[Solved] iOS – how to move between view controllers without a button press

[ad_1] performSegue:withIdentifier: should work unless you have not setup the the storyboard correctly. What error do you get on doing performSegue:withIdentifier: ? Did you setup a segue in storyboard connecting the two view controllers and does that segue have an identifier called secondViewcontroller? Take a look at this Storyboard tutorial. 2 [ad_2] solved iOS – … Read more

[Solved] Swift 4 Change Physics Gravity

[ad_1] CGVectorMake has been deprecated. Use the following syntax to initialise a CGVector: self.physicsWorld.gravity = CGVector(dx: 0, dy: 0) Or, since you want a vector with both components 0: self.physicsWorld.gravity = CGVector.zero [ad_2] solved Swift 4 Change Physics Gravity

[Solved] iPhone – Sprite Not Showing Up Because Background is Hiding It

[ad_1] As sangony said, this can be done through the node’s zPosition property. For example, if the background node is called ‘bgNode’ and the sprite is ‘spriteNode’ bgNode.zPosition = 0; spriteNode.zPosition = 1; This will render the spriteNode over top of the bgNode. This is assuming they share the same parent node. 0 [ad_2] solved … Read more

[Solved] Have a collision only detected once

[ad_1] Yep – this happens. The way to handle it (you can’t get sprite-kit to NOT call didBegin multiple times in some circumstances) is to make sure that your contact code accommodates this and that handling the contract multiple times does not cause a problem (such as adding to the score multiple times, removing multiple … Read more

[Solved] How do I add and animate infinite number of objects coming from the bottom of the screen in random order in gradually increasing speeds?

[ad_1] I would not recommend using [NSThread sleepForTimeInterval:2]; Instead trying using [self performSelector:@selector(addBall) withObject:nil afterDelay:2]; -(void)addBall { self.addedBall++; if (self.addedBall > 500) { return; } randomNumber = arc4random_uniform(3); if (randomNumber == 0) { [self addRedBall]; SKAction *moveBall = [SKAction moveToY:CGRectGetMaxY(self.frame) duration:5]; dispatch_queue_t actionDispatchRed; actionDispatchRed = dispatch_queue_create(“com.redball.dispatch”, NULL); dispatch_async(actionDispatchRed, ^ { [redBall runAction:moveBall]; }); [self performSelector:@selector(addBall) … Read more