从SpriteKit中的另一个类或场景访问var

时间:2016-07-23 21:24:37

标签: swift sprite-kit

我正在SpriteKit中构建一个游戏,其中包含一个从7个选项中选择一个角色的玩家。场景1将包括7个图像。每个图像代表一个字符。玩家将通过按下所选图像来选择角色,并将呈现新的场景2。我希望选定的角色图像出现在场景2中。我在场景1中保存了所选角色的数据,但是当场景2出现时,它总是显示角色1而不是另一个。请告知从场景1访问var并将其带到场景2的正确代码行。

import SpriteKit

class Scene1: SKScene {

var Player1 = SKSpriteNode()
var Player2 = SKSpriteNode()
var Player3 = SKSpriteNode()
var Player4 = SKSpriteNode()
var Player5 = SKSpriteNode()
var Player6 = SKSpriteNode()
var Player7 = SKSpriteNode()

var playerSelect1 = false
var playerSelect2 = false
var playerSelect3 = false
var playerSelect4 = false
var playerSelect5 = false
var playerSelect6 = false
var playerSelect7 = false

// in touches began..
if self.nodeAtPoint(location) == self.player1 {
        playerSelect1 = true
NSUserDefaults.standardUserDefaults().setBool(true, forKey:"playerSelect1")

// then i present scene2

} else if self.nodeAtPoint(location) == self.player2 {
        playerSelect2 = true
NSUserDefaults.standardUserDefaults().setBool(true, forKey:"playerSelect2")

//then i present scene2

} else if self.nodeAtPoint(location) == self.player3 {
        playerSelect3 = true
NSUserDefaults.standardUserDefaults().setBool(true, forKey:"playerSelect3")

//then i present scene2

} else if self.nodeAtPoint(location) == self.player4 {
        playerSelect4 = true
NSUserDefaults.standardUserDefaults().setBool(true, forKey:"playerSelect4")

//then i present scene2
// i didn't list all 7 characters to make code shorter


class Scene2: SKScene {
var playerSelected: Scene1()

// did move to view
var character1 = SKSpriteNode()
var character2 = SKSpriteNode()
var character3 = SKSpriteNode()
var character4 = SKSpriteNode()

//grab the selection value
let playerSelect1 =          NSUserDefaults.standardUserDefaults().boolForKey("playerSelect1")

let playerSelect2 =          NSUserDefaults.standardUserDefaults().boolForKey("playerSelect2")

let playerSelect3 =          NSUserDefaults.standardUserDefaults().boolForKey("playerSelect3")

let playerSelect4 =          NSUserDefaults.standardUserDefaults().boolForKey("playerSelect4")

if playerSelect1 == true {
self.addChild(character1)
} else if playerSelect2 == true {
self.addChild(character2)
} else if playerSelect3 == true {
self.addChild(character3)
} else if playerSelect4 == true {
self.addChild(character4)
}
}

2 个答案:

答案 0 :(得分:1)

关于您的问题,您可以通过多种方式来实现您的目标。现在我个人仅在需要与例如今天的扩展进行通信时使用NSUserDefaults。您可能还想稍后保存您的数据文件,所以我想到了:

class Settings: NSObject { // NSCoding in case you want to save your data
    var playerGender: [Bool]! = [Bool]()
    func encodeWithCoder(aCoder: NSCoder!) {
        aCoder.encodeObject(playerGender, forKey: "playerGender")
    }
    init(coder aDecoder: NSCoder!) {
        playerGender = aDecoder.decodeObjectForKey("playerGender") as! [Bool]
    }
    override init() {
        super.init()
        self.playerGender = Array(count:7, repeatedValue:false)
    }
}
class GameManager: NSObject {
    static let sharedInstance = GameManager()
    var settings : Settings! = Settings()
}
class Scene1: SKScene {
    let gameManager = GameManager.sharedInstance
    var player : [SKSpriteNode]?
    override func didMoveToView(view: SKView) {
        // in touches began..
        if self.nodeAtPoint(location) == self.player1 {
            gameManager.settings.playerGender[0] = true
        }
    }
}
class Scene2: SKScene {
    let gameManager = GameManager.sharedInstance
    var character : [SKSpriteNode]?
    override func didMoveToView(view: SKView) {
        //grab the selection value
        let playerSelect1 = gameManager.settings.playerGender[0] //it's true
    }
}

<强>释Settings是一个可以编写游戏设置的类,将来还可以将属性值保存到文件中。

GameManager是一个共享实例,您可以在任何地方调用它。

答案 1 :(得分:0)

因此,让我们考虑用户第一次选择播放器1.您将所选播放器存储为Bool中的NSUserDefaults。此值将保留在本地存储中,直到您更改它为止,即使在应用程序关闭后也是如此。因此,下次用户选择播放器2时,您为Bool设置playerSelect2。问题是,在Scene2中,您开始if语句检查是否playerSelect1 == true,这是因为您将其设置为true一次并且从未将其更改回来。使用您当前的方法,您必须将所需的playerSelect设置为true,同时将所有其他设置重置为false。我建议您更改策略,以便在String中存储与所选播放器相对应的NSUserDefaults。这样的事情应该让你开始。

如果要设置所选播放器:

if self.nodeAtPoint(location) == self.player1 {
     NSUserDefaults.standardUserDefaults().setObject("playerSelect1", forKey: "selectedPlayer")
else if self.nodeAtPoint(location) == self.player2 {
NSUserDefaults.standardUserDefaults().setObject("playerSelect2", forKey: "selectedPlayer")
else if ...

如果您想确定在Scene2中选择了哪个玩家:

//grab the value from local storage
let selectedPlayer = NSUserDefaults.standardUserDefaults().objectForKey("selectedPlayer") as! String

if selectedPlayer == "playerSelect1" {
        //handle player 1 case
}
else if selectedPlayer == "playerSelect2" {
        //handle player 2 case
}