重新启动并在 GameScene 中呈现

restarting and presenting in GameScene

你好,我的问题是,当我点击一个按钮重新启动我的游戏时,它会重新启动,但是如果我点击一个转换到 MainMenuViewController 的按钮,场景就会冻结。有趣的是,如果我重新启动游戏并先单击 segue 按钮,它会正常工作,但如果我单击重新启动按钮,游戏就会冻结。当单击 segue 按钮时它崩溃了,我得到错误 has no segue with identifier 'GameToMain' 当它确实第一次工作时。当我点击重新启动游戏时,它只会崩溃而不会出现错误。下面是这个问题的相关代码:

class GameViewController: UIViewController {
    override func viewDidLoad() {
    super.viewDidLoad()
    let skView = view as! SKView
    let scene = GameScene(size: skView.bounds.size)
    skView.showsFPS = true
    skView.showsNodeCount = true
    skView.ignoresSiblingOrder = false
    //skView.showsPhysics = true
    scene.scaleMode = .AspectFill
    skView.presentScene(scene)        
    scene.viewController = self
}
}

class GameScene: SKScene, SKPhysicsContactDelegate {
var viewController: GameViewController!

这是在玩家失败时调用的函数中设置的:

    let tryAgain = SKLabelNode(fontNamed: "Chalkduster")
    tryAgain.text = "Try Again?"
    tryAgain.color = SKColor.yellowColor()
    tryAgain.name = "retryLabel"
    tryAgain.fontSize = 28
    tryAgain.position = CGPoint(x: size.width/2, y: size.height/2)
    playerLayerNode.addChild(tryAgain)

    let mainMenuTransition = SKLabelNode(fontNamed: "Chalkduster")
    mainMenuTransition.text = "Main Menu"
    mainMenuTransition.color = SKColor.yellowColor()
    mainMenuTransition.name = "mainMenuTransitionSeque"
    mainMenuTransition.fontSize = 20
    mainMenuTransition.position = CGPoint(x: size.width/2, y: size.height/2 - 60)
    playerLayerNode.addChild(mainMenuTransition)

这是标签注册并对被点击做出反应的方式

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    for touch in (touches ) {
let location = touch.locationInNode(self)
     let node = self.nodeAtPoint(location)
            if (node.name == "retryLabel") {
                print("restart")
                let gameScene = GameScene(size: self.size)
                let transition = SKTransition.doorsCloseHorizontalWithDuration(0.5)
                gameScene.scaleMode = SKSceneScaleMode.AspectFill
                gameScene.viewController = GameViewController()
                self.scene!.view?.presentScene(gameScene, transition: transition)
                print("complete Reload")
            }

            if (node.name == "mainMenuTransitionSeque") {
                print("go to main menu")
                self.viewController!.performSegueWithIdentifier("GameToMain", sender: self)
                print("complete2")

}

我用当前代码解决了这个问题:

class GameViewController: UIViewController {

override func viewDidLoad() {
    super.viewDidLoad()
    let skView = view as! SKView
    let scene = GameScene(size: skView.bounds.size)

    //skView.showsFPS = true
    //skView.showsNodeCount = true
    skView.ignoresSiblingOrder = false
    //skView.showsPhysics = true
    scene.scaleMode = .AspectFill
    scene.viewController = self
    skView.presentScene(scene)        

}

}

在游戏场景中

var viewController: GameViewController!
  override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
            let location = touch.locationInNode(self)
            let node = self.nodeAtPoint(location)
            if (node.name == "retryLabel") {

                let skView = view as SKView!
                let scene = GameScene(size: skView.bounds.size)
                skView.ignoresSiblingOrder = false
                scene.scaleMode = .AspectFill
                scene.viewController = viewController.self
                skView.presentScene(scene)
            }

            if (node.name == "mainMenuTransitionSeque") {
                self.viewController.dismissViewControllerAnimated(false, completion: nil)
                print("complete2")
            }

        }

    }
}

所以基本上为了重新启动场景,我将 GameViewController 中的代码复制并粘贴到 GameScene 中,以便它可以准确地重新启动场景,但关键是重新声明 viewController 变量。然后为了进入 mainMenu,我关闭了视图控制器 (GameScene),而不是创建一个新的 segue,这样我就不会在彼此之上添加越来越多的场景。