SKUScene

Superclass:
SKScene
Declared In:

Introduction

Subclass of SKScene unifying all initialization methods to call "didInitialize" when finished.



Groups

Inits

Group members:

 

Gamepad Calls

Group members:

 

Update Note

Group members:


Methods

-didInitialize
-gamepadButtonAChangedForPlayer:withValue:pressedState:andEventDictionary:
-gamepadButtonBChangedForPlayer:withValue:pressedState:andEventDictionary:
-gamepadButtonPausePressedForPlayer:andEventDictionary:
-gamepadButtonXChangedForPlayer:withValue:pressedState:andEventDictionary:
-gamepadButtonYChangedForPlayer:withValue:pressedState:andEventDictionary:
-gamepadDirectionalPadChangedForPlayer:withVector:andEventDictionary:
-gamepadInputChangedForPlayer:withInput:andXValue:andYValue:pressedState:andEventDictionary:
-gamepadLeftShoulderChangedForPlayer:withValue:pressedState:andEventDictionary:
-gamepadLeftThumbstickChangedForPlayer:withVector:andEventDictionary:
-gamepadLeftTriggerChangedForPlayer:withValue:pressedState:andEventDictionary:
-gamepadMotionInputChangedForPlayer:withAcceleration:andEventDictionary:
-gamepadRightShoulderChangedForPlayer:withValue:pressedState:andEventDictionary:
-gamepadRightThumbstickChangedForPlayer:withVector:andEventDictionary:
-gamepadRightTriggerChangedForPlayer:withValue:pressedState:andEventDictionary:
-update:

didInitialize


-(void)didInitialize; 
Discussion

Called once initialization is finished: use to handle events that you want to complete before "didMoveToView".


gamepadButtonAChangedForPlayer:withValue:pressedState:andEventDictionary:


-(void)gamepadButtonAChangedForPlayer:(GCControllerPlayerIndex)player 
        withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

value

float value of pressure applied to input

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the A button input changes.


gamepadButtonBChangedForPlayer:withValue:pressedState:andEventDictionary:


-(void)gamepadButtonBChangedForPlayer:(GCControllerPlayerIndex)player 
        withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

value

float value of pressure applied to input

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the B button input changes.


gamepadButtonPausePressedForPlayer:andEventDictionary:


-(void)gamepadButtonPausePressedForPlayer:(GCControllerPlayerIndex)player 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the pause button is pressed. Note that there's no call for when the button is let go.


gamepadButtonXChangedForPlayer:withValue:pressedState:andEventDictionary:


-(void)gamepadButtonXChangedForPlayer:(GCControllerPlayerIndex)player 
        withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

value

float value of pressure applied to input

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the X button input changes.


gamepadButtonYChangedForPlayer:withValue:pressedState:andEventDictionary:


-(void)gamepadButtonYChangedForPlayer:(GCControllerPlayerIndex)player 
        withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

value

float value of pressure applied to input

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the Y button input changes.


gamepadDirectionalPadChangedForPlayer:withVector:andEventDictionary:


-(void)gamepadDirectionalPadChangedForPlayer:(GCControllerPlayerIndex)player 
        withVector:(CGVector)vector andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

vector

CGVector of direction the dpad is pointing.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the dpad input changes.


gamepadInputChangedForPlayer:withInput:andXValue:andYValue:pressedState:andEventDictionary:


-(void)gamepadInputChangedForPlayer:(GCControllerPlayerIndex)player 
        withInput:(kSKUGamePadInputs)input andXValue:(float)xValue 
        andYValue:(float)yValue pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex determining which player caused the input.

input

kSKUGamePadInputs enumeration determining which input was pressed

xValue

Used for both button and directional inputs. Directional inputs will show x direction vector of the input while button inputs will show the pressure it was pressed with.

yValue

Used only for directional inputs. Shows the y direction vector of the input.

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary object with objects originating the events.

Discussion

Called when gamepad input changes.


gamepadLeftShoulderChangedForPlayer:withValue:pressedState:andEventDictionary:


-(void)gamepadLeftShoulderChangedForPlayer:(GCControllerPlayerIndex)player 
        withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

value

float value of pressure applied to input

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the left shoulder input changes.


gamepadLeftThumbstickChangedForPlayer:withVector:andEventDictionary:


-(void)gamepadLeftThumbstickChangedForPlayer:(GCControllerPlayerIndex)player 
        withVector:(CGVector)vector andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

vector

CGVector of direction the joystick is pointing.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the left thumbstick input changes.


gamepadLeftTriggerChangedForPlayer:withValue:pressedState:andEventDictionary:


-(void)gamepadLeftTriggerChangedForPlayer:(GCControllerPlayerIndex)player 
        withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

value

float value of pressure applied to input

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the left trigger input changes.


gamepadMotionInputChangedForPlayer:withAcceleration:andEventDictionary:


-(void)gamepadMotionInputChangedForPlayer:(GCControllerPlayerIndex)player 
        withAcceleration:(SKUAcceleration)acceleration 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex determining which player caused the input.

acceleration

SKUAcceleration struct to determine which direction the controller is facing.

eventDictionary

NSDictionary object with objects originating the events.

Discussion

Called when gamepad motion input changes.


gamepadRightShoulderChangedForPlayer:withValue:pressedState:andEventDictionary:


-(void)gamepadRightShoulderChangedForPlayer:(GCControllerPlayerIndex)player 
        withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

value

float value of pressure applied to input

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the right shoulder input changes.


gamepadRightThumbstickChangedForPlayer:withVector:andEventDictionary:


-(void)gamepadRightThumbstickChangedForPlayer:(GCControllerPlayerIndex)player 
        withVector:(CGVector)vector andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

vector

CGVector of direction the joystick is pointing.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the right thumbstick input changes.


gamepadRightTriggerChangedForPlayer:withValue:pressedState:andEventDictionary:


-(void)gamepadRightTriggerChangedForPlayer:(GCControllerPlayerIndex)player 
        withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState 
        andEventDictionary:(NSDictionary*)eventDictionary; 
Parameters
player

GCControllerPlayerIndex value for player who caused change.

value

float value of pressure applied to input

pressedState

kSKUGamepadButtonStates representing the state of the button press.

eventDictionary

NSDictionary containing objects originating events

Discussion

Called when the right trigger input changes.


update:


-(void)update:(CFTimeInterval)currentTime; 
Discussion

This is simply in the header as a reminder that you need to call [super update] to allow controllers to work with nav functions. Also automatically calls [SKUSharedUtilities updateCurrentTime] so you don't have to.