2

请帮助我理解以下行为(iOS Sprite Kit)。

我在下面提供的代码的输出是:

1.skView.bounds.size = 768.00, 1024.00

2.skView.bounds.size = 1024.00, 768.00

如上所示,宽度和高度在两种方法之间切换,这导致我的第二个场景以不正确的比例呈现。

我的游戏只能在横向模式下运行,这意味着事实上,第二个宽 x 高比是正确的(尽管它是第一个以正确的纵横比渲染场景,这对我来说本身就是一个谜) .

谁能告诉我如何解决这种行为?我究竟做错了什么?

- (void)viewDidLoad
{
    [super viewDidLoad];

    self.currentGameState = GS_INTRO_SCENE;

    // Configure the view.
    SKView * skView = (SKView *)self.view;
    skView.showsFPS = YES;
    skView.showsNodeCount = YES;

    // Create and configure the scene.

    printf("1.skView.bounds.size = %.2f, %.2f\n", skView.bounds.size.width, skView.bounds.size.height);

    SKScene *scene = [SKTGameIntroScene sceneWithSize:skView.bounds.size];
    scene.scaleMode = SKSceneScaleModeAspectFill;

    // Present the scene.
    [skView presentScene:scene];
}

-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
    if (self.currentGameState == GS_INTRO_SCENE) {
        self.currentGameState = GS_GAME_PLAY;

        SKView * skView = (SKView *)self.view;

        printf("2.skView.bounds.size = %.2f, %.2f\n", skView.bounds.size.width, skView.bounds.size.height);

        SKScene *nextScene = [SKTMyScene sceneWithSize:skView.bounds.size];
        nextScene.scaleMode = SKSceneScaleModeAspectFill;

        SKTransition *fadeIn = [SKTransition fadeWithDuration:5.0f];

        [skView presentScene:nextScene transition:fadeIn];
    }
}

我提前非常感谢。

** 编辑: **

@giorashc 解决了我的问题,建议我将场景启动移动到 -(void)viewWillLayoutSubviews 方法。

但是我的第二个场景仍然被拉伸......这是更改后 SKTViewController.m 的完整代码(谁能说为什么第二个视图仍然被拉伸?):

//
//  SKTViewController.m
//  SpriteKitTest
//
//  Created by Claudia Dazcal on 13/07/14.
//  Copyright (c) 2014 DazcalFamily_inc. All rights reserved.
//

#import "SKTViewController.h"
#import "SKTMyScene.h"
#include "SKTGameIntroScene.h"

typedef enum
{
    GS_INTRO_SCENE,
    GS_GAME_PLAY
}GameStates;

@interface SKTViewController ()

@property GameStates currentGameState;
@property BOOL firstSceneLoaded;

@end

@implementation SKTViewController

- (void)viewDidLoad
{
    [super viewDidLoad];

    self.currentGameState = GS_INTRO_SCENE;

    self.firstSceneLoaded = NO;

}

-(void)viewWillLayoutSubviews
{
    if (!self.firstSceneLoaded) {
        self.firstSceneLoaded = YES;

        // Configure the view.
        SKView * skView = (SKView *)self.view;
        skView.showsFPS = YES;
        skView.showsNodeCount = YES;

        // Create and configure the scene.

        printf("1.skView.bounds.size = %.2f, %.2f\n", skView.bounds.size.width, skView.bounds.size.height);

        SKScene *scene = [SKTGameIntroScene sceneWithSize:skView.bounds.size];
        scene.scaleMode = SKSceneScaleModeAspectFill;

        // Present the scene.
        [skView presentScene:scene];

    }

}

-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
    if (self.currentGameState == GS_INTRO_SCENE) {
        self.currentGameState = GS_GAME_PLAY;

        SKView * skView = (SKView *)self.view;

        printf("2.skView.bounds.size = %.2f, %.2f\n", skView.bounds.size.width, skView.bounds.size.height);

        //CGSize DebugSize = CGSizeMake(skView.bounds.size.height, skView.bounds.size.width);

        //SKScene *nextScene = [SKTMyScene sceneWithSize:DebugSize];
        SKScene *nextScene = [SKTMyScene sceneWithSize:skView.bounds.size];
        nextScene.scaleMode = SKSceneScaleModeAspectFill;

        //SKTransition *fadeIn = [SKTransition fadeWithDuration:5.0f];

        //[skView presentScene:nextScene transition:fadeIn];
        [skView presentScene:nextScene];
    }
}

- (BOOL)shouldAutorotate
{
    return YES;
}

- (NSUInteger)supportedInterfaceOrientations
{
    if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
        return UIInterfaceOrientationMaskAllButUpsideDown;
    } else {
        return UIInterfaceOrientationMaskAll;
    }
}

- (void)didReceiveMemoryWarning
{
    [super didReceiveMemoryWarning];
    // Release any cached data, images, etc that aren't in use.
}

@end

* 编辑 2 **

好的,现在一切都解决了。

当@giorashc 建议将场景启动移动到 viewWillLayoutSubviews 时,他立即解决了我的问题。事实证明,由于我之前使用了错误的边界,所以我使用错误的值设置了我的原始场景,现在它已被修复,它看起来被拉伸了。

但现在已经修好了。非常感谢@giorashc!

4

2 回答 2

2

在方法中初始化你的场景viewWillLayoutSubviews。在这种方法中,视图边界被正确更新。

确保您只初始化场景一次,因为每当视图控制器呈现另一个视图控制器或应用程序正在更改其方向时都会调用此方法。

于 2014-07-20T13:32:41.770 回答
1

在第一种方法中,视图尚未旋转到横向模式。在第二个中,它已旋转到横向模式,因此现在报告的边界比它的高度更宽。

于 2014-07-20T13:24:23.017 回答