In my OP, I call trackPath = UIBezierPath(ovalIn: trackRect) instead of adding lines and curves to create a UIBezierPath from scratch. Is this a problem?
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HORRAY! HOORAY!
Set
myScene.scaleMode = .resizeFill
PROBLEM SOLVED!!!
Ditto for using UIDevice.device.name
AND NO Error anywhere when you use the above if (false) silliness.
(1) playerPosY and playerHeight are = Double
(2) SwiftUI ( I think? But, I do call import SpriteKit, GameController, + QuartzCore for various other needs )
(3) if Double(playerPosY - playerHeight/2) <= -(roomHeight/2 - kFudge) DOES! compile
(4) I gotta say all this is very mysterious to me
Here she is …
https://apps.apple.com/app/monster-paddle-pong/id1670409052
Jason, I provided a link to my extended back and forth with Justin. Quite frankly I believe that info is more than adequate. Nevertheless if you insist on my xcodeproj I have it here for you
Nowhere in my documentation trail is there a set of instructions that specify how to forward this .xcodeproj file. So, just give me that info.
Justin, I just sent off a TSI request.
I provided a link to this back-and-forth Chat and said after they review this Chat in detail I will provide my complete .xcodeproj if they want.
To be totally candid, my prayer is that whatever engineer I hook up with matches your patience with me.
I can't stand egocentric and haughty folk and I assure you, Justin, you are totally opposite that.
And yes I have a real Apple TV
Considering the other problems I am personally aware of wrt the Simulator, I seriously question its reliability across the board.
like .. why have it?
nil error in GameViewController Class
BTW if I sat itsScene = this in the didMove function where itsScene is a AppDelegate Global .. and then say itsScene.ObserveForGameControllers() the Console reports that itsScene = nil
Someone suggested I set up a Timer and look for controllers() and dump your NSNotification Code but one of your Framework Engineers said that was costly on time versus your Code
SO, I must be doing something wrong because the NSNotification code for disconnect is never seen.
I have the Gamepad code all in the SKScene Swift Class part = didMove function.
I don’t like it there because it belongs in the AppDelegate Class or the GameViewController Class.
But since I cycle between Scenes, there is one Scene out of 3 that uses the Gamepad = GameScene - like the A, B etc buttons and the joysticks.
SO .. I put the Connect/Disconnect stuff in the SKScene class