【发布时间】:2016-09-26 23:48:45
【问题描述】:
我有一个主菜单场景,当按下按钮时它应该转换到另一个场景。它似乎可以正确过渡,但是当它完成过渡时,第二个场景是空白的。我在第二个场景的 didMove 函数中设置了断点,它似乎运行正常。我知道从 GameViewController 直接打开第二个场景时可以正常工作。我不确定为什么从另一个场景过渡时它是空白的。这是我当前的代码:
class StartScene: SKScene {
var playButton = SKSpriteNode()
let playButtonTex = SKTexture(imageNamed: "BlueRoundedButton")
override func didMove(to view: SKView) {
playButton = SKSpriteNode(texture: playButtonTex)
playButton.size = CGSize(width: 200, height: 50)
playButton.position = CGPoint(x: frame.midX, y: frame.midY)
self.addChild(playButton)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let pos = touch.location(in: self)
let node = self.atPoint(pos)
if node == playButton {
if let view = view {
let transition:SKTransition = SKTransition.fade(withDuration: 1)
let scene:SKScene = PoolScene(size: self.size)
self.view?.presentScene(scene, transition: transition)
}
}
}
}
}
这是过渡到的场景:
class PoolScene: SKScene, SKPhysicsContactDelegate {
var ballPoke : SKSpriteNode?
var ballBlue : SKSpriteNode?
var ballOrange : SKSpriteNode?
override func didMove(to view: SKView) {
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
physicsWorld.contactDelegate = self
ballBlue = childNode(withName: blueBallName) as? SKSpriteNode
ballOrange = childNode(withName: orangeBallName) as? SKSpriteNode
ballPoke = childNode(withName: pokeBallName) as? SKSpriteNode
ballBlue?.physicsBody?.categoryBitMask = blueBallCategory
ballOrange?.physicsBody?.categoryBitMask = orangeBallCategory
ballPoke?.physicsBody?.categoryBitMask = pokeBallCategory
borderBody.categoryBitMask = borderCategory
}
【问题讨论】:
-
您在初始化场景中指定大小,而不是 sks 文件的名称。 let scene:SKScene = PoolScene(size: self.size) --> 用名字 init 覆盖 size
-
尝试减少你的代码,你可以简化你的if语句,
if node == playButton ,let view = view {如果是Swift 3.0,如果是if let view = view where node == playbutton
标签: ios swift sprite-kit skspritenode skscene