I have a similar question like the guy in this thread How to get from SKScene to UIViewController?. First I should say I'm a totally beginner and it's all new for me.
My main menu (the first screen when my app did load) is here:
class MenuVC: UIViewController {
... }
The interactions of my app (game) could be made here:
//
// GameScene.swift
// Doodle Pong
//
// Created by Daniel Kloe on 28.02.17.
// Copyright © 2017 Daniel Kloe. All rights reserved.
//
import SpriteKit
import GameplayKit
import Foundation
import UIKit
class GameScene: SKScene {
//let storyboard = UIStoryboard(name: "Main", bundle: nil)
//let MenuVC = storyboard.instantiateViewController(withIdentifier: "MenuVC")
//MenuVC.view.frame = (self.view?.frame)!
//MenuVC.view.layoutIfNeeded()
//UIView.transition(with: self.view!, duration: 0.3, options: .transitionFlipFromRight, animations:
//{
//self.view?.window?.rootViewController = vc
//}, completion: { completed in
//})
var ball = SKSpriteNode()
var enemy = SKSpriteNode()
var main = SKSpriteNode()
var score = [Int] ()
var topLbl = SKLabelNode()
var btmLbl = SKLabelNode()
override func didMove(to view: SKView) {
topLbl = self.childNode(withName: "topLabel") as! SKLabelNode
btmLbl = self.childNode(withName: "btmLabel") as! SKLabelNode
ball = self.childNode(withName: "ball") as! SKSpriteNode
enemy = self.childNode(withName: "enemy") as! SKSpriteNode
main = self.childNode(withName: "main") as! SKSpriteNode
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 1
self.physicsBody = border
startGame()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
// let gameSceneTemp = GameScene(fileNamed: "GameScene")
// self.scene?.view?.presentScene(gameSceneTemp, transition: SKTransition.doorsCloseHorizontal(withDuration: 0.01))
let location = touch.location(in: self) //die location wird mit dem Berühren auf dem Bildschirm beschrieben
if currentGameType == .TwoPlayer{
if location.y > 0{
enemy.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
if location.y < 0{
main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
}
else{
main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
}
}
func startGame(){
score = [0,0]
topLbl.text = "\(score[1])"
btmLbl.text = "\(score[0])"
//let delay = SKAction.wait(forDuration: 2000)
//self.run(delay) //evtl. Wartezeit 2s, funktioniert noch nicht richtig
ball.physicsBody?.applyImpulse(CGVector(dx: 20, dy: 20))
}
func addScore(playerWhoWon : SKSpriteNode){
ball.position = CGPoint(x: 0, y: 0)
ball.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
if playerWhoWon == enemy{
score[1] += 1
ball.physicsBody?.applyImpulse(CGVector(dx: 32, dy: 27))
}
else if playerWhoWon == main{
score[0] += 1
ball.physicsBody?.applyImpulse(CGVector(dx: -32, dy: -27))
}
topLbl.text = "\(score[1])"
btmLbl.text = "\(score[0])"
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self) //die location wird mit dem Berühren auf dem Bildschirm beschrieben
if currentGameType == .TwoPlayer{
if location.y > 0{
enemy.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
if location.y < 0{
main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
}
else{
self.topLbl.zRotation = CGFloat(2 * M_PI)
// UIView.animate(withDuration: 0, animations: ({
// self.topLbl.zRotation = CGFloat(2 * M_PI) //CGFloat(.pi / 4.0)
// }))
main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
}
}
override func update(_ currentTime: TimeInterval) {
switch currentGameType{
case .Easy:
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 1.0))
break
case .Medium:
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 0.5))
break
case .Extreme:
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 0.08))
break
case .TwoPlayer:
break
}
//Called before each frame is rendered
if ball.position.y <= main.position.y - 20{
addScore(playerWhoWon: enemy)
}
else if ball.position.y >= enemy.position.y + 20{
addScore(playerWhoWon: main)
}
}
@IBAction func backToMainMenu(_ sender: Any) {
//self.view?.window?.rootViewController
self.view?.window!.rootViewController?.dismiss(animated: false, completion: nil)
}
}
In my function "backToMainMenu" I try to go back to the MenuVC but I get a warning "Expression of type 'UIViewController?' is unused" and if I try it in the simulator the simulator will crash.
I'm thankful for every kind of help :).
try:
self.view.window!.rootViewController?.dismiss(animated: false, completion: nil)
This should dismiss all views above the rootViewController
edit:
This may work for you as we define the ViewController, make sure in your Storyboard your MenuVC
has an Identifier:
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let vc = storyboard.instantiateViewController(withIdentifier: "MenuVC") // Make sure is the same identifier as in the storyboard.
vc.view.frame = (self.view?.frame)!
vc.view.layoutIfNeeded()
UIView.transition(with: self.view!, duration: 0.3, options: .transitionFlipFromRight, animations:
{
self.view?.window?.rootViewController = vc
}, completion: { completed in
})
}
Edit:
It seems the best way to do this, is to host your SKScene class in another view controller. What I suggest is to create another ViewController where your SKScene will be, for example SKViewController
. Embed your MenuVC
inside a navigationController
clicking on it in storyBoard, clicking Editor (from the menu at the top) > Embed in > Navigation Controller. Edit your MenuVC so that instead of opening your Scene, you just segue to the SKViewController, and open the scene there. To do this just create a segue from MenuVC
in storyboard, with an identifier "MenuToSKScene" for example, and when you want to open the scene, from your MenuVC just do:
self.performsegue(with identifier: "MenuToSKScene", sender: self)
Then do whatever you do currently in MenuVC
in SKViewController
instead to open the scene.
This will send you to the SKViewController, which has your SKScene class. Then when you want to go back to the menu, all you have to do is:
self.dismiss(animated: true, completion: nil)
or create a segue from SKViewController to MenuVC with identifier "SKSceneToMenu" and call:
self.performsegue(with identifier: "SKSceneToMenu", sender: self)
So essentially, don't open the SKScene
from MenuVC
, but have a separate viewController SKViewController
that you open when you want to open your scene, so that you can jump back to the menu easily.