Swift Sprite Kit in App Purchase

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 Purchases Swift Game

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

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-purchase logic in spritekit

//for non-consumable product you have to add following code in your application

//function checks whether user purchase a non-consumable or not

/*
change all function acc to your game

*/

-(void)setDone:(Boolean)status
{
[_urnsuserDefault setBool:status forKey:@“done];
[_urnsuserDefault synchronize];
}

-(Boolean)getDone
{
Boolean status=[_urnsuserDefault boolForKey:@"done"];
return status;
}
//if user already purchase non-consumable or not (check for Restore if user purchase non-consumable product);
-(void)checkForRestore
{

if([self getDone])
{
//if user successfully purchase a in app item
UIAlertView *productAlertPur = [[UIAlertView alloc]
initWithTitle:@"Restored"
message:@“your” msg
delegate:nil
cancelButtonTitle:nil
otherButtonTitles:@"Ok", nil];
[productAlertPur show];

}
else
{
[[SKPaymentQueue defaultQueue] addTransactionObserver:self];
[[SKPaymentQueue defaultQueue] restoreCompletedTransactions];
}

}

-(void)paymentQueue:(SKPaymentQueue *)queue restoreCompletedTransactionsFailedWithError:(NSError *)error
{

UIAlertView * removedAlert = [[UIAlertView alloc]
initWithTitle:nil message:[NSString stringWithFormat:@"Restoration failed as %@.",error.localizedDescription] delegate:nil cancelButtonTitle:@"Ok" otherButtonTitles:nil];
[removedAlert show];
}

- (void) paymentQueueRestoreCompletedTransactionsFinished:(SKPaymentQueue *)queue
{
purchasedItemIDs = [[NSMutableArray alloc] init];
if(queue.transactions.count==0){
UIAlertView *noproductAlert = [[UIAlertView alloc]
initWithTitle:@"Restored"
message:@"No Purchases to Restore"
delegate:nil
cancelButtonTitle:nil
otherButtonTitles:@"Ok", nil];
[noproductAlert show];
}
else{

if(![self getDone])
{
NSString *productID = @“company.game.productid;

[purchasedItemIDs addObject:productID];
UIAlertView *restoredAlert = [[UIAlertView alloc]
initWithTitle:@"Restored"
message:[NSString stringWithFormat:@"Math Lab Restored successfully."]
delegate:nil
cancelButtonTitle:nil
otherButtonTitles:@"Ok", nil];
[restoredAlert show];
[self viewWillAppear:YES];

[self setDone:TRUE];
}
}
}


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