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眼睛想旅行

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精通C,C++,python,Erlang。并熟悉各种其他编程语言,用cocos2dx游戏引擎作过几个项目。会MySQL增删改查,了解OpenGL渲染原理。懂单片机,能设计数字电路系统,会画电路图和设计电路板。喜欢了解最新前沿技术,并持续关注和学习新技术。

网易考拉推荐

在程序中添加Game Center功能(转)  

2013-04-16 19:52:19|  分类: 默认分类 |  标签: |举报 |字号 订阅

  下载LOFTER 我的照片书  |

转自:http://blog.csdn.net/qxue2000/article/details/6569357

在程序中添加Game Center功能

步骤:
1. 在iTunes Connect中启用Game Center。
2. 配置程序的Bundle identifier
3. 导入Game Kit Framework
4. 导入头文件<GameKit/GameKit.h>
5. 检测当前设备是否支持Game Center
6. 对于不支持Game Center的设备,对Game Kit Framework的引用应改为‘弱引用’(weak link)。
7. 程序启动后,认证用户。
一、iTunes Connect的配置
iTunes Connect Developer Guide
https://itunesconnect.apple.com/docs/iTunesConnect_DeveloperGuide.pdf/
二、配置程序的Bundle identifier
com.myCompany.myCoolGame  与 iTunes Connect中配置相同
三、添加FrameWork (weak-link)检测当前设备是否支持Game Center
Target->’Get info’ ->’Genaral’ Linkd libray -> 将Required改为Weak

BOOL isGameCenterAvailable()
{
// Check for presence of GKLocalPlayer API.
Class gcClass = (NSClassFromString(@”GKLocalPlayer”));
// The device must be running running iOS 4.1 or later.
NSString *reqSysVer = @”4.1″;
NSString *currSysVer = [[UIDevice currentDevice] systemVersion];
BOOL osVersionSupported = ([currSysVer compare:reqSysVer
options:NSNumericSearch] != NSOrderedAscending);
return (gcClass && osVersionSupported);
}

四、认证用户
用户必须具有账户才可以访问Game center。程序启动或在需要调用Game Center功能的地方,认证当前的使用账户。

- (void) authenticateLocalUser{
if([GKLocalPlayer localPlayer].authenticated == NO){
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error){
if(error == nil){
//认证成功
}else{
//失败
UIAlertView* alert= [[[UIAlertView alloc] initWithTitle: @”Game Center Account Required”message: [NSString stringWithFormat: @"Reason: %@", [error localizedDescription]]delegate: self cancelButtonTitle: @”Try Again…” otherButtonTitles: NULL] autorelease];[alert show];
}}];
}
}


五、排行榜功能
5.1 在iTunes Connect中配置排行榜
(得分格式、排行榜分类)等
5.2 将得分发送到Game Center

- (void) reportScore: (int64_t) score forCategory: (NSString*) category
{
GKScore *scoreReporter = [[[GKScore alloc] initWithCategory:category] autorelease];
scoreReporter.value = score;
[scoreReporter reportScoreWithCompletionHandler: ^(NSError *error){
if(error != nil){
//处理储物
}else{
//显示排行榜
}}];
}

 
5.3 显示排行榜(LeaderboardController)

- (void) showLeaderboard{
GKLeaderboardViewController *leaderboardController = [[GKLeaderboardViewController alloc] init];
if (leaderboardController != nil) {
leaderboardController.leaderboardDelegate = self;
[self presentModalViewController: leaderboardController animated: YES];
}
}


在显示leaderboard之前,可以配置leaderboard view Controller的一些属性。(category 属性,配置显示哪中分类下的排行榜;timeScope属性,配置显示哪个时间段内的排行榜)
//响应用户关闭排行榜的事件:

-(void)leaderboardViewControllerDidFinish:(GKLeaderboardViewController *)viewController

{
[self dismissModalViewControllerAnimated:YES];
}

 
5.4 获取排行榜数据,自定义排行榜显示的view

//获取所有用户
-(void) retrieveTopTenScores
{
GKLeaderboard *leaderboardRequest = [GKLeaderboard alloc] init];
if (leaderboardRequest != nil) {
leaderboardRequest.playerScope = GKLeaderboardPlayerScopeGlobal;
leaderboardRequest.timeScope = GKLeaderboardTimeScopeAllTime;
leaderboardRequest.range = NSMakeRange(1,10);
[leaderboardRequest loadScoresWithCompletionHandler: ^(NSArray *scores, NSError *error) {
if (error != nil)
// handle the error.
if (scores != nil)
// process the score information.
}];
}//获取特定用户的排行榜数据
-(void) receiveMatchBestScores: (GKMatch*) match
{
GKLeaderboard *query = [[GKLeaderboard alloc] initWithPlayers: match.players];
if (query != nil){
[query loadScoresWithCompletionHandler: ^(NSArray *scores, NSError *error) {}
if (error != nil)
// handle the error.
if (scores != nil)
// process the score information.
}];
}


六、Cocos2d 中加入 Game Center
6.1 方式1 (直接获取数据、自定义排行榜的view)
6。2 0.99.5 sdk of cocos2d have a RootViewController
6.3 方式3  使用viewcontroller
创建一个viewcontroller 将其view属性添加到cocos2d的 glview

UIViewController *tempVC=[[UIViewController alloc] init];
GKMatchRequest *request = [[[GKMatchRequest alloc] init] autorelease];
request.minPlayers = 2;
request.maxPlayers = 2;
request.playersToInvite = playersToInvite;
GKMatchmakerViewController *mmvc = [[[GKMatchmakerViewController alloc] initWithMatchRequest:request] autorelease];
mmvc.matchmakerDelegate = self;
[[[CCDirector sharedDirector] openGLView] addSubview:tempVC.view];
[tempVC presentModalViewController:mmvc animated:YES];
//响应事件
-(void)matchmakerViewControllerWasCancelled:(GKMatchmakerViewController *)viewController
{
[tempVC dismissModalViewControllerAnimated:YES];
[tempVC.view removeFromSuperview];
}
//退出时
-(void) onExit
{
[super onExit];[tempVC release];
}
- (void) showLeaderboard
{
GKLeaderboardViewController *leaderboardController = [[[GKLeaderboardViewController alloc] init] autorelease];
if (leaderboardController != nil){
leaderboardController.leaderboardDelegate = self;
[[[CCDirector sharedDirector] openGLView] addSubview:tempVC.view];
[tempVC presentModalViewController:leaderboardController animated: YES];
}
}
- (void)leaderboardViewControllerDidFinish:(GKLeaderboardViewController *)viewController
{
[tempVC dismissModalViewControllerAnimated:YES];
[tempVC.view removeFromSuperview];
}


Categories:iphone/ipadTags:
获取iphone、ipad、ipod具体版本信息

/*

Erica Sadun, http://ericasadun.com

iPhone Developer’s Cookbook, 3.0 Edition

BSD License, Use at your own risk

*/

// Thanks to Emanuele Vulcano, Kevin Ballard/Eridius, Ryandjohnson, Matt Brown, etc.

#include <sys/socket.h> // Per msqr

#include <sys/sysctl.h>

#include <net/if.h>

#include <net/if_dl.h>

#import “UIDevice-Hardware.h”

@implementation UIDevice (Hardware)

/*

Platforms


iFPGA -> ??

iPhone1,1 -> iPhone 1G

iPhone1,2 -> iPhone 3G

iPhone2,1 -> iPhone 3GS

iPhone3,1 -> iPhone 4/AT&T

iPhone3,2 -> iPhone 4/Other Carrier?

iPhone3,3 -> iPhone 4/Other Carrier?

iPhone4,1 -> ??iPhone 5

iPod1,1   -> iPod touch 1G

iPod2,1   -> iPod touch 2G

iPod2,2   -> ??iPod touch 2.5G

iPod3,1   -> iPod touch 3G

iPod4,1   -> iPod touch 4G

iPod5,1   -> ??iPod touch 5G


iPad1,1   -> iPad 1G, WiFi

iPad1,?   -> iPad 1G, 3G <- needs 3G owner to test

iPad2,1   -> iPad 2G (iProd 2,1)


AppleTV2,1 -> AppleTV 2

i386, x86_64 -> iPhone Simulator

*/

#pragma mark sysctlbyname utils

- (NSString *) getSysInfoByName:(char *)typeSpecifier

{

size_t size;

sysctlbyname(typeSpecifier, NULL, &size, NULL, 0);

char *answer = malloc(size);

sysctlbyname(typeSpecifier, answer, &size, NULL, 0);

NSString *results = [NSString stringWithCString:answer encoding: NSUTF8StringEncoding];

free(answer);

return results;

}

- (NSString *) platform

{

return [self getSysInfoByName:"hw.machine"];

}

// Thanks, Atomicbird

- (NSString *) hwmodel

{

return [self getSysInfoByName:"hw.model"];

}

#pragma mark sysctl utils

- (NSUInteger) getSysInfo: (uint) typeSpecifier

{

size_t size = sizeof(int);

int results;

int mib[2] = {CTL_HW, typeSpecifier};

sysctl(mib, 2, &results, &size, NULL, 0);

return (NSUInteger) results;

}

- (NSUInteger) cpuFrequency

{

return [self getSysInfo:HW_CPU_FREQ];

}

- (NSUInteger) busFrequency

{

return [self getSysInfo:HW_BUS_FREQ];

}

- (NSUInteger) totalMemory

{

return [self getSysInfo:HW_PHYSMEM];

}

- (NSUInteger) userMemory

{

return [self getSysInfo:HW_USERMEM];

}

- (NSUInteger) maxSocketBufferSize

{

return [self getSysInfo:KIPC_MAXSOCKBUF];

}

#pragma mark file system — Thanks Joachim Bean!

- (NSNumber *) totalDiskSpace

{

NSDictionary *fattributes = [[NSFileManager defaultManager] attributesOfFileSystemForPath:NSHomeDirectory() error:nil];

return [fattributes objectForKey:NSFileSystemSize];

}

- (NSNumber *) freeDiskSpace

{

NSDictionary *fattributes = [[NSFileManager defaultManager] attributesOfFileSystemForPath:NSHomeDirectory() error:nil];

return [fattributes objectForKey:NSFileSystemFreeSize];

}

#pragma mark platform type and name utils

- (NSUInteger) platformType

{

NSString *platform = [self platform];

// if ([platform isEqualToString:@"XX"]) return UIDeviceUnknown;

if ([platform isEqualToString:@"iFPGA"]) return UIDeviceIFPGA;

if ([platform isEqualToString:@"iPhone1,1"]) return UIDevice1GiPhone;

if ([platform isEqualToString:@"iPhone1,2"]) return UIDevice3GiPhone;

if ([platform hasPrefix:@"iPhone2"]) return UIDevice3GSiPhone;

if ([platform hasPrefix:@"iPhone3"]) return UIDevice4iPhone;

if ([platform hasPrefix:@"iPhone4"]) return UIDevice5iPhone;

if ([platform isEqualToString:@"iPod1,1"])   return UIDevice1GiPod;

if ([platform isEqualToString:@"iPod2,1"])   return UIDevice2GiPod;

if ([platform isEqualToString:@"iPod3,1"])   return UIDevice3GiPod;

if ([platform isEqualToString:@"iPod4,1"])   return UIDevice4GiPod;

if ([platform isEqualToString:@"iPad1,1"])   return UIDevice1GiPad;

if ([platform isEqualToString:@"iPad2,1"])   return UIDevice2GiPad;

if ([platform isEqualToString:@"AppleTV2,1"]) return UIDeviceAppleTV2;

/*

MISSING A SOLUTION HERE TO DATE TO DIFFERENTIATE iPAD and iPAD 3G…. SORRY!

*/

if ([platform hasPrefix:@"iPhone"]) return UIDeviceUnknowniPhone;

if ([platform hasPrefix:@"iPod"]) return UIDeviceUnknowniPod;

if ([platform hasPrefix:@"iPad"]) return UIDeviceUnknowniPad;

if ([platform hasSuffix:@"86"] || [platform isEqual:@"x86_64"]) // thanks Jordan Breeding

{

if ([[UIScreen mainScreen] bounds].size.width < 768)

return UIDeviceiPhoneSimulatoriPhone;

else

return UIDeviceiPhoneSimulatoriPad;

return UIDeviceiPhoneSimulator;

}

return UIDeviceUnknown;

}

- (NSString *) platformString

{

switch ([self platformType])

{

case UIDevice1GiPhone: return IPHONE_1G_NAMESTRING;

case UIDevice3GiPhone: return IPHONE_3G_NAMESTRING;

case UIDevice3GSiPhone: return IPHONE_3GS_NAMESTRING;

case UIDevice4iPhone: return IPHONE_4_NAMESTRING;

case UIDevice5iPhone: return IPHONE_5_NAMESTRING;

case UIDeviceUnknowniPhone: return IPHONE_UNKNOWN_NAMESTRING;

case UIDevice1GiPod: return IPOD_1G_NAMESTRING;

case UIDevice2GiPod: return IPOD_2G_NAMESTRING;

case UIDevice3GiPod: return IPOD_3G_NAMESTRING;

case UIDevice4GiPod: return IPOD_4G_NAMESTRING;

case UIDeviceUnknowniPod: return IPOD_UNKNOWN_NAMESTRING;

case UIDevice1GiPad : return IPAD_1G_NAMESTRING;

case UIDevice2GiPad : return IPAD_2G_NAMESTRING;

case UIDeviceAppleTV2 : return APPLETV_2G_NAMESTRING;

case UIDeviceiPhoneSimulator: return IPHONE_SIMULATOR_NAMESTRING;

case UIDeviceiPhoneSimulatoriPhone: return IPHONE_SIMULATOR_IPHONE_NAMESTRING;

case UIDeviceiPhoneSimulatoriPad: return IPHONE_SIMULATOR_IPAD_NAMESTRING;

case UIDeviceIFPGA: return IFPGA_NAMESTRING;

default: return IPOD_FAMILY_UNKNOWN_DEVICE;

}

}

#pragma mark MAC addy

// Return the local MAC addy

// Courtesy of FreeBSD hackers email list

// Accidentally munged during previous update. Fixed thanks to mlamb.

- (NSString *) macaddress

{

int mib[6];

size_t len;

char *buf;

unsigned char *ptr;

struct if_msghdr *ifm;

struct sockaddr_dl *sdl;

mib[0] = CTL_NET;

mib[1] = AF_ROUTE;

mib[2] = 0;

mib[3] = AF_LINK;

mib[4] = NET_RT_IFLIST;

if ((mib[5] = if_nametoindex(“en0″)) == 0) {

printf(“Error: if_nametoindex error/n”);

return NULL;

}

if (sysctl(mib, 6, NULL, &len, NULL, 0) < 0) {

printf(“Error: sysctl, take 1/n”);

return NULL;

}

if ((buf = malloc(len)) == NULL) {

printf(“Could not allocate memory. error!/n”);

return NULL;

}

if (sysctl(mib, 6, buf, &len, NULL, 0) < 0) {

printf(“Error: sysctl, take 2″);

return NULL;

}

ifm = (struct if_msghdr *)buf;

sdl = (struct sockaddr_dl *)(ifm + 1);

ptr = (unsigned char *)LLADDR(sdl);

// NSString *outstring = [NSString stringWithFormat:@"%02x:%02x:%02x:%02x:%02x:%02x", *ptr, *(ptr+1), *(ptr+2), *(ptr+3), *(ptr+4), *(ptr+5)];

NSString *outstring = [NSString stringWithFormat:@"%02x%02x%02x%02x%02x%02x", *ptr,*(ptr+1), *(ptr+2), *(ptr+3), *(ptr+4), *(ptr+5)];

free(buf);

return [outstring uppercaseString];

}

- (NSString *) platformCode

{

switch ([self platformType])

{

case UIDevice1GiPhone: return @”M68″;

case UIDevice3GiPhone: return @”N82″;

case UIDevice3GSiPhone: return @”N88″;

case UIDevice4iPhone: return @”N89″;

case UIDevice5iPhone: return IPHONE_UNKNOWN_NAMESTRING;

case UIDeviceUnknowniPhone: return IPHONE_UNKNOWN_NAMESTRING;

case UIDevice1GiPod: return @”N45″;

case UIDevice2GiPod: return @”N72″;

case UIDevice3GiPod: return @”N18″;

case UIDevice4GiPod: return @”N80″;

case UIDeviceUnknowniPod: return IPOD_UNKNOWN_NAMESTRING;

case UIDevice1GiPad: return @”K48″;

case UIDevice2GiPad: return IPAD_UNKNOWN_NAMESTRING;

case UIDeviceUnknowniPad: return IPAD_UNKNOWN_NAMESTRING;

case UIDeviceAppleTV2: return @”K66″;

case UIDeviceiPhoneSimulator: return IPHONE_SIMULATOR_NAMESTRING;

default: return IPOD_FAMILY_UNKNOWN_DEVICE;

}

}

// Illicit Bluetooth check — cannot be used in App Store

/*

Class  btclass = NSClassFromString(@”GKBluetoothSupport”);

if ([btclass respondsToSelector:@selector(bluetoothStatus)])

{

printf(“BTStatus %d/n”, ((int)[btclass performSelector:@selector(bluetoothStatus)] & 1) != 0);

bluetooth = ((int)[btclass performSelector:@selector(bluetoothStatus)] & 1) != 0;

printf(“Bluetooth %s enabled/n”, bluetooth ? “is” : “isn’t”);

}

*/

@end


另外有一个关于GameCenter的联网游戏文章写的很好,提供的代码,我还测试过,联网非常好。下边是传送门:
(译)如何使用GameCenter制作一个简单的多人游戏教程:第一部分
(译)如何使用GameCenter制作一个简单的多人游戏教程:第二部分


另外还有一个关于游戏中心的博客也写的非常不错。

http://www.himigame.com/iphone-cocos2d/535.html


下边这个可能更详细:

编写苹果游戏中心应用程序(翻译 1.1 GCD和块对象介绍)

编写苹果游戏中心应用程序(翻译 1.2 创建游戏中心账户)

编写苹果游戏中心应用程序(翻译 1.3 为iOS应用程序设置游戏中心)

编写苹果游戏中心应用程序(翻译 1.4 添加游戏工具包框架)

编写苹果游戏中心应用程序(翻译 1.5 在游戏中心验证本地玩家)

编写苹果游戏中心应用程序(翻译 1.6 获取本地玩家的信息)

编写苹果游戏中心应用程序(翻译 1.7 在游戏中心添加朋友)

编写苹果游戏中心应用程序(翻译 1.8 获取本地玩家的好友信息)

编写苹果游戏中心应用程序(翻译 1.9 在iTunes Connect中创建排行榜)

编写苹果游戏中心应用程序(翻译 1.10 向排行榜提交得分)

编写苹果游戏中心应用程序(翻译 1.11 编程获取排行榜信息)
编写苹果游戏中心应用程序(翻译 1.12 向玩家显示排行榜)
编写苹果游戏中心应用程序(翻译 1.13 在iTunes Connect中创建成就)

编写苹果游戏中心应用程序(翻译 1.14 向游戏中心提交成就)

编写苹果游戏中心应用程序(翻译 1.15 编程获取成就信息)

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