如何用SpriteKit保存高分?

时间:2015-06-11 22:29:57

标签: ios swift sprite-kit

我开始学习如何编码,我不知道如何保存得分以保持高分。任何帮助将不胜感激!我已经尝试过,但我无法做到这一点。在这一点上,我不知道该怎么做。

class Game: SKScene, SKPhysicsContactDelegate {

let Ball = SKSpriteNode(imageNamed: "Red.png")
var QuitOption = SKLabelNode()
var ScoreLabel = SKLabelNode()
var timesecond = Int(60)
var locked = false
var loseOption = SKLabelNode()
var scorePoints = SKLabelNode()
var score = Int()
var highScore = SKLabelNode()
let whiteBall = SKSpriteNode(imageNamed: "fingerPointingDown.png")


struct PhysicsCategory {
    static let Ball: UInt32 = 0b1
    static let whiteBall: UInt32 = 0b10
}


override func didMoveToView(view: SKView) {


    backgroundColor = SKColor.whiteColor() // background for the display

    self.physicsWorld.gravity = CGVectorMake(0, -9.8)
    self.physicsWorld.contactDelegate = self

    let SceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
    SceneBody.friction = 0
    self.physicsBody = SceneBody

    scorePoints = SKLabelNode(fontNamed: "Noteworthy-Light")
    scorePoints.text = "0"
    scorePoints.fontColor = SKColor.blackColor()
    scorePoints.fontSize = 35
    scorePoints.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*1 - 120)
    scorePoints.name = "Points"
    scorePoints.hidden = true

    addChild(scorePoints)

    Ball.size = CGSize(width: 82, height: 82)
    Ball.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*0.1 - 60)
    Ball.physicsBody = SKPhysicsBody(circleOfRadius: 41)
    Ball.physicsBody?.affectedByGravity = true
    Ball.physicsBody?.density = 10
    Ball.physicsBody?.restitution = 0.1
    Ball.physicsBody?.linearDamping = 0
    Ball.name = "Ball"
    Ball.physicsBody?.usesPreciseCollisionDetection = true
    Ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball
    Ball.physicsBody?.contactTestBitMask = PhysicsCategory.whiteBall
    Ball.physicsBody?.collisionBitMask = PhysicsCategory.whiteBall

    self.addChild(Ball)

    QuitOption.text = "Quit"
    QuitOption.fontName = "Noteworthy-Light"
    QuitOption.fontColor = SKColor.purpleColor()
    QuitOption.fontSize = 35
    QuitOption.position = CGPoint(x: self.frame.size.width/2 - 160, y: self.frame.size.height*1 - 110)
    QuitOption.name = "Quit"

    addChild(QuitOption)

    ScoreLabel = SKLabelNode(fontNamed: "Noteworthy-Light")
    ScoreLabel.fontColor = SKColor.redColor()
    ScoreLabel.fontSize = 35                 // The + will move it to the right side and - to the left side for more accuracy.
    ScoreLabel.position = CGPoint(x: self.frame.size.width/2 + 160, y: self.frame.size.height/1 - 115) // position of ScoreLabelNode
    ScoreLabel.name = "Score+"
    ScoreLabel.hidden = false

    self.addChild(ScoreLabel)

    whiteBall.size = CGSize(width: 55, height: 55)
    whiteBall.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*0.8 - 30)
    whiteBall.name = "whiteBall"
    whiteBall.physicsBody = SKPhysicsBody(circleOfRadius: 25)
    whiteBall.physicsBody?.dynamic = false
    whiteBall.physicsBody?.restitution = 0.1
    whiteBall.physicsBody?.usesPreciseCollisionDetection = true
    whiteBall.physicsBody?.categoryBitMask = PhysicsCategory.whiteBall
    whiteBall.physicsBody?.contactTestBitMask = PhysicsCategory.Ball
    whiteBall.physicsBody?.collisionBitMask = PhysicsCategory.Ball

    self.addChild(whiteBall)


}

// Making the ball jump after user touches ball

override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {


    var touch = touches.first as! UITouch
    var location = touch.locationInNode(self)
    var node = self.nodeAtPoint(location)


    if (node.name == "Quit"){

        let myScene = GameScene(size: self.size)
        myScene.scaleMode = scaleMode
        let reveal = SKTransition.fadeWithDuration(1)
        self.view?.presentScene(myScene, transition: reveal)

    }

    if (node.name == "Ball"){

        for touch: AnyObject in touches {


            Ball.physicsBody?.allowsRotation = true
            Ball.physicsBody?.velocity = CGVectorMake(0, 0)
            Ball.physicsBody?.applyImpulse(CGVectorMake(0, 450))

        }

    }

    if(!self.locked){

        self.locked = true

        var actionrun = SKAction.waitForDuration(0.5)
        var actionwait = SKAction.runBlock({

            self.timesecond--

            if self.timesecond == 60 {self.timesecond = 0}

            self.ScoreLabel.text = "\(self.timesecond)"

            if (self.timesecond == 0){

                let myScene = WT(size: self.size)
                myScene.scaleMode = self.scaleMode
                let reveal = SKTransition.fadeWithDuration(1)
                self.view?.presentScene(myScene, transition: reveal)

            }
        })

        let loopAction = SKAction.repeatAction(SKAction.sequence([actionwait, actionrun]), count: 60)

        ScoreLabel.runAction(loopAction, withKey: "scoreAction")


    }

}

func didBeginContact(contact: SKPhysicsContact) {

    let collision = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

    if collision == PhysicsCategory.Ball | PhysicsCategory.whiteBall {

        score++

        scorePoints.text = "Score: \(score)"
        scorePoints.hidden = false

    }

}

}

1 个答案:

答案 0 :(得分:3)

最简单的方法是使用NSUserDefaults。

NSUserDefaults.standardUserDefaults().setInteger(highScore, forKey: "high_score")
NSUserDefaults.synchronize() // must be used to save

然后,您可以在需要时加载分数

let highScore: Int = NSUserDefaults.standardUserDefaults().integerForKey("high_score")

您可以从任何地方访问NSUserDefaults,根据需要保存和加载。

如果你有更多的全局播放器状态,为它创建一个对象,你可以通过使它符合NSCoding协议来序列化该对象。

您需要实现编码和解码功能,以保存和加载对象的属性。