我对Swift很陌生,我在游戏中实现排行榜时遇到了一些麻烦。我刚看了一个教程:'游戏中心排行榜! (Xcode中的Swift 2)'其中GameCenter信息都通过应用程序的一个视图。在我的游戏中,我希望用户能够玩游戏,然后只有当他们在特定的SKScene
时,他们才能访问GameCenter。
例如,在GameOverScene
上,他们将通过用户身份验证,并且还可以上传他们的高分。我想我也错过了GameViewController
(所有教程逻辑所在的位置)和我制作的众多场景之间的一些差异。
以下是我的代码,其中我尝试使用GKGameCenterControllerDelegate
上的GameOverScene
并创建各种功能以访问GameCenter。当用户在视图中点击某个标签时进行调用:(这显然不起作用,因为我试图访问这样的行上的场景:self.presentViewController(view!, animated:true, completion: nil)
class GameOverScene: SKScene, GKGameCenterControllerDelegate {
init(size: CGSize, theScore:Int) {
score = theScore
super.init(size: size)
}
...
override func didMoveToView(view: SKView) {
authPlayer()
leaderboardLabel.text = "Tap for Leaderboard"
leaderboardLabel.fontSize = 12
leaderboardLabel.fontColor = SKColor.redColor()
leaderboardLabel.position = CGPoint(x: size.width*0.85, y: size.height*0.1)
addChild(leaderboardLabel)
...
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch : AnyObject in touches {
let location = touch.locationInNode(self)
if(CGRectContainsPoint(leaderBoardLabel.frame, location)){
saveHighScore(score)
showLeaderBoard()
}
}
}
func authPlayer(){
//Create a play
let localPlayer = GKLocalPlayer.localPlayer()
//See if signed in or not
localPlayer.authenticateHandler = {
//A view controller and an error handler
(view,error) in
//If there is a view to work with
if view != nil {
self.presentViewController(view!, animated:true, completion: nil) //we dont want a completion handler
}
else{
print(GKLocalPlayer.localPlayer().authenticated)
}
}
}
//Call this when ur highscore should be saved
func saveHighScore(number:Int){
if(GKLocalPlayer.localPlayer().authenticated){
let scoreReporter = GKScore(leaderboardIdentifier: "scoreBoard")
scoreReporter.value = Int64(number)
let scoreArray: [GKScore] = [scoreReporter]
GKScore.reportScores(scoreArray, withCompletionHandler: nil)
}
}
func showLeaderBoard(){
let viewController = self.view.window?.rootViewController
let gcvc = GKGameCenterViewController()
gcvc.gameCenterDelegate = self
viewController?.presentViewController(gcvc, animated: true, completion: nil)
}
func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController) {
gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
}
关于如何进行此操作的任何建议都会很棒,我认为我可能会让整个场景/视图控制器混乱并导致问题。谢谢!
答案 0 :(得分:11)
这个答案部分地延续了我们在评论中所停留的位置,因为你没有发布你的整个代码,我无法确切地知道你的挂断在哪里,但这是我和一个单独的指南一起放在一起的(这是你发布的代码的略有不同的版本):
大部分代码的作者:
https://www.reddit.com/r/swift/comments/3q5owv/how_to_add_a_leaderboard_in_spritekit_and_swift_20/
import UIKit
import SpriteKit
import GameKit
class GameViewController: UIViewController {
func authenticateLocalPlayer() {
let localPlayer = GKLocalPlayer.localPlayer()
localPlayer.authenticateHandler = {(viewController, error) -> Void in
if (viewController != nil) {
self.presentViewController(viewController!, animated: true, completion: nil)
}
else {
print((GKLocalPlayer.localPlayer().authenticated))
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
/////authentication//////
authenticateLocalPlayer()
//... The rest of the default code
}
//... The rest of the default code
}
import SpriteKit
import GameKit
import UIKit
// Global scope (I generally put these in a new file called Global.swift)
var score = 0
//sends the highest score to leaderboard
func saveHighscore(gameScore: Int) {
print ("You have a high score!")
print("\n Attempting to authenticating with GC...")
if GKLocalPlayer.localPlayer().authenticated {
print("\n Success! Sending highscore of \(score) to leaderboard")
//---------PUT YOUR ID HERE:
// |
// |
// V
let my_leaderboard_id = "YOUR_LEADERBOARD_ID"
let scoreReporter = GKScore(leaderboardIdentifier: my_leaderboard_id)
scoreReporter.value = Int64(gameScore)
let scoreArray: [GKScore] = [scoreReporter]
GKScore.reportScores(scoreArray, withCompletionHandler: {error -> Void in
if error != nil {
print("An error has occured:")
print("\n \(error) \n")
}
})
}
}
// Your scene:
class GameScene: SKScene, GKGameCenterControllerDelegate {
// Local scope variables (for this scene):
// Declare a new node, then initialize it
let call_gc_node = SKLabelNode(fontNamed:"Chalkduster")
let add_score_node = SKLabelNode(fontNamed: "Helvetica")
override func didMoveToView(view: SKView) {
// Give our GameCenter node some stuff
initGCNode: do {
// Set the name of the node (we will reference this later)
call_gc_node.name = "callGC"
// Default inits
call_gc_node.text = "Send your HighScore of \(score) into Game Center"
call_gc_node.fontSize = 25
call_gc_node.position = CGPoint(
x:CGRectGetMidX(self.frame),
y:CGRectGetMidY(self.frame))
// Self here is the instance (object) of our class, GameScene
// This adds it to our view
self.addChild(call_gc_node)
}
// Give our Add label some stuff
initADDLabel: do {
// Set the name of the node (we will reference this later)
add_score_node.name = "addGC"
// Basic inits
add_score_node.text = "ADD TO SCORE!"
add_score_node.fontSize = 25
add_score_node.position = call_gc_node.position
// Align our label some
add_score_node.runAction(SKAction.moveByX(0, y: 50, duration: 0.01))
// Add it to the view
self.addChild(add_score_node)
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
// Get the position of our click
let TPOINT = touch.locationInNode(self)
// Get the name (string) of the node that was touched
let
node_that_was_touched: String?
= nodeAtPoint(TPOINT).name
// Prepare for switch statement, when we unwrap the optional, we don't want nil
guard (node_that_was_touched != nil)
else { print("-> before switch: found nil--not entering Switch");
return
}
// Find out which node we clicked based on node.name?, then do stuff:
switch node_that_was_touched! {
case "callGC":
// We clicked the GC label:
GameOver: do {
print("GAME OVER!")
// If we have a high-score, send it to leaderboard:
overrideHighestScore(score)
// Reset our score (for the next playthrough)
score = 0
// Show us our stuff!
showLeader()
}
case "addGC":
// we clicked the Add label:
// Update our *current score*
score += 1
default: print("no matches found")
}
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
call_gc_node.text = "Send your HighScore of \(score) into Game Center"
}
// Gamecenter
func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController) {
gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
}
//shows leaderboard screen
func showLeader() {
let viewControllerVar = self.view?.window?.rootViewController
let gKGCViewController = GKGameCenterViewController()
gKGCViewController.gameCenterDelegate = self
viewControllerVar?.presentViewController(gKGCViewController, animated: true, completion: nil)
}
// Your "game over" function call
func overrideHighestScore(gameScore: Int) {
NSUserDefaults.standardUserDefaults().integerForKey("highscore")
if gameScore > NSUserDefaults.standardUserDefaults().integerForKey("highscore")
{
NSUserDefaults.standardUserDefaults().setInteger(gameScore, forKey: "highscore")
NSUserDefaults.standardUserDefaults().synchronize()
saveHighscore(gameScore)
}
}
}
特别注意
29:
let my_leaderboard_id = "YOUR_LEADERBOARD_ID"
我在那里放了一些愚蠢的ASCII艺术,以确保你不会错过它。您必须从GameCenter设置中输入您的实际排行榜ID。
您还必须添加GameCenter库,并进行iTunes连接以在弹出窗口中实际看到您的高分。
我认为你最初的问题是没有理解SpriteKit甚至iOS视图如何工作的后端(这完全没问题,因为Apple让人很容易进入并且很容易)。但是,如您所见,由于您的实施方式会有所不同,因此遵循指南/教程可能会很困难。
以下是一些很好的信息:
所以你看,SKScene是一个包含节点和动作等所有有趣内容的类,并且是一切(对你很重要)发生的地方。您可以通过编辑器生成这些场景,但是您可能需要创建一个新的.swift文件(因为每个场景都有自己的逻辑)。
编辑器只是初始化一堆东西的“捷径”,老实说,你可以用很少的代码制作完整的游戏(但你很快发现你想要更多)
所以在这段代码中,你声明了GameScene或PauseScreen(它们基本上只是类声明,继承自SKScene),你很快就会发现这一行谈论ISNT是一个场景:
override func didMoveToView(view: SKView)
..它正在调用SKView ......那是什么,它来自哪里?(在这里阅读SKView,看看它的继承):
我们在GameViewController
文件中找到这个SKView声明(这只是一个类),注意它与普通的iOS应用程序大致相同,因为它继承了UIViewController:
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene(fileNamed:"GameScene") {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = true
skView.showsNodeCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
同样,该方法在GameViewController.swift中声明,基本上就是这样:
class GameViewController: UIViewController
基本上,从右到左,你有一个Window,它是(如果错误的话,我是错误的)AppDelegate,然后是ViewController,然后你的View,里面有所有很酷的东西(Storyboards位于View里面)就像SKScenes坐在View ....标签,节点或按钮内部一样,都位于各自的类中((视图)))
这都是继承的重要组成部分。
查看Apple网站了解更多信息。
https://developer.apple.com/spritekit/
https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SpriteKitFramework_Ref/
基本上,一切都是继承自类继承的类的类,依此类推......它可能会变得混乱。你也可以通过CMD +点击它们在Xcode中看到这些遗产,这会将你跳转到源文件。
Goodluck与你在SpriteKit的学习和冒险:)
答案 1 :(得分:4)
详细解答仍然适用于我的游戏,如Swift 2.2和部分Xcode 7.1,我刚才写过。详细的答案,但只是跳到底部。要基本回答你的问题,只要你想调用它就会调用showLeaderboard(),只需将特定函数放在正确的SKScene类中。
iTunes Connect:
1)登录iTunes Connect account。转到我的应用程序,然后选择您想要排行榜的应用程序。
2)Go to Features, and then Game Center。单击加号以创建排行榜。如果您想制作一组排行榜(分组排行榜,请转到右侧并点击“更多”。
3)点击加号后,按照所需的排行榜说明进行操作。如果你不确定的话,首先要做一个排行榜。分配给它的“Leaderboard ID”将在访问时在代码中用作字符串,因此请确保输入一些不错的内容。
现在在xCode中:
1)Include the GameKit.framework library by choosing the "+" sign.
2)Add the string "GameKit" into your info.plist
3a)使用其他导入代码在GameViewController.swift文件的顶部添加以下内容。
import GameKit
3b)在同一个swift文件中的类中添加以下函数。
func authenticateLocalPlayer() {
let localPlayer = GKLocalPlayer.localPlayer()
localPlayer.authenticateHandler = {(viewController, error) -> Void in
if (viewController != nil) {
self.presentViewController(viewController!, animated: true, completion: nil)
}
else {
print((GKLocalPlayer.localPlayer().authenticated))
}
}
}
4)从viewDidLoad()函数内部调用“authenticateLocalPlayer”函数。
5a)现在,转到GameScene.swift文件(或执行的任何地方)。并在顶部添加以下内容。
import GameKit
5b)在类函数中添加以下代码。
//shows leaderboard screen
func showLeader() {
let viewControllerVar = self.view?.window?.rootViewController
let gKGCViewController = GKGameCenterViewController()
gKGCViewController.gameCenterDelegate = self
viewControllerVar?.presentViewController(gKGCViewController, animated: true, completion: nil)
}
func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController) {
gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
}
在我的游戏中,我有一个按钮来显示排行榜,所以只要调用“showLeader”功能来显示排行榜。
6)您必须具有将分数发送到排行榜的功能。在整个类声明之外,我有以下函数接受用户的游戏分数作为参数并将其发送到排行榜。如果它显示“YOUR_LEADERBOARD_ID”,那么我前面提到的排行榜ID就在这里。As pictured here。
//sends the highest score to leaderboard
func saveHighscore(gameScore: Int) {
print("Player has been authenticated.")
if GKLocalPlayer.localPlayer().authenticated {
let scoreReporter = GKScore(leaderboardIdentifier: "YOUR_LEADERBOARD_ID")
scoreReporter.value = Int64(gameScore)
let scoreArray: [GKScore] = [scoreReporter]
GKScore.reportScores(scoreArray, withCompletionHandler: {error -> Void in
if error != nil {
print("An error has occured: \(error)")
}
})
}
}
7)这是我在游戏结束时调用的功能。它决定分数是否大于之前的最高分,如果是,则将其发送到排行榜。 此代码完全取决于您,但请确保它调用saveHighscore函数,该函数将数据发送到排行榜。
func overrideHighestScore(gameScore: Int) {
NSUserDefaults.standardUserDefaults().integerForKey("highscore")
if gameScore > NSUserDefaults.standardUserDefaults().integerForKey("highscore") {
NSUserDefaults.standardUserDefaults().setInteger(gameScore, forKey: "highscore")
NSUserDefaults.standardUserDefaults().synchronize()
saveHighscore(gameScore)
}
}
注意最后调用函数“saveHighscore”。
8)最后,在游戏过功能(或任何你称之为)中,调用函数“overrideHighestScore”,以便检查分数是否足以保存。
执行这两项操作后,请等待几分钟,直到排行榜连接到您的应用(或他们确实加载)。它适用于我的游戏。 希望我没有忘记用于制作本教程的任何步骤。 Screenshot of my game leaderboards。