In App Purchase in Skscene

in app purchase in SKScene

First, put this in your game scene line and make sure you have the framework 'StoreKit' imported

class GameScene: SKScene, SKPaymentTransactionObserver, SKProductsRequestDelegate {

Next, your going to want to put these lines in your didmovetoview. Keep in mind that after the "objects:" The string you put should be the in app purchase identifier you set up using iTunes connect.

// Set IAPS
if(SKPaymentQueue.canMakePayments()) {
println("IAP is enabled, loading")
var productID:NSSet = NSSet(objects: "Put IAP id here")
var request: SKProductsRequest = SKProductsRequest(productIdentifiers: productID as Set<NSObject>)
request.delegate = self
request.start()
} else {
println("please enable IAPS")
}

Outside of any other functions, but still within the game scene, insert these functions and variables

//In App Purchases
var list = [SKProduct]()
var p = SKProduct()

func buyProduct() {
println("buy " + p.productIdentifier)
var pay = SKPayment(product: p)
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
SKPaymentQueue.defaultQueue().addPayment(pay as SKPayment)
}

func productsRequest(request: SKProductsRequest!, didReceiveResponse response: SKProductsResponse!) {
println("product request")
var myProduct = response.products

for product in myProduct {
println("product added")
println(product.productIdentifier)
println(product.localizedTitle)
println(product.localizedDescription)
println(product.price)

list.append(product as! SKProduct)
}
}

func paymentQueueRestoreCompletedTransactionsFinished(queue: SKPaymentQueue!) {
println("transactions restored")

var purchasedItemIDS = []
for transaction in queue.transactions {
var t: SKPaymentTransaction = transaction as! SKPaymentTransaction

let prodID = t.payment.productIdentifier as String

switch prodID {
case "IAP id here":

//Right here is where you should put the function that you want to execute when your in app purchase is complete
default:
println("IAP not setup")
}

}

var alert = UIAlertView(title: "Thank You", message: "Your purchase(s) were restored. You may have to restart the app before banner ads are removed.", delegate: nil, cancelButtonTitle: "OK")
alert.show()
}


func paymentQueue(queue: SKPaymentQueue!, updatedTransactions transactions: [AnyObject]!) {
println("add paymnet")

for transaction:AnyObject in transactions {
var trans = transaction as! SKPaymentTransaction
println(trans.error)

switch trans.transactionState {

case .Purchased, .Restored:
println("buy, ok unlock iap here")
println(p.productIdentifier)

let prodID = p.productIdentifier as String
switch prodID {
case "IAP id here":

//Here you should put the function you want to execute when the purchase is complete
var alert = UIAlertView(title: "Thank You", message: "You may have to restart the app before the banner ads are removed.", delegate: nil, cancelButtonTitle: "OK")
alert.show()
default:
println("IAP not setup")
}

queue.finishTransaction(trans)
break;
case .Failed:
println("buy error")
queue.finishTransaction(trans)
break;
default:
println("default")
break;

}
}
}

func finishTransaction(trans:SKPaymentTransaction)
{
println("finish trans")
}
func paymentQueue(queue: SKPaymentQueue!, removedTransactions transactions: [AnyObject]!)
{
println("remove trans");
}

Next you must name the node you need to do the iAP

whateverYourNodeIs.name = "inAppPurchaseNode"

Finally, do this in the touchesBegan

  let touch =  touches.first as? UITouch
let positionInScene = touch!.locationInNode(self)
let touchedNode = self.nodeAtPoint(positionInScene)

if let name = touchedNode.name {
if name == "inAppPurchaseNode" {

for product in list {
var prodID = product.productIdentifier
if(prodID == "iAp id here") {
p = product
buyProduct() //This is one of the functions we added earlier
break;
}
}
}

}

You will also want this in your touches began to restore the purchases using a different node.

    if let name = touchedNode.name {
if name == "restore" {

SKPaymentQueue.defaultQueue().restoreCompletedTransactions()
SKPaymentQueue.defaultQueue().addTransactionObserver(self)
}
}

In app purchase in SKScene not working?

After a good few weeks of work, I found out that you must have your Paid Applications agreement filled out completely and accepted in order for your code and products to work. Approval can take a few days, then you're in the clear.

In-App Purchases Swift Game

You can find a good tutorial here at the Apple Docs: Here
Hope that helps,
Julian

Reloading an SKScene or View to remove iAd after In App Purchase

This does not remove the iAd view:

 //Remove iAds
else if ( [[InAppManager sharedManager] isFeature1PurchasedAlready] == TRUE) {

NSLog(@"iAds have been removed");
ADBannerView *adView = [[ADBannerView alloc] initWithFrame:CGRectMake(0, self.view.frame.size.height - 480, 320, 50)];
adView.hidden = YES;
[adView removeFromSuperview];
}

What it does: it creates a new iAd view, sets it to hidden, and removes it from its superview (which it was never added to). The actual "live" instance of iAd view isn't affected by this.

You need to have a reference (ivar) to the one existing iAd view:

@implementation ViewController
{
ADBannerView* _adView;
}

Assign the reference when you create the ad banner view:

_adView = [[ADBannerView alloc] initWithFrame:CGRectMake(0, self.view.frame.size.height - 480, 320, 50)];
[self.view addSubview:_adView];

And later use the reference to remove the ad banner view:

[_adView removeFromSuperview];
_adView = nil;


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