When you press a button a custom segue is performed to start a game:
self.performSegueWithIdentifier("segueToGame", sender: nil)
I'm using sprite kit. I have settings in the GameViewController
and GameScene
such that you play until you lose and when you do the gameScene sends a message to the view controller telling it to segue back to the initial view controller. I do this as follows:
let notificationCenter = NSNotificationCenter.defaultCenter()
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
/*
All code to set the scene is there
*/
skView.presentScene(scene)
notificationCenter.addObserver(self, selector: "segueToHomeScreen", name: "segueToHomeScreen", object: nil)}
override func viewDidDisappear(animated: Bool) {
if self.isBeingDismissed() {
println("Dismissed Vc")
}else {
println("still here")
}
}
func segueToHomeScreen(){
self.performSegueWithIdentifier("segueToHomeScreen", sender: nil)
}
in my GameScene the code I used when you lose the game is:
func segueToHomeScreen() {
notificationCenter.postNotificationName("segueToHomeScreen", object: nil)
}
The problem is the GameScene has not completely stopped when I segue back to the home screen. I found this out by two things. One, the viewDidDisapper
function you see above, I get a log message of "still here". Two, in gameScene I used this
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
println("Scene On")
}
When you lose the game and you are back at the home screen this function is still running. How can I stop the ViewController and GameScene from running after performing the segue to the home screen?
Mot sure if this is related but I also get an error message:
Warning: Attempt to present * on * whose view is not in the window hierarchy!