SKUScene
IntroductionSubclass of SKScene unifying all initialization methods to call "didInitialize" when finished. GroupsInitsGroup members:
Gamepad CallsGroup members:
Update NoteGroup members:Methods
didInitialize-(void)didInitialize; DiscussionCalled 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; ParametersDiscussionCalled when the A button input changes. gamepadButtonBChangedForPlayer:withValue:pressedState:andEventDictionary:-(void)gamepadButtonBChangedForPlayer:(GCControllerPlayerIndex)player withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when the B button input changes. gamepadButtonPausePressedForPlayer:andEventDictionary:-(void)gamepadButtonPausePressedForPlayer:(GCControllerPlayerIndex)player andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled 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; ParametersDiscussionCalled when the X button input changes. gamepadButtonYChangedForPlayer:withValue:pressedState:andEventDictionary:-(void)gamepadButtonYChangedForPlayer:(GCControllerPlayerIndex)player withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when the Y button input changes. gamepadDirectionalPadChangedForPlayer:withVector:andEventDictionary:-(void)gamepadDirectionalPadChangedForPlayer:(GCControllerPlayerIndex)player withVector:(CGVector)vector andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled 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
DiscussionCalled when gamepad input changes. gamepadLeftShoulderChangedForPlayer:withValue:pressedState:andEventDictionary:-(void)gamepadLeftShoulderChangedForPlayer:(GCControllerPlayerIndex)player withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when the left shoulder input changes. gamepadLeftThumbstickChangedForPlayer:withVector:andEventDictionary:-(void)gamepadLeftThumbstickChangedForPlayer:(GCControllerPlayerIndex)player withVector:(CGVector)vector andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when the left thumbstick input changes. gamepadLeftTriggerChangedForPlayer:withValue:pressedState:andEventDictionary:-(void)gamepadLeftTriggerChangedForPlayer:(GCControllerPlayerIndex)player withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when the left trigger input changes. gamepadMotionInputChangedForPlayer:withAcceleration:andEventDictionary:-(void)gamepadMotionInputChangedForPlayer:(GCControllerPlayerIndex)player withAcceleration:(SKUAcceleration)acceleration andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when gamepad motion input changes. gamepadRightShoulderChangedForPlayer:withValue:pressedState:andEventDictionary:-(void)gamepadRightShoulderChangedForPlayer:(GCControllerPlayerIndex)player withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when the right shoulder input changes. gamepadRightThumbstickChangedForPlayer:withVector:andEventDictionary:-(void)gamepadRightThumbstickChangedForPlayer:(GCControllerPlayerIndex)player withVector:(CGVector)vector andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when the right thumbstick input changes. gamepadRightTriggerChangedForPlayer:withValue:pressedState:andEventDictionary:-(void)gamepadRightTriggerChangedForPlayer:(GCControllerPlayerIndex)player withValue:(float)value pressedState:(kSKUGamepadButtonStates)pressedState andEventDictionary:(NSDictionary*)eventDictionary; ParametersDiscussionCalled when the right trigger input changes. update:-(void)update:(CFTimeInterval)currentTime; DiscussionThis 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. |