所以我正在使用SpriteKit
中的游戏,我正在使用此代码暂停游戏。
self.pauseButton.alpha = 0
self.playButton.alpha = 1
self.settingsBackground.alpha = 0.85
self.isPaused = true
self.pauseButton.alpha = 1
self.playButton.alpha = 0
self.settingsBackground.alpha = 0
暂停前运行的代码是更改暂停的外观,然后代码将其恢复。问题是暂停之前的代码没有运行,而是在更改视觉效果之前游戏只是暂停。我尝试过添加延迟,执行步骤SKActions
,并在暂停前测试代码。当我只运行前3行时,视觉效果会正常变化,但很明显,游戏并没有暂停。当我运行整个游戏时,游戏暂停,但视觉效果不会改变。救命啊!
答案 0 :(得分:1)
问题是,即使场景已暂停,代码仍会运行。是的,你正在暂停场景,是的,视觉效果确实会运行......但isPaused线后的视觉效果也会运行并重置刚刚更改的视觉效果。
这是一个如何工作的一个非常简单的例子。现场有3个盒子;底部框具有反复按比例放大和缩小的动作,并在场景暂停时停止。顶部框将在按下时暂停游戏并显示中间框,这将取消暂停游戏。
class GameScene: SKScene {
private var test: SKSpriteNode!
private var test2: SKSpriteNode!
private var test3: SKSpriteNode!
override func didMove(to view: SKView) {
backgroundColor = .clear
test = SKSpriteNode(color: .blue, size: CGSize(width: 200, height: 200))
test.position = CGPoint(x: 0, y: 350)
addChild(test)
test2 = SKSpriteNode(color: .red, size: CGSize(width: 200, height: 200))
test2.position = CGPoint(x: 0, y: 0)
test2.alpha = 0
addChild(test2)
test3 = SKSpriteNode(color: .yellow, size: CGSize(width: 200, height: 200))
test3.position = CGPoint(x: 0, y: -350)
addChild(test3)
let scaleDown = SKAction.scale(to: 0.1, duration: 1.0)
let scaleUp = SKAction.scale(to: 1.0, duration: 1.0)
let sequence = SKAction.sequence([scaleDown, scaleUp])
let repeater = SKAction.repeatForever(sequence)
test3.run(repeater)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as UITouch! {
let touchLocation = touch.location(in: self)
if test.contains(touchLocation) {
print("pausing")
self.test2.alpha = 1
self.test.alpha = 0
self.isPaused = true
}
if test2.contains(touchLocation) {
print("unpausing")
self.test2.alpha = 0
self.test.alpha = 1
self.isPaused = false
}
}
}
}