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我正在创建一个 SpriteKit 游戏,但遇到了很多麻烦。第一个屏幕是一个菜单,当您单击播放按钮时,使用代码将玩家放入游戏本身:

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
    for touch in touches {
        let location:CGPoint = touch.locationInNode(self)
        if self.nodeAtPoint(location).name == "play" {
            playButton.fontColor = colorPressed
            var scene = PlayScene(size: self.size)
            let skView = self.view! as SKView
            skView.ignoresSiblingOrder = true
            skView.showsFPS = false
            skView.showsNodeCount = false
            scene.scaleMode = .AspectFill
            gameStart(scene, skView: skView)
        }
    }
}

func gameStart(scene:SKScene, skView:SKView) {
    let scale = SKAction.scaleTo(0.0, duration: 0.17)
    about.runAction(scale, completion: {
        self.scene?.removeAllChildren()
        self.scene?.removeFromParent()
        skView.presentScene(scene)
    })
}

(PlayScene 是玩家玩游戏的场景)这个过渡效果很好。玩家能够很好地玩游戏。接下来,当玩家输掉游戏时,我使用以下代码进入游戏结束场景:

func lineHitBadDot(dot: SKSpriteNode) {
    var sceneGG = OverScene(size: self.size)
    let skViewGG = self.view! as SKView
    skViewGG.ignoresSiblingOrder = true
    skViewGG.showsFPS = false
    skViewGG.showsNodeCount = false
    sceneGG.scaleMode = .AspectFill
    let scale = SKAction.scaleTo(0.0, duration: 0.17)
    scoreCounter.runAction(scale, completion: {
        self.scene?.removeAllChildren()
        self.scene?.removeFromParent()
        skViewGG.presentScene(sceneGG)
    })
}

(OverScene 是游戏结束的场景) 然后,玩家有两个选择,重试,或者返回菜单场景。这使用以下代码:

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
    for touch in touches {
        let location:CGPoint = touch.locationInNode(self)
        if self.nodeAtPoint(location).name == "retry" {
            var sceneCookie = PlayScene(size: self.size)
            let skViewCookie = self.view! as SKView
            skViewCookie.ignoresSiblingOrder = true
            skViewCookie.showsFPS = false
            skViewCookie.showsNodeCount = false
            sceneCookie.scaleMode = .AspectFill
            gameStart(sceneCookie, skViewD: skViewCookie)
        }
        else if self.nodeAtPoint(location).name == "menu" {
            var sceneCookieB = GameScene(size: self.size)
            let skViewCookieB = self.view! as SKView
            skViewCookieB.ignoresSiblingOrder = true
            skViewCookieB.showsFPS = false
            skViewCookieB.showsNodeCount = false
            sceneCookieB.scaleMode = .AspectFill
            gameStart(sceneCookieB, skViewD: skViewCookieB)
        }
    }
}

func gameStartE(sceneD:SKScene, skViewD:SKView) {
    let scale = SKAction.moveToY(self.size.height + 300, duration: 0.17)
    homeB.runAction(scale, completion: {
        self.scene?.removeAllChildren()
        self.scene?.removeFromParent()
        skViewD.presentScene(sceneD)
    })
}

返回菜单或重新尝试游戏时会出现问题。返回菜单时,我看到一个空白屏幕,这意味着按钮已动画化,因此它正在显示初始菜单场景,而不是释放旧的,并像我想要的那样创建一个新的。重试游戏时也会发生同样的事情,它会带回旧场景,而不是释放它并创建一个新场景。我查看了整个互联网,但没有找到解决此问题的方法。帮助将不胜感激。

谢谢。

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