暂停和取消暂停场景有两个问题。我有按钮:
playPause = SKSpriteNode(imageNamed: "buttPause.png")
playPause.name = "pause"
playPause.setScale (0.65)
playPause.position = CGPoint(x: -self.frame.width / 2.55 , y: self.frame.height / 2.27)
playPause.zPosition = 10
self.addChild(playPause)
我设置了暂停和取消暂停场景+更改按钮纹理的功能:
func buttonpauseplayTouched() {
if isPlaying {
playPause.texture = SKTexture(imageNamed: "buttPlay")
isPlaying = false
self.scene?.view?.isPaused = true
}
else {
playPause.texture = SKTexture(imageNamed: "buttPause")
isPlaying = true
self.scene?.view?.isPaused = false
}
}
我已设置触摸按钮:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
location = touch.location(in: self)
node = self.atPoint(location)
if node.name == "pause" {
buttonpauseplayTouched()
}
else {print ("Blank space")}
}
}
现在当我触摸暂停按钮时,我可以暂停和取消暂停场景,但纹理不会改变?怎么了?或者如果我想在暂停时将其他spritekitnode添加到场景中,我不能。
第二个问题是,我在场景中有其他一些SKSpriteNodes,当我触摸它们时我已经设置了动作。如果我在场景暂停时触摸它们,则不会发生任何事情,但是当我取消暂停场景时,对象的动作就会运行。当场景暂停时,如何防止我无法对对象执行操作。我试试:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
location = touch.location(in: self)
node = self.atPoint(location)
if node.name == "pause" {
buttonpauseplayTouched()
}
else if scene?.view?.isPaused == true && node.name == "object" {print ("Nothing!!")}
}
else {print ("Blank space")}
}
}
没有成功。谢谢你的任何提示。
更新:
再次感谢你们两位! 层的解决方案更好,我尝试它,它工作正常!一个小问题是移动背景:
override func didMove(to view: SKView) {
createBackground()
}
func createBackground(){
for i in 0...3 {
background = SKSpriteNode(imageNamed: "background1.png")
background.name = "background"
background.setScale(0.694)
background.position = CGPoint(x: 0, y: CGFloat(i) * background.size.height)
background.zPosition = 1
gameLayer.addChild(background)
}
}
func moveBackground(){
gameLayer.enumerateChildNodes(withName: "background", using: ({
(node, error) in
node.position.y -= 7
if node.position.y < -((self.background.size.height)) {
node.position.y += (self.background.size.height) * 3
}
}))
}
override func update(_ currentTime: TimeInterval) {
moveBackground()
}
当我暂停gameLayer时,背景仍在移动。如何在gameLayer暂停时编辑代码以停止移动bacground?我希望只有很少的代码更改才能解决这个问题。谢谢!
答案 0 :(得分:3)
我把我的控件放在他们自己的图层(SKNode)controlsLayer.addChild(pauseButton)和他们自己的图层上的游戏对象&#34; gameLayer&#34;然后,当我想暂停游戏时,我只是暂停游戏层(gameLayer.isPaused = true)。这会阻止游戏对象移动,给出暂停的外观,但仍允许我执行操作,添加对象等操作。
override func update(_ currentTime: TimeInterval) {
if !gameLayer.isPaused {
moveBackground()
}
}
答案 1 :(得分:1)
我个人是罗恩所说的粉丝,但只想告诉你如何能够做到这一点:
addLayoutComponent
因此,基本上,基于场景的func buttonpauseplayTouched() {
playPause.texture = SKTexture(imageNamed: isPaused ? "buttonPlay" : "buttonPause")
//pausing the scene rather than a view
self.isPaused = !self.isPaused
}
属性,您可以选择纹理。之后,您切换场景的暂停属性。在这种情况下,您不需要isPaused
变量。