我有一个主菜单场景,当按下按钮时,它应该转换到另一个场景。它似乎正常转换,但是当它完成转换时,第二个场景是空白的。我在第二个场景的didMove函数中放置了断点,它看起来运行正常。我知道从GameViewController直接打开时第二个场景正常工作。我不确定为什么从另一个场景转换时它是空白的。这是我目前的代码:
class StartScene: SKScene {
var playButton = SKSpriteNode()
let playButtonTex = SKTexture(imageNamed: "BlueRoundedButton")
override func didMove(to view: SKView) {
playButton = SKSpriteNode(texture: playButtonTex)
playButton.size = CGSize(width: 200, height: 50)
playButton.position = CGPoint(x: frame.midX, y: frame.midY)
self.addChild(playButton)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let pos = touch.location(in: self)
let node = self.atPoint(pos)
if node == playButton {
if let view = view {
let transition:SKTransition = SKTransition.fade(withDuration: 1)
let scene:SKScene = PoolScene(size: self.size)
self.view?.presentScene(scene, transition: transition)
}
}
}
}
}
这是转换为:
的场景class PoolScene: SKScene, SKPhysicsContactDelegate {
var ballPoke : SKSpriteNode?
var ballBlue : SKSpriteNode?
var ballOrange : SKSpriteNode?
override func didMove(to view: SKView) {
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
physicsWorld.contactDelegate = self
ballBlue = childNode(withName: blueBallName) as? SKSpriteNode
ballOrange = childNode(withName: orangeBallName) as? SKSpriteNode
ballPoke = childNode(withName: pokeBallName) as? SKSpriteNode
ballBlue?.physicsBody?.categoryBitMask = blueBallCategory
ballOrange?.physicsBody?.categoryBitMask = orangeBallCategory
ballPoke?.physicsBody?.categoryBitMask = pokeBallCategory
borderBody.categoryBitMask = borderCategory
}
答案 0 :(得分:1)
您正在调用错误的init方法来加载PoolScene。你这样做的方法是当你不使用Xcode可视化级别编辑器时。 与您的GameViewController一样,您需要通过引用相应的.sks文件来初始化场景。
if node == playButton {
if let view = view {
let transition = SKTransition.fade(withDuration: 1)
if let scene = PoolScene(fileNamed: "PoolScene") {
view.presentScene(scene, transition: transition)
}
}
}
或以稍微清洁的方式
if node == playButton {
let transition = SKTransition.fade(withDuration: 1)
if let scene = PoolScene(fileNamed: "PoolScene") {
view?.presentScene(scene, transition: transition)
}
}
“fileNamed:...”是您的PoolScene的.sks文件的名称,您通常会提供与.swift文件完全相同的名称。使用guard或if let,因为它将返回一个可选项。
作为一个小技巧,请使用swifts类型推断使代码更好一些。
希望这有帮助