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在撰写本文时,我使用的是最新版本的 XCode 和 SpriteBuilder。

我有 2 款游戏,其中一款是在 XCode 上使用纯 Objective-C 构建的,另一款在 XCode 和 SpriteBuilder 上使用 Objective-C。非 SpriteBuilder 游戏具有点击播放屏幕,其背景看起来与游戏内背景相同。你点击屏幕的那一刻,你就直接进入了游戏。

Sprite Builder 游戏是我尝试在其上实现开始屏幕的游戏。我阅读了一些教程,http://www.reigndesign.com/blog/creating-a-simple-menu-with-scene-transition-in-cocos2d/,但它对我没有帮助。我不想使用不同的背景图像从一个屏幕过渡到另一个屏幕。

这是我的非 SpriteBuilder 游戏使用的开始屏幕:

-(void)NewGame{
Bottom1.hidden = YES;
Bottom2.hidden = YES;
Bottom3.hidden = YES;
Bottom4.hidden = YES;
Bottom5.hidden = YES;
Bottom6.hidden = YES;
Bottom7.hidden = YES;
Top1.hidden = YES;
Top2.hidden = YES;
Top3.hidden = YES;
Top4.hidden = YES;
Top5.hidden = YES;
Top6.hidden = YES;
Top7.hidden = YES;
Obstacle.hidden = YES;
Obstacle2.hidden = YES;

Intro1.hidden = NO;
Intro2.hidden = NO;
Intro3.hidden = NO;

Heli.hidden = NO;
Heli.center = CGPointMake(31, 74);
Heli.image = [UIImage imageNamed:@"HeliUp.png"];

Start = YES;
ScoreNumber = 0;
Score.text = [NSString stringWithFormat:@"Score: 0"];
Intro3.text = [NSString stringWithFormat:@"High Score: %i", HighScore];

除背景和介绍标签外,所有障碍物均被隐藏。您还可以看到您的高分和点击播放按钮。

当您点击屏幕时,这是下一个代码:

 -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {

if (Start == YES) {

    Intro1.hidden = YES;
    Intro2.hidden = YES;
    Intro3.hidden = YES;

    timer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(HeliMove) userInfo:nil repeats:YES];



    Scorer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(Scoring) userInfo:nil repeats:YES];

    Start = NO;

    Bottom1.hidden = NO;
    Bottom2.hidden = NO;
    Bottom3.hidden = NO;
    Bottom4.hidden = NO;
    Bottom5.hidden = NO;
    Bottom6.hidden = NO;
    Bottom7.hidden = NO;
    Top1.hidden = NO;
    Top2.hidden = NO;
    Top3.hidden = NO;
    Top4.hidden = NO;
    Top5.hidden = NO;
    Top6.hidden = NO;
    Top7.hidden = NO;
    Obstacle.hidden = NO;
    Obstacle2.hidden = NO;


    RandomPosition = arc4random() %75;
    RandomPosition = RandomPosition + 110;
    Obstacle.center = CGPointMake(570,RandomPosition);

    RandomPosition = arc4random() %75;
    RandomPosition = RandomPosition + 110;
    Obstacle2.center = CGPointMake(855,RandomPosition);

    RandomPosition = arc4random() %55;
    Top1.center = CGPointMake(560, RandomPosition);
    RandomPosition = RandomPosition +265;
    Bottom1.center = CGPointMake(560, RandomPosition);

    RandomPosition = arc4random() %55;
    Top2.center = CGPointMake(640, RandomPosition);
    RandomPosition = RandomPosition +265;
    Bottom2.center = CGPointMake(640, RandomPosition);

    RandomPosition = arc4random() %55;
    Top3.center = CGPointMake(720, RandomPosition);
    RandomPosition = RandomPosition +265;
    Bottom3.center = CGPointMake(720, RandomPosition);

    RandomPosition = arc4random() %55;
    Top4.center = CGPointMake(800, RandomPosition);
    RandomPosition = RandomPosition +265;
    Bottom4.center = CGPointMake(800, RandomPosition);

    RandomPosition = arc4random() %55;
    Top5.center = CGPointMake(880, RandomPosition);
    RandomPosition = RandomPosition +265;
    Bottom5.center = CGPointMake(880, RandomPosition);

    RandomPosition = arc4random() %55;
    Top6.center = CGPointMake(960, RandomPosition);
    RandomPosition = RandomPosition +265;
    Bottom6.center = CGPointMake(960, RandomPosition);

    RandomPosition = arc4random() %55;
    Top7.center = CGPointMake(1040, RandomPosition);
    RandomPosition = RandomPosition +265;
    Bottom7.center = CGPointMake(1040, RandomPosition);


}

Y = -7;
Heli.image = [UIImage imageNamed:@"HeliUp.png"];

}

-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{

Y = 7;
Heli.image = [UIImage imageNamed:@"HeliDown.png"];


}

基本上,所有障碍物都加载并在随机位置生成,对象随着你点击屏幕而移动,如果你不点击屏幕则会下降。介绍标签是隐藏的。

这是我的 SpriteBuilder 游戏的代码:

- (void)didLoadFromCCB {
self.userInteractionEnabled = TRUE;
_grounds = @[_ground1, _ground2];
for (CCNode *ground in _grounds) {
    // set collision txpe
    ground.physicsBody.collisionType = @"level";
    ground.zOrder = DrawingOrderGround;
_scrollSpeed = 80.f;
}
// set this class as delegate
_physicsNode.collisionDelegate = self;
// set collision txpe
_hero.physicsBody.collisionType = @"hero";
_hero.zOrder = DrawingOrdeHero;
_obstacles = [NSMutableArray array];
[self spawnNewObstacle];
[self spawnNewObstacle];
[self spawnNewObstacle];
}
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
if (!_gameOver) {
    [_hero.physicsBody applyImpulse:ccp(0, 400.f)];
    [_hero.physicsBody applyAngularImpulse:10000.f];
    _sinceTouch = 0.f;
}
}    

真的很短的代码。基本上,徽标屏幕消失后,游戏会立即开始,而没有开始屏幕。游戏结束时,它会重新开始,您会立即重新开始游戏。

试图弄清楚如何在 SpriteBuilder 游戏中添加另一个 void 语句,以便一个人从点击屏幕然后开始玩游戏,而不是立即开始玩游戏。

我可以将 viewDidLoad 语句添加到 SpriteBuilder 游戏中,但我想知道它是否会与 didLoadfromCCB 语句冲突。我需要使用相同的背景将开始屏幕过渡到游戏屏幕。唯一的区别是,开始屏幕会隐藏障碍并显示立即播放标签,然后标签会隐藏并且障碍会在游戏屏幕中显示。

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2 回答 2

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我建议按照 spritebuilder 教程进行操作。这可能需要您重新调整代码。以下教程还可以帮助您将 spritebuilder 链接到后端代码,以及如何在场景之间转换。

我不是 100% 确定你为什么在你的问题中包含这么多细节,我对什么是游戏逻辑以及什么是其他逻辑感到困惑......所以如果我不正确,请告诉我,我会更新我的答案。

https://www.makegameswith.us/tutorials/getting-started-with-spritebuilder/menus/

于 2014-03-03T01:49:34.893 回答
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对我来说,闻起来有点像 Flappy Bird。

无论哪种方式,我都会使用 gameState 变量和带有菜单的图层来实现它。

当您打开游戏 (viewDidLoad) 时,将 gameState 设置为 0 例如菜单

然后在触摸方法中,我将有一个如下所示的开关:

switch(gameState){
    case 0: //Menu
        menuLayer.hidden = YES;
        gameState = 1 //IN_GAME
        break;
    case 1: //In game
        //Do your game tap code
        break;
    case 2: //Game Over
        gameOverLayer.hidden = NO;
        break;
}

或者您可以复制 CCb 并删除游戏代码并在触摸时加载游戏 cCB,但我认为前者是最佳选择。

于 2014-03-07T07:41:59.660 回答