ios - 使用 View Controller 进行游戏结束场景
<p><p>我需要在碰撞检测后为我的应用制作一个结束屏幕。用按钮返回主菜单/游戏的最简单方法是什么?我可以使用 <code>ViewController</code> 吗?我已经阅读了很多教程、视频以及这里的所有帖子:</p>
<p>这是我当前的代码(并非全部只是一些重要的事情):</p>
<pre><code>@implementation MyScene
static const int squirrelHitCategory = 1;
static const int nutHitCategory = 2;
- (instancetype)initWithSize:(CGSize)size {
if (self = ) {
self.physicsWorld.contactDelegate = self;
_squirrelSprite = ;
_squirrelSprite.position = _firstPosition;
_atFirstPosition = YES;
_squirrelSprite.physicsBody = ;
_squirrelSprite.physicsBody.categoryBitMask = squirrelHitCategory;
_squirrelSprite.physicsBody.contactTestBitMask = nutHitCategory;
_squirrelSprite.physicsBody.collisionBitMask =nutHitCategory;
_squirrelSprite.physicsBody.affectedByGravity = NO;
self.physicsWorld.contactDelegate = self;
;
SKAction *wait = ;
SKSpriteNode *lightnut = ;
lightnut.physicsBody = ;
lightnut.physicsBody.categoryBitMask = nutHitCategory;
lightnut.physicsBody.contactTestBitMask = squirrelHitCategory;
lightnut.physicsBody.collisionBitMask =squirrelHitCategory;
lightnut.physicsBody.affectedByGravity = NO;
self.physicsWorld.contactDelegate = self;
;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = ;
// Check time since the last touch event
if (touch.timestamp-_lastTouch >= .9) {
// Allow touch
NSLog(@"greater than or equal to 3 seconds");
if (_atFirstPosition)
{
SKAction *moveNodeLeft = ;
;
} else {
SKAction *moveNodeRight = ;
;
}
_atFirstPosition = !_atFirstPosition;
_squirrelSprite.xScale *= -1.0;
}
else {
// Ignore touch
NSLog(@"Seconds since last touch %g",touch.timestamp-_lastTouch);
}
// Store timestamp
_lastTouch = touch.timestamp;
}
-(void)didBeginContact:(SKPhysicsContact *)contact
{
NSLog(@"contact detected");
SKPhysicsBody *firstBody, *secondBody;
firstBody = contact.bodyA;
secondBody = contact.bodyB;
if(firstBody.categoryBitMask == squirrelHitCategory || secondBody.categoryBitMask == nutHitCategory)
{
}
}
</code></pre>
<p>我希望我的片尾画面简单,所以制作它的最简单方法就是最好的。谢谢!</p></p>
<br><hr><h1><strong>Best Answer-推荐答案</ strong></h1><br>
<p><p>对于我的游戏,我添加了一个 UIViewController 属性并将其分配给 SKScene。</p>
<p>然后您可以将 View 添加为 subview 。示例...</p>
<pre><code>SKScene *scene = ;
scene.viewController = self;
</code></pre>
<p>然后在你的场景中......</p>
<pre><code>;
</code></pre>
<p>这是我自己的一些游戏实现,可帮助您入门。</p>
<p>在您的 Storyboard 或 XIB 中,无论您喜欢哪种方式,您都可以添加一个带有按钮的 View 作为 View 的属性。在我的例子中,我有一个 scoreLabel、一个 menuButton 和一个 restartButton 作为属性,并且可以将它们全部设置为 x.hidden = YES;我希望通过在场景中触发它们,例如......</p>
<pre><code>self.vc.menuButton.hidden = YES;
self.vc.restartButton.hidden = YES;
</code></pre>
<p>在您的 GameViewController 中(这是 UIViewController 的子类)...</p>
<pre><code>//header
@interface GameViewController : UIViewController
@property (weak, nonatomic) IBOutlet UILabel *scoreLabel;
@property (weak, nonatomic) IBOutlet UIView *hudView;
@property (weak, nonatomic) IBOutlet UIButton *menuButton;
@property (weak, nonatomic) IBOutlet UIButton *restartButton;
@property (nonatomic) MazeScene *maze;
@end
//class
- (void)viewDidLoad
{
;
// Configure the view.
SKView * skView = (SKView *)self.view;
// Debug Options
// skView.showsFPS = YES;
// skView.showsNodeCount = YES;
// skView.showsPhysics = YES;
// Create and configure the maze scene.
CGSize sceneSize = skView.bounds.size;
skView.ignoresSiblingOrder = YES;
MazeScene *maze = [ initWithSize:sceneSize];
maze.scaleMode = SKSceneScaleModeAspectFill;
maze.vc = self;
;
_maze = maze;
}
</code></pre>
<p>在您的 SKScene 中...</p>
<pre><code>//header
@interface MazeScene : SKScene <SKPhysicsContactDelegate>
@property (nonatomic, weak) GameViewController *vc;
@end
//class
-(id) initWithSize:(CGSize)size {
if (self = ) {
//(GameViewController*) is a static cast of a subclass of UIViewController.
;
// is a specific method for my game, don't worry about it
;
}
return self;
}
</code></pre></p>
<p style="font-size: 20px;">关于ios - 使用 ViewController 进行游戏结束场景,我们在Stack Overflow上找到一个类似的问题:
<a href="https://stackoverflow.com/questions/27183417/" rel="noreferrer noopener nofollow" style="color: red;">
https://stackoverflow.com/questions/27183417/
</a>
</p>
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