {
CGSize size = [CCDirector sharedDirector].winSize;
background = [CCSprite spriteWithFile:#"rain.png"];
background2 = [CCSprite spriteWithFile:#"rain.png"];
[background.texture setAliasTexParameters];
[background2.texture setAliasTexParameters];
//position background sprites
background.position = ccp(background.contentSize.height/2,background.contentSize.width/2);
background2.position = ccp(size.width,0);
//schedule to move background sprites
//[self schedule:#selector(scroll:)];
//adding them to the main layer
//[self addChild:background z:-1];
//[self addChild:background2 z:-1];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"GUI.plist"];
CCSpriteBatchNode *GUISpriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"GUI.png"];
[self addChild:GUISpriteSheet];
CCSprite * healthBar = [CCSprite spriteWithSpriteFrameName:#"bar.png"];
CCSprite * cap = [CCSprite spriteWithSpriteFrameName:#"cap.png"];
CCSprite * endCap = [CCSprite spriteWithSpriteFrameName:#"endcap.png"];
health = [CCSprite spriteWithSpriteFrameName:#"red.png"];
healthBar.anchorPoint = ccp(0,1);
health.anchorPoint = ccp(0,1);
cap.anchorPoint = ccp(0,1);
endCap.anchorPoint = ccp(0,1);
healthBar.position = ccp(1 , size.height);
healthBar.scaleX = 25;
cap.position = ccp(0 , size.height);
int width = [healthBar boundingBox].size.width;
endCap.position = ccp(width , size.height);
health.position = ccp(1, size.height-2);
baseScaleFactor = width;
health.scaleX = baseScaleFactor;
[self addChild:healthBar];
[self addChild:cap];
[self addChild:endCap];
[self addChild:health];
CGSize winSize = [[CCDirector sharedDirector] winSize];
label = [CCLabelTTF labelWithString:#"0" dimensions:CGSizeMake(50, 20)
alignment:UITextAlignmentRight fontName:#"Verdana-Bold"
fontSize:18.0];
label.color = ccc3(0,0,0);
int margin = 10;
label.position = ccp(winSize.width - (label.contentSize.width/2)
- margin, label.contentSize.height/2 + margin);
[self addChild:label];
CCMenuItemFont * pause = [CCMenuItemFont itemFromString:#"Pause" target:self selector:#selector(pause:)];
CCMenu *menu = [CCMenu menuWithItems: pause, nil];
pause.position = ccp(206,142);
[self addChild:menu];
CCSprite *pix = [CCSprite spriteWithFile:#"pix.png"];
pix.position = ccp(size.width/2, size.height/2);
//pix.scale = 50000;
[self addChild:pix z:1];
//[pix runAction:[CCTintTo actionWithDuration:10 red:255 green:0 blue:0]];
//[pix runAction:[CCScaleTo actionWithDuration:15 scale:500]];
pix.color = ccc3(255, 255, 255);
[self scheduleUpdate];
[self initJoystick];
}
return self;
}
- (void)numCollectedChanged:(int)numCollected {
[label setString:[NSString stringWithFormat:#"%d", numCollected]];
// [label setString:[NSString stringWithFormat:#"%d", score]];
}
- (void) pause: (id) sender
{
[[CCDirector sharedDirector] pushScene:[pauseM scene]];
}
- (void) dealloc
{
self.background = nil;
self.background2 = nil;
self.health = nil;
self.meta =nil;
player = nil;
// don't forget to call "super dealloc"
[super dealloc];
}
#end
Above is the .m scene that is running when the problem occurs and below is the GameLogic.m
#import "GameLogic.h"
#import "Player.h"
#import "Menu.h"
#implementation GameLogic
+(id) scene
{
CCScene *scene = [CCScene node];
GameLogic *layer = [GameLogic node];
[scene addChild: layer];
return scene;
}
+(id) gameLogicSaveDataManager {
static id gameLogicSaveDataManager = nil;
if (gameLogicSaveDataManager == nil) {
gameLogicSaveDataManager = [[self alloc] init];
}
return gameLogicSaveDataManager;
}
-(id) init
{
if( (self=[super init] )) {
CCSprite *bg = [CCSprite spriteWithFile:#"bg.jpg"];
bg.anchorPoint = ccp(0,0);
id fadeIn = [CCFadeIn actionWithDuration:3];
[self addChild:bg];
[bg runAction: fadeIn];
CCLayer *menuLayer = [[[CCLayer alloc] init] autorelease];
[self addChild:menuLayer];
CCMenuItemImage *home = [CCMenuItemImage
itemFromNormalImage:#"bg.jpg"
selectedImage:#"bg.jpg"
target:self
selector:#selector(home:)];
CCMenu *menu = [CCMenu menuWithItems: home, nil];
home.position = ccp(0,0);
[menuLayer addChild: menu];
}
return self;
}
- (void) home: (id) sender
{
[[CCDirector sharedDirector] replaceScene:[Menu scene]];
}
- (void) dealloc
{
[super dealloc];
}
#end
OpenGL error 0x503 means GL_STACK_OVERFLOW, it means you are pushing too many things onto the opengl stack.
I see several instances of pushScene in your code, but no instances of pop anything anywhere. You cannot just keep pushing things indefinitely without popping them, or you will get this error.
We need to what is currently running in your scene, how it has been allocated and how it is released. We also need to know the same information for the new loaded scene GameLogic. Edit your question and add these data.

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