切换场景时我做错了什么?
What am i doing wrong when I switch scenes?
我正在 sprite kit 上开发一款游戏,当玩家输了时,他们会被带到 EndScene 并提供再次玩游戏的选项。我遇到的问题是,当玩家按下按钮再次播放时,他们会被带到 GameScene,但 GameScene 却全是蓝色。谁能告诉我我做错了什么?我 post 编辑了下面的 EndScene,如果你需要我 post GameScene class 就问吧。
class EndScene: SKScene {
var RestartBtn : UIButton!
override func didMoveToView(view: SKView) {
scene?.backgroundColor = UIColor.whiteColor()
RestartBtn = UIButton(frame: CGRect(x: 0, y: 0, width: view.frame.size.width, height: 30))
RestartBtn.setTitle("Restart", forState: UIControlState.Normal)
RestartBtn.setTitleColor(UIColor.darkGrayColor(), forState: UIControlState.Normal)
RestartBtn.addTarget(self, action: Selector("Restart"), forControlEvents: UIControlEvents.TouchUpInside)
self.view?.addSubview(RestartBtn)
}
func Restart() {
// close EndScene and start the game again
self.view?.presentScene(GameScene())
RestartBtn.removeFromSuperview()
}
}
游戏场景
import SpriteKit
struct PhysicsCatagory {
static let Enemy : UInt32 = 1 //000000000000000000000000000001
static let Bullet : UInt32 = 2 //00000000000000000000000000010
static let Player : UInt32 = 3 //00000000000000000000000000100
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var Score = Int()
var Player = SKSpriteNode(imageNamed: "PlayerGalaga.png")
var ScoreLbl = UILabel()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
physicsWorld.contactDelegate = self
self.scene?.backgroundColor = UIColor.blackColor()
Player.position = CGPointMake(self.size.width / 2, self.size.height / 5)
Player.physicsBody = SKPhysicsBody(rectangleOfSize: Player.size)
Player.physicsBody?.affectedByGravity = false
Player.physicsBody?.categoryBitMask = PhysicsCatagory.Player
Player.physicsBody?.contactTestBitMask = PhysicsCatagory.Enemy
Player.physicsBody?.dynamic = false
var Timer = NSTimer.scheduledTimerWithTimeInterval(0.2, target: self,
selector: Selector("SpawnBullets"), userInfo: nil, repeats: true)
var EmenyTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target:
self, selector: ("SpawnEnemies"), userInfo: nil, repeats: true)
self.addChild(Player)
ScoreLbl.text = "\(Score)"
ScoreLbl = UILabel(frame: CGRect(x: 0,y: 0, width: 100, height: 20))
ScoreLbl.backgroundColor = UIColor(red: 0.1, green: 0.1, blue: 0.1,
alpha:0.3 )
ScoreLbl.textColor = UIColor.whiteColor()
self.view?.addSubview(ScoreLbl)
}
func didBeginContact(contact: SKPhysicsContact) {
var firstBody : SKPhysicsBody = contact.bodyA
var secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == PhysicsCatagory.Enemy) &&
(secondBody.categoryBitMask == PhysicsCatagory.Bullet) ||
(firstBody.categoryBitMask == PhysicsCatagory.Bullet) &&
(secondBody.categoryBitMask == PhysicsCatagory.Enemy)){
CollisionWithBullet(firstBody.node as! SKSpriteNode, Bullet:
secondBody.node as! SKSpriteNode)
}
else if ((firstBody.categoryBitMask == PhysicsCatagory.Enemy) &&
(secondBody.categoryBitMask == PhysicsCatagory.Player) ||
(firstBody.categoryBitMask == PhysicsCatagory.Player) &&
(secondBody.categoryBitMask == PhysicsCatagory.Enemy)){
CollisionWithPerson(firstBody.node as! SKSpriteNode, Person:
secondBody.node as! SKSpriteNode)
}
}
func CollisionWithBullet(Enemy: SKSpriteNode, Bullet:SKSpriteNode){
Enemy.removeFromParent()
Bullet.removeFromParent()
Score++
ScoreLbl.text = "\(Score)"
}
func CollisionWithPerson(Enemy:SKSpriteNode, Person:SKSpriteNode){
Enemy.removeFromParent()
Player.removeFromParent()
self.view?.presentScene(EndScene())
ScoreLbl.removeFromSuperview()
}
func SpawnBullets(){
var Bullet = SKSpriteNode(imageNamed: "BulletGalaga.png")
Bullet.zPosition = -5
Bullet.position = CGPointMake(Player.position.x, Player.position.y)
let action = SKAction.moveToY(self.size.height + 30, duration: 0.5)
let actionDone = SKAction.removeFromParent()
Bullet.runAction(SKAction.sequence([action, actionDone]))
Bullet.physicsBody = SKPhysicsBody(rectangleOfSize: Bullet.size)
Bullet.physicsBody?.categoryBitMask = PhysicsCatagory.Bullet
Bullet.physicsBody?.contactTestBitMask = PhysicsCatagory.Enemy
Bullet.physicsBody?.affectedByGravity = false
Bullet.physicsBody?.dynamic = false
self.addChild(Bullet)
}
func SpawnEnemies(){
var Enemy = SKSpriteNode(imageNamed: "EnemyGalaga.png")
var MinValue = self.size.width / 8
var MaxValue = self.size.width - 20
var SpawnPoint = UInt32(MaxValue - MinValue)
Enemy.position = CGPointMake(CGFloat(arc4random_uniform(SpawnPoint)),
self.size.height)
Enemy.physicsBody = SKPhysicsBody(rectangleOfSize: Enemy.size)
Enemy.physicsBody?.categoryBitMask = PhysicsCatagory.Enemy
Enemy.physicsBody?.contactTestBitMask = PhysicsCatagory.Bullet
Enemy.physicsBody?.affectedByGravity = false
Enemy.physicsBody?.dynamic = true
let action = SKAction.moveToY(-70, duration: 2.0)
let actionDone = SKAction.removeFromParent()
Enemy.runAction(SKAction.sequence([action, actionDone]))
self.addChild(Enemy)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event:
UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
Player.position.x = location.x
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event:
UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
Player.position.x = location.x
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
据我所知,当与人发生碰撞时,您将从视图中删除节点,因此当您从 EndScene 中的 restart() 函数调用 GameScene 时,它们仍然会消失。
您可以做的是在 GameScene 中创建一个 func initialScene(),您可以在其中创建该函数中的所有内容并在 didMoveToView 函数中调用它(而不是在 didMoveToView 函数中执行所有操作)。这样,每当您从另一个 class 显示 GameScene 时,它都会调用该函数并重新创建您需要的一切,就像您真正重新启动一样。希望这是一个有用的开始,如果您需要其他任何内容,请发表评论。
我正在 sprite kit 上开发一款游戏,当玩家输了时,他们会被带到 EndScene 并提供再次玩游戏的选项。我遇到的问题是,当玩家按下按钮再次播放时,他们会被带到 GameScene,但 GameScene 却全是蓝色。谁能告诉我我做错了什么?我 post 编辑了下面的 EndScene,如果你需要我 post GameScene class 就问吧。
class EndScene: SKScene {
var RestartBtn : UIButton!
override func didMoveToView(view: SKView) {
scene?.backgroundColor = UIColor.whiteColor()
RestartBtn = UIButton(frame: CGRect(x: 0, y: 0, width: view.frame.size.width, height: 30))
RestartBtn.setTitle("Restart", forState: UIControlState.Normal)
RestartBtn.setTitleColor(UIColor.darkGrayColor(), forState: UIControlState.Normal)
RestartBtn.addTarget(self, action: Selector("Restart"), forControlEvents: UIControlEvents.TouchUpInside)
self.view?.addSubview(RestartBtn)
}
func Restart() {
// close EndScene and start the game again
self.view?.presentScene(GameScene())
RestartBtn.removeFromSuperview()
}
}
游戏场景
import SpriteKit
struct PhysicsCatagory {
static let Enemy : UInt32 = 1 //000000000000000000000000000001
static let Bullet : UInt32 = 2 //00000000000000000000000000010
static let Player : UInt32 = 3 //00000000000000000000000000100
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var Score = Int()
var Player = SKSpriteNode(imageNamed: "PlayerGalaga.png")
var ScoreLbl = UILabel()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
physicsWorld.contactDelegate = self
self.scene?.backgroundColor = UIColor.blackColor()
Player.position = CGPointMake(self.size.width / 2, self.size.height / 5)
Player.physicsBody = SKPhysicsBody(rectangleOfSize: Player.size)
Player.physicsBody?.affectedByGravity = false
Player.physicsBody?.categoryBitMask = PhysicsCatagory.Player
Player.physicsBody?.contactTestBitMask = PhysicsCatagory.Enemy
Player.physicsBody?.dynamic = false
var Timer = NSTimer.scheduledTimerWithTimeInterval(0.2, target: self,
selector: Selector("SpawnBullets"), userInfo: nil, repeats: true)
var EmenyTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target:
self, selector: ("SpawnEnemies"), userInfo: nil, repeats: true)
self.addChild(Player)
ScoreLbl.text = "\(Score)"
ScoreLbl = UILabel(frame: CGRect(x: 0,y: 0, width: 100, height: 20))
ScoreLbl.backgroundColor = UIColor(red: 0.1, green: 0.1, blue: 0.1,
alpha:0.3 )
ScoreLbl.textColor = UIColor.whiteColor()
self.view?.addSubview(ScoreLbl)
}
func didBeginContact(contact: SKPhysicsContact) {
var firstBody : SKPhysicsBody = contact.bodyA
var secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == PhysicsCatagory.Enemy) &&
(secondBody.categoryBitMask == PhysicsCatagory.Bullet) ||
(firstBody.categoryBitMask == PhysicsCatagory.Bullet) &&
(secondBody.categoryBitMask == PhysicsCatagory.Enemy)){
CollisionWithBullet(firstBody.node as! SKSpriteNode, Bullet:
secondBody.node as! SKSpriteNode)
}
else if ((firstBody.categoryBitMask == PhysicsCatagory.Enemy) &&
(secondBody.categoryBitMask == PhysicsCatagory.Player) ||
(firstBody.categoryBitMask == PhysicsCatagory.Player) &&
(secondBody.categoryBitMask == PhysicsCatagory.Enemy)){
CollisionWithPerson(firstBody.node as! SKSpriteNode, Person:
secondBody.node as! SKSpriteNode)
}
}
func CollisionWithBullet(Enemy: SKSpriteNode, Bullet:SKSpriteNode){
Enemy.removeFromParent()
Bullet.removeFromParent()
Score++
ScoreLbl.text = "\(Score)"
}
func CollisionWithPerson(Enemy:SKSpriteNode, Person:SKSpriteNode){
Enemy.removeFromParent()
Player.removeFromParent()
self.view?.presentScene(EndScene())
ScoreLbl.removeFromSuperview()
}
func SpawnBullets(){
var Bullet = SKSpriteNode(imageNamed: "BulletGalaga.png")
Bullet.zPosition = -5
Bullet.position = CGPointMake(Player.position.x, Player.position.y)
let action = SKAction.moveToY(self.size.height + 30, duration: 0.5)
let actionDone = SKAction.removeFromParent()
Bullet.runAction(SKAction.sequence([action, actionDone]))
Bullet.physicsBody = SKPhysicsBody(rectangleOfSize: Bullet.size)
Bullet.physicsBody?.categoryBitMask = PhysicsCatagory.Bullet
Bullet.physicsBody?.contactTestBitMask = PhysicsCatagory.Enemy
Bullet.physicsBody?.affectedByGravity = false
Bullet.physicsBody?.dynamic = false
self.addChild(Bullet)
}
func SpawnEnemies(){
var Enemy = SKSpriteNode(imageNamed: "EnemyGalaga.png")
var MinValue = self.size.width / 8
var MaxValue = self.size.width - 20
var SpawnPoint = UInt32(MaxValue - MinValue)
Enemy.position = CGPointMake(CGFloat(arc4random_uniform(SpawnPoint)),
self.size.height)
Enemy.physicsBody = SKPhysicsBody(rectangleOfSize: Enemy.size)
Enemy.physicsBody?.categoryBitMask = PhysicsCatagory.Enemy
Enemy.physicsBody?.contactTestBitMask = PhysicsCatagory.Bullet
Enemy.physicsBody?.affectedByGravity = false
Enemy.physicsBody?.dynamic = true
let action = SKAction.moveToY(-70, duration: 2.0)
let actionDone = SKAction.removeFromParent()
Enemy.runAction(SKAction.sequence([action, actionDone]))
self.addChild(Enemy)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event:
UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
Player.position.x = location.x
}
}
override func touchesMoved(touches: Set<NSObject>, withEvent event:
UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
Player.position.x = location.x
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
据我所知,当与人发生碰撞时,您将从视图中删除节点,因此当您从 EndScene 中的 restart() 函数调用 GameScene 时,它们仍然会消失。
您可以做的是在 GameScene 中创建一个 func initialScene(),您可以在其中创建该函数中的所有内容并在 didMoveToView 函数中调用它(而不是在 didMoveToView 函数中执行所有操作)。这样,每当您从另一个 class 显示 GameScene 时,它都会调用该函数并重新创建您需要的一切,就像您真正重新启动一样。希望这是一个有用的开始,如果您需要其他任何内容,请发表评论。