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IOS SpriteKit Increment life count when game enters background


IOS SpriteKit Increment life count when game enters background

By : stass
Date : November 19 2020, 12:41 AM
may help you . You can schedule a UILocalNotification to trigger at a specific date/time to let the user know the status of the game while the app is in the background (or not running at all). You can then restore the life count when the game enters the foreground if the appropriate amount of time has elapsed.
code :


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Should my iOS game free memory at all when it enters background mode?

Should my iOS game free memory at all when it enters background mode?


By : Ziggy
Date : March 29 2020, 07:55 AM
around this issue As you yourself point out (by giving two games as examples that use opposite strategies), there is no unique answer to your question.
I think a proper answer can be worked out in a given case by clearly defining the use cases you want your app to support.
How to make a timer keep running even if game enters background in cocos2d-x c++ game in ios

How to make a timer keep running even if game enters background in cocos2d-x c++ game in ios


By : Pazuzu
Date : March 29 2020, 07:55 AM
I wish this help you In my AppDelegate.cpp I wrote the following code in applicationDidEnterBackground function. Here I took a value of time in seconds whenever the app goes background and store it in a CCUserdefault key. And when the app comes to foreground I again took the local system time and subtracted that from the time I stored in the key. Following is my code
code :
void AppDelegate::applicationDidEnterBackground() 
{
    time_t rawtime;
    struct tm * timeinfo;
    time (&rawtime);
    timeinfo = localtime (&rawtime);

    CCLog("year------->%04d",timeinfo->tm_year+1900);
    CCLog("month------->%02d",timeinfo->tm_mon+1);
    CCLog("day------->%02d",timeinfo->tm_mday);

    CCLog("hour------->%02d",timeinfo->tm_hour);
    CCLog("minutes------->%02d",timeinfo->tm_min);
    CCLog("seconds------->%02d",timeinfo->tm_sec);

    int time_in_seconds=(timeinfo->tm_hour*60)+(timeinfo->tm_min*60)+timeinfo->tm_sec;
    CCLOG("time in seconds is %d",time_in_seconds);
    CCUserDefault *def=CCUserDefault::sharedUserDefault();
    def->setIntegerForKey("time_from_background", time_in_seconds);

    CCDirector::sharedDirector()->stopAnimation();

// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}

void AppDelegate::applicationWillEnterForeground() 
{

    CCUserDefault *def=CCUserDefault::sharedUserDefault();
    int time1=def->getIntegerForKey("time_from_background");
    time_t rawtime;
    struct tm * timeinfo;
    time(&rawtime);
    timeinfo = localtime (&rawtime);

    CCLog("year------->%04d",timeinfo->tm_year+1900);
    CCLog("month------->%02d",timeinfo->tm_mon+1);
    CCLog("day------->%02d",timeinfo->tm_mday);

    CCLog("hour------->%02d",timeinfo->tm_hour);
    CCLog("mintus------->%02d",timeinfo->tm_min);
    CCLog("seconds------->%02d",timeinfo->tm_sec);

    int time_in_seconds=(timeinfo->tm_hour*60)+(timeinfo->tm_min*60)+timeinfo->tm_sec;
    int resume_seconds= time_in_seconds-time1;
    CCLOG("app after seconds ==  %d", resume_seconds);
    CCDirector::sharedDirector()->startAnimation();

// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}
Spritekit Game Fails to build on Xcode 6.3 Cannot load module 'SpriteKit' as 'Spritekit'

Spritekit Game Fails to build on Xcode 6.3 Cannot load module 'SpriteKit' as 'Spritekit'


By : Nestor Ponce Valenti
Date : March 29 2020, 07:55 AM
This might help you I'm trying to build a SpriteKit Game and it fails with error: "Cannot load module 'SpriteKit' as 'Spritekit'" , SpriteKit with an uppercase K should do it.
Game of Life:- need help in implementing SOLID principles in Game of life

Game of Life:- need help in implementing SOLID principles in Game of life


By : Emre Özbaysar
Date : March 29 2020, 07:55 AM
it helps some times I had earlier shared only the links to README.md file of my Github repository of my implementation and there was a genuine concern expressed to me by the moderators, what if the pages behind the links are removed? I am providing an answer, which I hope is helpful in understanding the solution without having to refer to my README.md file or the code.
This question is from a year ago. You likely would have already figured out the SOLID principles. Since, I have recently solved Conway's Game of Life in PHP OOP and applied the SOLID design principles with the objective of sharing my understanding of the principles with my colleagues at work, I am sharing my approach to solving this problem here on stackoverflow as an answer to this question, which is so far unanswered. I hope this is helpful to all who arrive here wanting to wrap their heads around SOLID principles specifically by practicing it on Conway's Game of Life problem.
Add one "life" every n seconds in a SpriteKit Game (the way Piano Tiles does it)

Add one "life" every n seconds in a SpriteKit Game (the way Piano Tiles does it)


By : GHyde
Date : March 29 2020, 07:55 AM
hop of those help? I agree with the Martin R comment. A good way is to use an external time server.
As explained many times during NSTimer discussions and in this SO answer, in Sprite Kit do not use NSTimer, performSelector:afterDelay: or Grand Central Dispatch (GCD, ie any dispatch_... method) because these timing methods ignore a node's, scene's or the view's paused state.
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