I\'m trying to implement Game Center in my Swift game. I have a menu view controller, where the user can press a \"SCORES\" button, which should take them to the Game Center
You can use that, I create a Easy Game Center for iOS game center in github https://github.com/DaRkD0G/Easy-Game-Center-Swift
Message from France, Merry Christmas
Begin
(1) Add FrameWork GameKit.framework
(2) Create two files :
GKLocalPlayerHack.h
#import
@interface GKLocalPlayerHack : NSObject
GKLocalPlayer *getLocalPlayer(void);
@end
GKLocalPlayerHack.m
#import "GKLocalPlayerHack.h"
@implementation GKLocalPlayerHack
GKLocalPlayer *getLocalPlayer(void) {
return [GKLocalPlayer localPlayer];
}
@end
(3) In your Swift Bridging Header.h (Objectic-c import)
#import "GKLocalPlayerHack.h"
Next
class GameCenter {
// Game Center
let gameCenterPlayer=GKLocalPlayer.localPlayer()
var canUseGameCenter:Bool = false {
didSet{if canUseGameCenter == true {// load prev. achievments form Game Center
gameCenterLoadAchievements()}
}}
var gameCenterAchievements=[String:GKAchievement]()
/**
builder
*/
init(uiControlNow : UIViewController) {
// Do any additional setup after loading the view.
self.gameCenterPlayer.authenticateHandler={(var gameCenterVC:UIViewController!, var gameCenterError:NSError!) -> Void in
if gameCenterVC != nil {
//showAuthenticationDialogWhenReasonable: is an example method name. Create your own method that displays an authentication view when appropriate for your app.
//showAuthenticationDialogWhenReasonable(gameCenterVC!)
uiControlNow.presentViewController(gameCenterVC, animated: true, completion: { () -> Void in
// no idea
})
}
else if self.self.gameCenterPlayer.authenticated == true {
self.self.canUseGameCenter = true
} else {
self.canUseGameCenter = false
}
if gameCenterError != nil
{ println("Game Center error: \(gameCenterError)")}
}
}
/**
Load prev achievement granted to the player
*/
func gameCenterLoadAchievements(){
// load all prev. achievements for GameCenter for the user to progress can be added
var allAchievements=[GKAchievement]()
GKAchievement.loadAchievementsWithCompletionHandler({ (allAchievements, error:NSError!) -> Void in
if error != nil{
println("Game Center: could not load achievements, error: \(error)")
} else {
for anAchievement in allAchievements {
if let oneAchievement = anAchievement as? GKAchievement {
self.gameCenterAchievements[oneAchievement.identifier]=oneAchievement}
}
}
})
}
/**
Add progress to an achievement
:param: Progress achievement Double
:param: ID Achievement
*/
func gameCenterAddProgressToAnAchievement(progress:Double,achievementID:String) {
if canUseGameCenter == true { // only update progress if user opt-in to use Game Center
// lookup if prev progress is logged for this achievement = achievement is already know (and loaded) form Game Center for this user
var lookupAchievement:GKAchievement? = gameCenterAchievements[achievementID]
if let achievement = lookupAchievement {
// found the achievement with the given achievementID, check if it already 100% done
if achievement.percentComplete != 100 {
// set new progress
achievement.percentComplete = progress
if progress == 100.0 {achievement.showsCompletionBanner=true} // show banner only if achievement is fully granted (progress is 100%)
// try to report the progress to the Game Center
GKAchievement.reportAchievements([achievement], withCompletionHandler: {(var error:NSError!) -> Void in
if error != nil {
println("Couldn't save achievement (\(achievementID)) progress to \(progress) %")
}
})
}
else {// achievemnt already granted, nothing to do
println("DEBUG: Achievement (\(achievementID)) already granted")}
} else { // never added progress for this achievement, create achievement now, recall to add progress
println("No achievement with ID (\(achievementID)) was found, no progress for this one was recoreded yet. Create achievement now.")
gameCenterAchievements[achievementID] = GKAchievement(identifier: achievementID)
// recursive recall this func now that the achievement exist
gameCenterAddProgressToAnAchievement(progress, achievementID: achievementID)
}
}
}
/**
Remove One Achievements
:param: ID Achievement
*/
func resetAchievements(achievementID:String) {
var lookupAchievement:GKAchievement? = gameCenterAchievements[achievementID]
if let achievement = lookupAchievement {
GKAchievement.resetAchievementsWithCompletionHandler({ (var error:NSError!) -> Void in
if error != nil {
ToolKit.log("Couldn't Reset achievement (\(achievementID))")
} else {
ToolKit.log("Reset achievement (\(achievementID))")
}
})
} else {
println("No achievement with ID (\(achievementID)) was found, no progress for this one was recoreded yet. Create achievement now.")
gameCenterAchievements[achievementID] = GKAchievement(identifier: achievementID)
// recursive recall this func now that the achievement exist
self.resetAchievements(achievementID)
}
}
}