Problem
The relevant code for this one is in ContentView.swift:
import SwiftUI
import SpriteKit
class GameScene: SKScene, ObservableObject {
@Published var updates = 0
private let label = SKLabelNode(text: "Updates in SKScene:\n0")
override func didMove(to view: SKView) {
addChild(label)
label.numberOfLines = 4
label.position = CGPoint(x: 0, y: -100)
}
override func update(_ currentTime: TimeInterval) {
updates = 1
label.text = "Updates in SKScene:\n\(updates)\nScene created at:\n\(name!)"
}
deinit {
print("-- Scene \(name!) deinit --")
}
}
class SceneStore : ObservableObject {
@Published var currentScene: GameScene
init() {
currentScene = SceneStore.createScene()
}
func restartLevel() {
currentScene = SceneStore.createScene()
}
// MARK: - Class Functions
static private func createScene() -> GameScene {
let scene = GameScene()
scene.size = CGSize(width: 300, height: 400)
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
scene.scaleMode = .fill
scene.name = Date().formatted(date: .omitted, time: .standard)
return scene
}
}
struct ContentView: View {
@EnvironmentObject private var sceneStore: SceneStore
@EnvironmentObject private var scene: GameScene
@State private var paused = false
var body: some View {
if #available(iOS 15.0, *) {
print(Self._printChanges())
}
return ZStack {
SpriteView(scene: scene, isPaused: paused).ignoresSafeArea()
VStack {
Text("Updates from SKScene: \(scene.updates)").padding().foregroundColor(.white)
Text("Scene created at: \(scene.name!)" as String).foregroundColor(.white)
Button("Restart") {
sceneStore.restartLevel()
}.padding()
Button("Paused: \(paused)" as String) {
paused.toggle()
}
Spacer()
}
}
}
}
Question / Workaround?
Am I missing something? Or is this a bug? If so, is there any workaround?
CodePudding user response:
You are correct that isPaused
, when passed to SpriteView
, does not seem to affect the paused state.
To get around that, I used:
.onChange(of: paused) { newValue in
sceneStore.currentScene.isPaused = newValue
}
Your second issue is one-part SpriteView
problem and one part ObservableObject
problem.
One important bit to know is that nested ObservableObject
s do not propagate their state unless you manually call objectWillChange.send()
. So, I've used Combine to track the @Published
updates
variable on the child object and call objectWillChange
whenever there's an update.
Also, when there's a new scene, setupCombine
is called again, which not only propagates the updates, but also alerts the View
that the scene has changed.
Finally, because the scene doesn't get reloaded otherwise, I'm using an id
that changes when a new GameScene
is made -- this forces SwiftUI to create a new SpirteView
.
import SwiftUI
import Combine
@main
struct SpriteView_not_updatingApp: App {
@StateObject private var sceneStore = SceneStore()
var body: some Scene {
WindowGroup {
ContentView()
.environmentObject(sceneStore)
}
}
}
class GameScene: SKScene, ObservableObject {
@Published var updates = 0
var id = UUID()
private let label = SKLabelNode(text: "Updates in SKScene:\n0")
override func didMove(to view: SKView) {
addChild(label)
label.numberOfLines = 4
label.position = CGPoint(x: 0, y: -100)
}
override func update(_ currentTime: TimeInterval) {
updates = 1
label.text = "Updates in SKScene:\n\(updates)\nScene created at:\n\(name!)"
}
deinit {
print("-- Scene \(name!) deinit --")
}
}
class SceneStore : ObservableObject {
var currentScene: GameScene
var cancellable : AnyCancellable?
init() {
currentScene = SceneStore.createScene()
setupCombine()
}
func restartLevel() {
currentScene = SceneStore.createScene()
setupCombine()
}
func setupCombine() {
cancellable = currentScene.$updates.sink { _ in
self.objectWillChange.send()
}
}
// MARK: - Class Functions
static private func createScene() -> GameScene {
let scene = GameScene()
scene.size = CGSize(width: 300, height: 400)
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
scene.scaleMode = .fill
scene.name = Date().formatted(date: .omitted, time: .standard)
return scene
}
}
struct ContentView: View {
@EnvironmentObject private var sceneStore: SceneStore
@State private var paused = false
var body: some View {
if #available(iOS 15.0, *) {
print(Self._printChanges())
}
return ZStack {
SpriteView(scene: sceneStore.currentScene, isPaused: paused)
.id(sceneStore.currentScene.id) //<-- Here
.ignoresSafeArea()
.onChange(of: paused) { newValue in
sceneStore.currentScene.isPaused = newValue //<-- Here
}
VStack {
Text("Updates from SKScene: \(sceneStore.currentScene.updates)").padding().foregroundColor(.white)
Text("Scene created at: \(sceneStore.currentScene.name!)" as String).foregroundColor(.white)
Button("Restart") {
sceneStore.restartLevel()
}
.padding()
Button("Paused: \(paused)" as String) {
paused.toggle()
}
Spacer()
}
}
}
}
CodePudding user response:
You can check Pausing a sprite kit scene
Basically you have to pause the scene every time you click the pause button
@State private var paused = false {
didSet {
self.scene.isPaused = paused
}
}
That will pause your update