我正在制作一款使用GameCenter多人游戏的游戏,但我现在正试图弄清楚当我在我的模拟器上移动它时,我将如何让节点在我的设备上移动,反之亦然。我让游戏中心进行身份验证,找到匹配,寻找玩家,找到玩家但是当我到达我的游戏玩法时,两个设备之间没有多人游戏活动。有人可以帮我弄这个吗?对不起,所有的代码。谢谢!
func lookupPlayers() {
println("Looking up \(match.playerIDs.count) players...")
GKPlayer.loadPlayersForIdentifiers(match?.playerIDs) { (players, error) -> Void in
if error != nil {
println("Error retrieving player info: \(error.localizedDescription)")
self.matchStarted = false
self._delegate?.matchEnded()
}
else {
self.playersDict = NSMutableDictionary(capacity: players.count)
for player in players {
println("Found player: \(player.alias)")
self.playersDict?.setObject(player, forKey: player.playerID)
}
}
self.playersDict?.setObject(GKLocalPlayer.localPlayer(), forKey: GKLocalPlayer.localPlayer().playerID)
self.matchStarted = true
}
}
func match(match: GKMatch!, didFailWithError error: NSError!) {
println("error!")
}
func match(match: GKMatch!, shouldReinviteDisconnectedPlayer player: GKPlayer!) -> Bool {
return true
}
func match(match: GKMatch!, player playerID: String!, didChangeState state: GKPlayerConnectionState) {
println("what!")
self.lookupPlayers()
}
func match(match: GKMatch!, player: GKPlayer!, didChangeConnectionState state: GKPlayerConnectionState) {
println("connects or disconnects")
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didFindMatch match: GKMatch!) {
println("match found")
var goToMatch = GamePlay(size: self.size)
var transitionToMatch = SKTransition.fadeWithDuration(1.0)
goToMatch.scaleMode = SKSceneScaleMode.AspectFill
self.scene!.view?.presentScene(goToMatch, transition: transitionToMatch)
presentingViewController = viewController
self.presentingViewController.dismissViewControllerAnimated(true, completion: nil)
self.match = match
self.match.delegate = self
self.lookupPlayers()
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didReceiveAcceptFromHostedPlayer playerID: String!) {
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didFindPlayers playerIDs: [AnyObject]!) {
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didFailWithError error: NSError!) {
presentingViewController = viewController
self.presentingViewController.dismissViewControllerAnimated(true, completion: nil);
println("Error finding match: \(error.localizedDescription)");
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didFindHostedPlayers players: [AnyObject]!) {
}
func matchmakerViewControllerWasCancelled(viewController: GKMatchmakerViewController!) {
println("go back to main menu")
presentingViewController = viewController
self.presentingViewController.dismissViewControllerAnimated(true, completion: nil)
}
func findMatchPlease() {
match = nil
let matchRequest = GKMatchRequest()
matchRequest.minPlayers = 2
matchRequest.maxPlayers = 2
let mmvc = GKMatchmakerViewController(matchRequest: matchRequest)
mmvc.matchmakerDelegate = self
let viewController = self.scene?.view?.window?.rootViewController
viewController?.presentViewController(mmvc, animated: true, completion: nil)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch in (touches as! Set<UITouch>) {
var touch: UITouch = touches.first as! UITouch
var location = touch.locationInNode(self)
var node = self.nodeAtPoint(location)
if node.name == "find" {
findMatchPlease()
}
}
}
答案 0 :(得分:1)
您可能需要查看Apple的Game Center Programming Guide,尤其是Real-Time Matches一章。基本上一旦你的比赛开始,你可以开始在玩家之间交换数据,如果你不想移动一些玩家对象(节点),那么其他玩家可以看到移动,你可能想要在玩家移动它时实现类似的代码#39;对象/节点:
func sendPosition() {
var msg = CGPointMake(0, 0) // set the position to send here
let packet = NSData(bytes: &msg, length: sizeof(CGPoint))
// Swift pre-2.0, no error handling
var error: NSError?
if !match.sendDataToAllPlayers(packet, withDataMode: .Unreliable error: &error) {
// some error happened
}
// Swift 2.0:
do {
try match.sendDataToAllPlayers(packet, withDataMode: .Unreliable)
}
catch {
// handle errors
}
}
它会向连接到匹配的所有玩家发送CGPoint结构数据,因此在另一端你可能想要实现GKMatchDelegate
的方法- match:didReceiveData:fromRemotePlayer:
。它可能看起来像这样:
func match(_ match: GKMatch!, didReceiveData data: NSData!, fromRemotePlayer player: GKPlayer!) {
if let msg = data.bytes as? CGPoint {
// new position received, assign it to player it was received from
}
}
您可以通过这种方式发送大部分数据,然后在另一端接收并转换回来。但要注意Swift类型可以占用更多的字节来通过网络发送,我建议创建用于发送网络数据的C结构,或者如果你想让你的代码尽可能保持Swift尝试元组:
var myStruct = exampleStruct (
SomeInt: 1,
OtherInt: 2,
SomeCString: (0x48, 0x45, 0x4C, 0x4C, 0x4F) // HELLO
)
var data = NSData(
bytes: &myStruct,
length: sizeof(exampleStruct)
)