ios - How to go back to main scene when my game paused in sprite kit -


when pause game have pause scene.

i put there 3 buttons :

  • rateapp button

  • backtomain button.

  • resumegame button.

what happens:

  • rateapp button working.

  • resumegame button working.

not working :

  • backtomain button.

why?

because game still pause.

pausegame function

func pausegame() {         ispause = true         self.view?.paused = true         pointslabel.hidden = true         boocharacter.hidden = true         pausebutton.hidden = true         if #available(ios 9, *) {         recordbutton.hidden = true         }          pausescreen = skspritenode()         pausescreen.name = "pausescreen"         pausescreen.position = cgpointmake(self.size.width/2, self.size.height/2)         pausescreen.color = uicolor.blackcolor()         pausescreen.alpha = 0.9         pausescreen.size = cgsizemake(1242,2208)         addchild(pausescreen)           pauselable.text = "pause"         pauselable.fontsize = 75         pauselable.fontname = "futura-medium"         pauselable.fontcolor =  uicolor(red:0.98, green:0.82, blue:0.32, alpha:1.0)         pauselable.position = cgpoint(x: self.size.width/2, y: self.size.height/2 + 170)         addchild(pauselable)           continuebutton.name = "countinuebutton"         continuebutton.position = cgpoint(x: self.size.width/2, y: self.size.height/2)         continuebutton.size = cgsizemake(100, 100)         addchild(continuebutton)          homebutton.position = cgpoint(x: self.size.width/2 - 50, y: self.size.height/2 - 200)         homebutton.size = cgsizemake(70 , 70)         homebutton.name = "homebutton"         homebutton.runaction(skaction.movetoy(90, duration: 0.6))         homebutton.removefromparent()         addchild(homebutton)           ratebutton.position = cgpoint(x: self.size.width/2 + 50, y: self.size.height/2 - 200)         ratebutton.size = cgsizemake(70 , 70)         ratebutton.name = "ratebutton"         ratebutton.runaction(skaction.movetoy(90, duration: 0.6))         ratebutton.removefromparent()         addchild(ratebutton)       } 

updated :

    let scene = gamescene(filenamed:"gamescene")     var homebutton : uibutton!     var ratebutton : uibutton!        override func viewdidload() {         super.viewdidload()          if (scene != nil) {             // configure view.             let skview = self.view as! skview             //skview.showsfps = true             //skview.showsnodecount = true              /* sprite kit applies additional optimizations improve rendering performance */             skview.ignoressiblingorder = true             //skview.showsphysics = true              nsnotificationcenter.defaultcenter().addobserver(self, selector: "goback", name: "gobackclick", object: nil);              /* set scale mode scale fit window */             scene!.scalemode = .aspectfill              skview.presentscene(scene)         } }          override func viewwilllayoutsubviews() {             super.viewwilllayoutsubviews()                  homebutton.frame = cgrectmake(self.view!.frame.size.width/2 - 50, self.view!.frame.size.height/2 - 200, 70, 70)                 homebutton.setimage(uiimage(named: "homebuttonpause.png"), forstate: uicontrolstate.normal)                 homebutton.addtarget(self, action: "pressedhomebutton", forcontrolevents: .touchupinside)                  ratebutton.frame = cgrectmake(self.view!.frame.size.width/2 + 50, self.view!.frame.size.height/2 - 200, 70, 70)                 ratebutton.setimage(uiimage(named: "ratebuttonpause.png"), forstate: uicontrolstate.normal)               ratebutton.addtarget(self, action: "pressedratebutton", forcontrolevents: .touchupinside)              self.view.addsubview(homebutton)             self.view.addsubview(ratebutton)         }    func pressedhomebutton(sender: uibutton!) {        //back main screen      sktaudio.sharedinstance().playsoundeffect("click button sound.mp3");            nsnotificationcenter.defaultcenter().removeobserver(self, name: "gobackclick", object: nil)                                  self.dismissviewcontrolleranimated(true, completion: {     });      }        func pressedratebutton(sender: uibutton!) {             //rate app                     sktaudio.sharedinstance().playsoundeffect("click button sound.mp3");             uiapplication.sharedapplication().openurl(nsurl(string: "https://itunes.apple.com/us/app/boo-adventure/id1030047247?ls=1&mt=8")!)  //add link here             print("rate app!")          } 

i trying create 2 subviews 2 button (home button , rate button) , created uibuttons them xcode return error!

pausegame function updated!

   func pausegame() {         ispause = true         gameviewcontroller().continuegame()         pointslabel.hidden = true         boocharacter.hidden = true         pausebutton.hidden = true         if #available(ios 9, *) {         recordbutton.hidden = true         }          pausescreen = skspritenode()         pausescreen.name = "pausescreen"         pausescreen.position = cgpointmake(self.size.width/2, self.size.height/2)         pausescreen.color = uicolor.blackcolor()         pausescreen.alpha = 0.9         pausescreen.size = cgsizemake(1242,2208)         addchild(pausescreen)           pauselable.text = "pause"         pauselable.fontsize = 75         pauselable.fontname = "futura-medium"         pauselable.fontcolor =  uicolor(red:0.98, green:0.82, blue:0.32, alpha:1.0)         pauselable.position = cgpoint(x: self.size.width/2, y: self.size.height/2 + 170)         addchild(pauselable)           continuebutton.name = "countinuebutton"         continuebutton.position = cgpoint(x: self.size.width/2, y: self.size.height/2)         continuebutton.size = cgsizemake(100, 100)         addchild(continuebutton)          gameviewcontroller().viewwilllayoutsubviews()      } 

try take beginning of gamescene

func gotogamescene(){     let gamescene:gamescene = gamescene(size: self.view!.bounds.size) // create new scene     let transition = sktransition.fadewithduration(1.0) // create type of transition (you can check in documentation more transtions)     gamescene.scalemode = skscenescalemode.fill     self.view!.presentscene(gamescene, transition: transition)     } 

if doesn't work let me know.


Comments

Popular posts from this blog

sublimetext3 - what keyboard shortcut is to comment/uncomment for this script tag in sublime -

java - No use of nillable="0" in SOAP Webservice -

ubuntu - Laravel 5.2 quickstart guide gives Not Found Error -