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Home/ Questions/Q 6835897
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T23:17:17+00:00 2026-05-26T23:17:17+00:00

I’m probably over-thinking this, but I’ve been stuck on it a while, so I

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I’m probably over-thinking this, but I’ve been stuck on it a while, so I figured I’d reach out for some advice/help.

I’m using GameKitHelper (http://www.learn-cocos2d.com/tag/gamekithelper/), thus far, it’s been pretty helpful. So, I have the helper initialized on in my “MainMenu” with the protocol implemented, etc:

@interface MainMenu : CCLayer <GameKitHelperProtocol> {
    ...
    GameKitHelper *gkHelper;
}

In the main menu code, I have this:

    gkHelper = [GameKitHelper sharedGameKitHelper];
    gkHelper.delegate = self;
    [gkHelper authenticateLocalPlayer];

Seems pretty strait forward. In fact, it works, exactly as I expect it to. I have the methods it’s looking to be in place there (even though most don’t have code associated with them (yet?)). My issue is when I actually want to start my game. So, I’m using the onMatchFound() to start the game, which basically works:

-(void) onMatchFound:(GKMatch*)match
{    
    [[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:1.2f scene: [[MultiplayerLoading initWithData:Multiplayer withMultiplayerType:gameTypeToPlay andInitiator:false] scene]]];

}

My issue is when I’m attempting to play the game, the receive delete method fires in the MainMenu NOT the game class, so things aren’t being calculated properly.
Is there a way to pass the control to the game layer from the main menu when the onMatchFound fires?

Hopefully this gives enough info, let me know if not.

Thanks everyone!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T23:17:18+00:00Added an answer on May 26, 2026 at 11:17 pm

    There’s two ways you can make this work. One way is to have a global Singleton class as the GameKitHelper delegate. You can then relay messages via this Singleton class.

    Or simply assign the new scene as the GameKitHelper delegate:

    -(void) onMatchFound:(GKMatch*)match
    {   
        CCScene* newScene = [MyNewScene scene];
        [GameKitHelper sharedGameKitHelper].delegate = newScene;
        [[CCDirector sharedDirector] replaceScene:newScene];
    }
    

    Also, there seems to be something wrong with how you create the new scene:

    [[MultiplayerLoading initWithData:Multiplayer
                  withMultiplayerType:gameTypeToPlay 
                         andInitiator:false] scene];
    

    It appears you are first calling the init method, then the class method scene which allocates the instance (see the scene implementation). It looks to me like it should rather be:

    [[[MultiplayerLoading alloc] initWithData:Multiplayer 
                          withMultiplayerType:gameTypeToPlay 
                                 andInitiator:false] autorelease];
    

    Btw, the Cocoa Coding Guidelines recommend not to “link” method parameters with the “and” keyword and using “with” more than once is also quite odd. Cleaned up it should rather be:

    [[[MultiplayerLoading alloc] initWithData:Multiplayer 
                              multiplayerType:gameTypeToPlay 
                                    initiator:false] autorelease];
    

    Excuse me for being picky. 🙂

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