gamekit

Can I manually prompt the user to log in to Game Center on iOS 7?

杀马特。学长 韩版系。学妹 提交于 2019-12-06 02:05:05
问题 According to Apple's Game Center programming guide, this code sets up an authentication handler. If you run this at the beginning of your game, the first time you run it , it will prompt the user to log in if they haven't yet. - (void)authenticateLocalPlayer { GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer]; localPlayer.authenticateHandler = ^(UIViewController *viewController, NSError *error){ if (viewController != nil) { NSLog(@"Player not authenticated."); } else if (localPlayer

iOS USB HID programming

邮差的信 提交于 2019-12-05 19:15:42
I am trying to make some code regarding USB HID devices. I have found an article about Bluetooth programming which uses Game Kit Framework . Now I'm looking for some tutorial or maybe some code to work on connecting HID device via USB. Where should I look? Is Game Kit the right way? Is it difficult to implement communication between iOS and HID device? You can use IOKit for USB, but it's a private framework on iOS - so it depends if you want to deploy to the App Store. Here is the USB Intro for Mac , I'm not sure if it's the same on iOS - but just to get the idea. Actually I just found out

Swift Displaying Game Center Leaderboards

左心房为你撑大大i 提交于 2019-12-05 18:22:31
Right now I am trying to make a leaderboard I created show up. The player is authenticated just fine, but when the game center window opens it is very strange. Here is a picture: Here is the code I am using to display this image: override func touchesBegan(touches: NSSet, withEvent event: UIEvent) { self.showLeaderboard() } func showLeaderboard() { var leaderView = UIViewController() var leaderViewController = GKGameCenterViewController(rootViewController: leaderView) leaderViewController.viewState = GKGameCenterViewControllerState.Leaderboards leaderViewController.leaderboardIdentifier =

Save game data into iCloud via GameKit

送分小仙女□ 提交于 2019-12-05 06:04:54
I'm trying to save game's data to iCloud via next code: GKLocalPlayer *localPlayer = [GKLocalPlayer localPlayer]; [localPlayer saveGameData:[NSData dataWithBytes:rawData->data() length:rawData->size()] withName:[NSString stringWithUTF8String:fileName.c_str()] completionHandler:^(GKSavedGame *savedGame, NSError *error) { if (error == nil) { DebugLog(@"Snapshot successfully saved"); } else { DebugLog(@"saveSnapshot error: %@", error.description); } }]; But getting error message: The requested operation could not be completed because you are not signed in to iCloud I've tried to do this in iOS

Connect 3rd Device using GameKit

馋奶兔 提交于 2019-12-04 21:39:35
I am using GameKit on a basic level right now. I am able to connect two devices and send messages between them. I have 3 devices, we'll call them device A, B and C. I am able to connect A to B, A to C, and B to C, as individual setups. If I connect A to B, then attempt to connect B to C, Device C will show that Device B is available, but device B continues to spin and say "Looking for available iPod, iPhones..." In peerPickerController:sessionForConnectionType: , when I am attempting to connect B to C, I am trying to have device B reuse its same GKSession that it is using in its connection to

load Game Center friends and their scores into UITableView

我怕爱的太早我们不能终老 提交于 2019-12-04 19:52:07
So I was wondering after reading the apple docs( https://developer.apple.com/library/ios/documentation/GameKit/Reference/GKLeaderboard_Ref/Reference/Reference.html#//apple_ref/occ/instp/GKLeaderboard/category ) how would one create a UITableView and fill it with the localPlayers Game Center friends and there scores in a specific leaderboard. I know how to get the friends list and friends scores individually by using the loadScoresWithCompletionHandler: method. Edit: So far I got this to get individual friends photo, score and displayname saved into one NSArray. But i can't figure out how to

Gamekit how to do p2p wifi connection in iphone

回眸只為那壹抹淺笑 提交于 2019-12-04 19:28:17
I have to implement multiplayer game in which I am doing p2p communication using both bluetooth and WIFI. Specially for iphone 1G I have to do connection via WIFI. but in picker default connection type is bluetooth. So how to set it to WIFI. Can anyone suggest sample codes for WIFI connection. except GKtank. Thanks in advance. rougeExciter Hassan’s answer is wrong. GameKit’s peer-to-peer model can be used in two ways. The Bluetooth classes (that work with PeerPicker, etc.) basically implement Bonjour over Bluetooth. However, if you want to support Wi-Fi and Bluetooth the best thing to do is

Updating the matchData in a GKTurnBasedMatch without ending the turn

与世无争的帅哥 提交于 2019-12-04 11:47:24
It seems that GameKit only allows GKTurnBasedMatch to be updated once per time that GKTurnBasedMatch is loaded from the Game Center servers. Is there an other way to update the matchData property? The following method was added to GKTurnBasedMatch in iOS 6.0 and will do what you need: - (void)saveCurrentTurnWithMatchData:(NSData *)matchData completionHandler:(void (^)(NSError *error))completionHandler "Update the match data without advancing the game to another player" monkeydom You can call `- [GKTurnBasedMatch (void)loadMatchDataWithCompletionHandler:(void (^)(NSData *matchData, NSError

How to make connection over WiFi when working with Gamekit?

我的未来我决定 提交于 2019-12-04 08:59:59
I want to make connection between two devices over WiFi using GameKit. Apple's documentation says If an Internet connection is chosen, your application must dismiss the peer picker dialog and present its own user interface to complete the connection. This is what i do - (void)peerPickerController:(GKPeerPickerController *)picker didSelectConnectionType:(GKPeerPickerConnectionType)type { if (type == GKPeerPickerConnectionTypeOnline) { picker.delegate = nil; [picker dismiss]; [picker autorelease]; [alert setTitle:@"\n\n\n"]; [alert setMessage:@"Looking for other iPads, iPhones or iPod touches...