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
Assuming that you've enabled Game Center in your app and also added a leaderboard in iTunes Connect then you need to authenticate your player before you can show GC. Also, be sure that you've created a test user in iTunes Connect that you can use to log in to Game Center when the prompt appears.
Your MenuViewController
should authenticate the local player in viewDidLoad like so:
class MenuViewController: UIViewController,
GKGameCenterControllerDelegate
{
var leaderboardIdentifier: String? = nil
var gameCenterEnabled: Bool = false
override func viewDidLoad()
{
super.viewDidLoad()
//Your code that sets up your scene or other set up code
//HERE IS WHERE YOU AUTHENTICATE
authenticateLocalPlayer()
}
func authenticateLocalPlayer()
{
var localPlayer = getLocalPlayer() // see GKLocalPlayerHack.h
localPlayer.authenticateHandler =
{ (viewController : UIViewController!, error : NSError!) -> Void in
if viewController != nil
{
self.presentViewController(viewController, animated:true, completion: nil)
}
else
{
if localPlayer.authenticated
{
self.gameCenterEnabled = true
localPlayer.loadDefaultLeaderboardIdentifierWithCompletionHandler
{ (leaderboardIdentifier, error) -> Void in
if error != nil
{
print("error")
}
else
{
self.leaderboardIdentifier = leaderboardIdentifier
print("\(self.leaderboardIdentifier)") //in your example "VHS" should be returned
}
}
}
else
{
print("not able to authenticate fail")
self.gameCenterEnabled = false
if error
{
print("\(error.description)")
}
else
{
print( "error is nil")
}
}
}
}
}
func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController!)
{
gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
}
}
After you've successfully authenticated then you should be able to present Game Center.
Note the line:
var localPlayer = getLocalPlayer() // see GKLocalPlayerHack.h
To get that to work you need to do a little hack to get GKLocalPlayer to instantiate correctly in Swift.
Create a new class in Objective-C and name the file GKLocalPlayerHack.h/m
In the header put:
// GKLocalPlayerHack.h
// Issue with GameKit and Swift
// https://stackoverflow.com/questions/24045244/game-center-not-authenticating-using-swift
#import <GameKit/GameKit.h>
@interface GKLocalPlayerHack : NSObject
GKLocalPlayer *getLocalPlayer(void);
@end
In the implementation file put:
// GKLocalPlayerHack.m
// Issue with GameKit and Swift
// https://stackoverflow.com/questions/24045244/game-center-not-authenticating-using-swift
#import "GKLocalPlayerHack.h"
@implementation GKLocalPlayerHack
GKLocalPlayer *getLocalPlayer(void)
{
return [GKLocalPlayer localPlayer];
}
@end
Be sure to add:
#import "GKLocalPlayerHack.h"
To your bridging header. Credit to @marmph for his answer in this question: Game Center not authenticating using Swift
I solved this problem for TEST MODE in this way:
Go to Game Center App Tab "Friends" click Setting at the end of the screen: SANDBOX and LOGGING MUST BE ON MODE
I hope that it works for everyone
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 <GameKit/GameKit.h>
@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)
}
}
}