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。