无法将程序从UIKit转换为SceneKit。对我来说最大的困难是理解如何使用SceneKit设置委托文件Tile,与数组,Board同步。这是一个简单的项目。截图:http://imgur.com/9hsv7X5。它显示一个3 x 5阵列。用户点击一个项目,它会突出显示。然后点击另一个项目,它突出显示,上一个项目,未突出显示。
这是由3个文件组成的UIKit项目:
VIEWCONTROLLER
import UIKit
struct BoardLoc {
var x: Int
var y: Int
}
class ViewController: UIViewController, TileDelegate {
var tile: Tile!
override func viewDidLoad() {
super.viewDidLoad()
let scene = Board()
tile.tileDelegate = self
tile.board = scene
}
func getTileAtLoc(tile: Tile, _ boardLoc: BoardLoc) {
tile.boardLoc = boardLoc
}
}
BOARD
import Foundation
class Board {
var board: Array<Array<String>> = Array(count:3, repeatedValue:Array(count:5, repeatedValue:"foo"))
func putTileAt(boardLoc: BoardLoc) -> String {
return board[boardLoc.x][boardLoc.y]
}
}
TILE
import UIKit
protocol TileDelegate {
func getTileAtLoc(tile: Tile, _ boardLoc: BoardLoc)
}
class Tile: UIView {
var boardLoc: BoardLoc?
var board: Board?
var tileDelegate: TileDelegate?
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
addGestureRecognizer(UITapGestureRecognizer(target: self, action:"handleTap:"))
}
override func drawRect(rect: CGRect) {
for x in 0...2 {
for y in 0...4 {
let context = UIGraphicsGetCurrentContext()
let red = UIColor.redColor().CGColor
let orange = UIColor.orangeColor().CGColor
let bigCircle = CGRectMake(CGFloat(106 * x),CGFloat(106 * y), 106, 106)
let smallCircle = CGRectMake(CGFloat(106 * x) + 3, CGFloat(106 * y) + 3, 100, 100)
if (boardLoc != nil && boardLoc!.x == x && boardLoc!.y == y) {
CGContextSetFillColorWithColor(context, red)
CGContextFillEllipseInRect(context, bigCircle)
}
if board!.putTileAt(BoardLoc(x: x, y: y)) == "foo" {
CGContextSetFillColorWithColor(context, orange)
CGContextFillEllipseInRect(context, smallCircle)
}
}
}
}
func handleTap(gestureRecognizer: UIGestureRecognizer) {
let point = gestureRecognizer.locationInView(self)
let boardLoc = BoardLoc(x: Int(point.x) / 106, y: Int(point.y) / 106)
tileDelegate!.getTileAtLoc(self, boardLoc)
setNeedsDisplay()
}
}
答案 0 :(得分:2)
首先,我建议您阅读Apple SceneKit document和一些教程。
Scene Kit是一个3D渲染的Objective-C框架,它将高性能渲染引擎与高级描述性API相结合。 Scene Kit支持导入,操作和渲染3D资源,而无需按照OpenGL的方式渲染场景。
Scene Kit允许您轻松渲染3D场景,无需OpenGL ES API。但是,您应该了解Scene Kit的工作原理。
基本上,Scene Kit提供了一个维护动画循环的视图控制器。这个循环遵循游戏和模拟中常见的设计模式,有两个阶段:更新和渲染。在实现中,Scene Kit有更多阶段,如下图所示(来自http://www.objc.io/issue-18/scenekit.html),但基本上有两个阶段,更新和渲染。
那么如何创建Scene Kit项目,基础是
因此,您应该实现如下。
答案 1 :(得分:1)
import SceneKit
class GameViewController: UIViewController {
struct BoardLoc {
var x: Int
var y: Int
}
enum Type {
case Yellow
case Orange
}
var boardArray: Array<Array<Type>> = []
override func viewDidLoad() {
super.viewDidLoad()
for x in 0...2 {
boardArray.append(Array(count:5, repeatedValue:Type.Orange))
for y in 0...4 {
boardArray[x][y] = Type.Orange
}
}
let scene = SCNScene(named: "art.scnassets/balls8.dae")
let scnView = self.view as SCNView
scnView.scene = scene
scnView.autoenablesDefaultLighting = true
let taps = NSMutableArray()
let tap = UITapGestureRecognizer(target: self, action: "handleTap:")
taps.addObject(tap)
scnView.gestureRecognizers = taps
}
func handleTap(gestureRecognizer: UIGestureRecognizer) {
let scnView = view as SCNView
let point = gestureRecognizer.locationInView(scnView)
if let hitResults = scnView.hitTest(point, options: nil) {
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
if !result.node!.name!.hasPrefix("Orange") {
return
}
let tapLoc = BoardLoc(x: Int(point.x) / 106, y: Int(point.y) / 106)
boardArray[tapLoc.x][tapLoc.y] = Type.Yellow
for col in 0...2 {
for row in 0...4 {
var yellowBall = scnView.scene!.rootNode.childNodeWithName("Yellow", recursively: true)
var secxtorX = Float(col) * 16.5 - 16
var sectorY = 34 - (Float(row) * 16.5)
if boardArray[col][row] == Type.Yellow {
yellowBall!.runAction(SCNAction.moveTo(SCNVector3(x: secxtorX, y: sectorY, z: 25), duration: 0.01))
boardArray[tapLoc.x][tapLoc.y] = Type.Orange
}
}
}
}
}
}
}