我的代码出了什么问题?每次我按下按钮,我都会得到一个默认的灰色屏幕。过渡按钮:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if self.nodeAtPoint(location) == self.pause {
var pauseScene = PauseScene(size: self.size)
scene?.paused = true
let skView = self.view as SKView!
skView.ignoresSiblingOrder = true
pauseScene.scaleMode = .AspectFill
pauseScene.size = skView.bounds.size
skView.presentScene(pauseScene)
}
}
}
我在该场景中不想加载的内容:
class PauseScene: SKScene {
let pauseBackground = SKSpriteNode (imageNamed: "pauseBackground")
override func didMoveToView(view: SKView) {
self.pauseBackground.anchorPoint = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
self.pauseBackground.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
self.addChild(pauseBackground)
}
}
我错过了什么吗?
答案 0 :(得分:1)
您的问题似乎在PauseScene的didMoveToView:
中。您不想更改self.pauseBackground
的定位点。通常,锚点基于0到1(.5,.5)作为精灵的中心。你将它设置为远高于此值的东西,如果你将位置设置为场景宽度和高度的一半,我就不明白为什么你想要改变锚点。看起来只是删除代码行应该解决问题。
class PauseScene: SKScene {
let pauseBackground = SKSpriteNode (imageNamed: "pauseBackground")
override func didMoveToView(view: SKView) {
self.pauseBackground.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
self.addChild(pauseBackground)
}
}
此外,我发现您在启动后会改变场景的大小。我只想用你想要的尺寸初始化它。
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if self.nodeAtPoint(location) == self.pause {
let skView = self.view as SKView!
skView.ignoresSiblingOrder = true
var pauseScene = PauseScene(size: skView.bounds.size)
scene?.paused = true
pauseScene.scaleMode = .AspectFill
skView.presentScene(pauseScene)
}
}
}
希望这有帮助并且有意义。
答案 1 :(得分:0)
这是一个更新的答案 swift 5, iOS 14 Using swiftUI
导入 SwiftUI 导入 SpriteKit
struct ContentView: View {
@State var switcher = false
var scene: SKScene {
let scene = GameScene.shared
scene.size = CGSize(width: 256, height: 256)
scene.scaleMode = .fill
scene.backgroundColor = .red
scene.name = "red"
return scene
}
var scene2: SKScene {
let scene2 = GameScene2.shared
scene2.size = CGSize(width: 256, height: 256)
scene2.scaleMode = .fill
scene2.backgroundColor = .blue
scene2.name = "blue"
return scene2
}
var body: some View {
if switcher {
SpriteView(scene: scene)
.frame(width: 256, height: 256)
.ignoresSafeArea()
.background(Color.red)
.onAppear {
scene2.isPaused = true
}
.onDisappear {
scene2.isPaused = false
}
} else {
SpriteView(scene: scene2)
.frame(width: 256, height: 256)
.ignoresSafeArea()
.background(Color.blue)
.onAppear {
scene.isPaused = true
}
.onDisappear {
scene.isPaused = false
}
}
Button {
withAnimation(.easeInOut(duration: 1.0)) {
switcher.toggle()
}
} label: {
Text("switch")
}
}
}
class GameScene: SKScene {
static var shared = GameScene()
override func update(_ currentTime: TimeInterval) {
// Tells your app to perform any app-specific logic to update your scene.
print("name ",scene!.name)
}
}