Question

Ok, so after testing on the simulators it turns out that this issue is only occurring on actual devices... How would I fix this?


I am making an iOS app with SpriteKit and am implementing iAD. Everything works more or less like I expect it too, except for one thing. When I tap on the ad, it brings me to a full screen ad, as expected, but when I close that ad the current view freezes, as in nothing happens visually. I know the app is still running because when I click the banner ad again and close out of it again the game returns to normal and the game had progressed while visually frozen. This is how the banner is initialized in my view controller class (the iAD delegate):

self.canDisplayBannerAds = YES;

CGRect bannerFrame = CGRectMake(0, 20, scene.size.width, 50);

banner = [[ADBannerView alloc] initWithAdType:ADAdTypeBanner];
banner.delegate = self;
banner.frame = bannerFrame;
[banner setAlpha:0];
[self.view addSubview:banner];

And these are the loading methods, also in the view controller class:

- (void) bannerViewDidLoadAd:(ADBannerView *) bannerM
{
    NSLog(@"Ad Loaded");
    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationDuration:1];
    [bannerM setAlpha:1];
    [UIView commitAnimations];
}

- (void) bannerView:(ADBannerView *)bannerM didFailToReceiveAdWithError:(NSError *)error
{
    NSLog(@"Ad Failed");
    [UIView beginAnimations:nil context:NULL];
    [UIView setAnimationDuration:1];
    [bannerM setAlpha:0];
    [UIView commitAnimations];
}

I don't really understand the problem or why it is happening... Any help would be appreciated!

Thanks,
StrongJoshua

EDIT Here are the two methods that are called when the banner ads open and close:

- (BOOL) bannerViewActionShouldBegin:(ADBannerView *)banner willLeaveApplication:(BOOL)willLeave
{
    if(playing)
    {
        NSLog(@"Ad Pause");
        SKView *v = (SKView *)self.view;
        NSLog(@"2");
        SKScene *s = (SKScene *)v.scene;
        NSLog(@"3");
        WBPlayScene *p = (WBPlayScene *) s;
        NSLog(@"4");
        [p.logic pause:YES];
        NSLog(@"Done");
    }
    return YES;
}

- (void) bannerViewActionDidFinish:(ADBannerView *)banner
{
    if(playing)
    {
        NSLog(@"Ad Unpause");
        [((WBPlayScene *)((SKView *)self.view).scene).logic pause:NO];
    }
}

FIXED The reason for all those NSLogs is because the game crashes when I try to pause it. The game crashes after "2" is reached, so at SKScene *s = (SKScene *)v.scene;. It gives the error [UIView scene]: unrecognized selector sent to instance and I don't understand why... Solution: To fix this side issue I changed self.view to self.originalContentView and it got the SKView instead of the ad banner's view.

Thanks very much for your help!

Was it helpful?

Solution

SOLVED: I had to remove the call to enable ad display self.canDisplayBannerAds because it interfered with my self-created banner.

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