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So, i created a different appleid, email address, received confirmation email, went to pay the $99.... 2 + hours later nothing. when i go back to itunes connect it still asks me to complete the transaction, although the transaction has shown up on my card.yes i've cleaned browser cache, etc. yet itunes connect still wants the transaction to be complete.that chat bot is of absolutely no use.
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For MBP, that have 85W power supplies, I've test 20Vdc/~4A and a draw of about 120 Watts on the AC side.What voltage range will the MBP still work? 19 to 24VDC?
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All,i have the usual suspect of a png with a transparent background, the default view background is a square. I want to self mask so that the end image is a the shape of the original image without having to jump through redrawing everything, just bitmask it.There is this demo code hereh ttps://developer.apple.com/library/content/samplecode/QuartzDemo/Listings/QuartzDemo_QuartzMaskingView_swift.htmlthis documentationh ttps://developer.apple.com/library/content/documentation/GraphicsImaging/Conceptual/drawingwithquartz2d/dq_images/dq_images.htmlThis seems like a lot of code to do something very simple. So is there some binary image function that does this without having to redraw?
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All,I'd like to use the "universal" pdfs instead of as usual creating lots of multiscale png's but as is obvioiusly known the UIButton doesn't come with a texture, it has to be added as a .customSo I'm running into a similar problem as thish ttp://stackoverflow.com/questions/34714690/swift-problems-with-programmatically-positioning-uibutton-universaland thish ttps://stackoverflow.com/questions/33778134/resizing-universal-pdf-image-asset-in-swift-produces-a-blurry-imagei can scale the image with a transform but the underlying view does not scale. I've tried scaling the frame, the view but nothing seems to work.any help?Xcode 8.3.1 not 9
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All,I've been trying to thrash through the documentation and example code but can't seem to find something appropriate. I have created a corporate account on FB and want to let users access my timeline through my app.any suggestions? or should i ask at the FB github repo?
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All,I have a container in the main ViewController and when my game is paused i want to overlay this blurr effect on the gamescene. The container has a UIView with UIImage and UIButtons.Is there an example of how to do this? or can someone write some spaghetti code that indicates the general idea?
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All,HIG doesn't say much about custom buttons. i don't like tab or navigation bars splattered across my game.are there any restrictions on multi-purpose buttons? like one that can act as a thumbstick, change user configurations, etc
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all,i thought this would be trivial so i threw this simple code against a couple of online converters, both crashed and burned on trying to convert this to swift 3.1i pilfered this code somewhere, i forgot but it seems likely to work, i just want a simple SKTexture fadein/fadeout transition on a spritenode, is this too much to ask for? maybe.-(void) fadeTexture:(SKTexture *)newTexture ontoSpriteNode:(SKSpriteNode *)referenceSpriteNode withDuration:(CFTimeInterval)duration { SKSpriteNode * fadeInSprite = [self fadeInSpriteWithTexture:newTexture referenceSpriteNode:referenceSpriteNode]; [[referenceSpriteNode parent] addChild:fadeInSprite]; [fadeInSprite runAction:[SKAction sequence:@[ [SKAction fadeAlphaTo:1 duration:duration], [SKAction runBlock:^{ [fadeInSprite removeFromParent]; [referenceSpriteNode setTexture:newTexture]; }] ]]]; }one site returned/ Unexpected : : Expected : ',', ';' */another site returned something reasonable but got lost in the "optional, opaque, escaping block wilderness"// Converted with Swiftify v1.0.6402 - https://objectivec2swift.com/ func fade(_ newTexture: SKTexture, ontoSpriteNode referenceSpriteNode: SKSpriteNode, withDuration duration: CFTimeInterval) { let fadeInSprite: SKSpriteNode? = self.fadeInSprite(with: newTexture, referenceSpriteNode: referenceSpriteNode) referenceSpriteNode.parent?.addChild(fadeInSprite!) fadeInSprite?.runAction(SKAction.sequence([SKAction.fadeAlpha(to: 1, duration: duration as? TimeInterval ?? TimeInterval()), SKAction.run({0:@escaping ()])) }
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