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ios - 如何使用 SpriteKit 保存高分?

转载 作者:搜寻专家 更新时间:2023-11-01 06:46:04 24 4
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我开始学习如何编码,但我不知道如何保存分数以保持高分。任何帮助将不胜感激!我已经试了又试了,但我做不对。此时我不知道该怎么办。

class Game: SKScene, SKPhysicsContactDelegate {

let Ball = SKSpriteNode(imageNamed: "Red.png")
var QuitOption = SKLabelNode()
var ScoreLabel = SKLabelNode()
var timesecond = Int(60)
var locked = false
var loseOption = SKLabelNode()
var scorePoints = SKLabelNode()
var score = Int()
var highScore = SKLabelNode()
let whiteBall = SKSpriteNode(imageNamed: "fingerPointingDown.png")


struct PhysicsCategory {
static let Ball: UInt32 = 0b1
static let whiteBall: UInt32 = 0b10
}


override func didMoveToView(view: SKView) {


backgroundColor = SKColor.whiteColor() // background for the display

self.physicsWorld.gravity = CGVectorMake(0, -9.8)
self.physicsWorld.contactDelegate = self

let SceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
SceneBody.friction = 0
self.physicsBody = SceneBody

scorePoints = SKLabelNode(fontNamed: "Noteworthy-Light")
scorePoints.text = "0"
scorePoints.fontColor = SKColor.blackColor()
scorePoints.fontSize = 35
scorePoints.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*1 - 120)
scorePoints.name = "Points"
scorePoints.hidden = true

addChild(scorePoints)

Ball.size = CGSize(width: 82, height: 82)
Ball.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*0.1 - 60)
Ball.physicsBody = SKPhysicsBody(circleOfRadius: 41)
Ball.physicsBody?.affectedByGravity = true
Ball.physicsBody?.density = 10
Ball.physicsBody?.restitution = 0.1
Ball.physicsBody?.linearDamping = 0
Ball.name = "Ball"
Ball.physicsBody?.usesPreciseCollisionDetection = true
Ball.physicsBody?.categoryBitMask = PhysicsCategory.Ball
Ball.physicsBody?.contactTestBitMask = PhysicsCategory.whiteBall
Ball.physicsBody?.collisionBitMask = PhysicsCategory.whiteBall

self.addChild(Ball)

QuitOption.text = "Quit"
QuitOption.fontName = "Noteworthy-Light"
QuitOption.fontColor = SKColor.purpleColor()
QuitOption.fontSize = 35
QuitOption.position = CGPoint(x: self.frame.size.width/2 - 160, y: self.frame.size.height*1 - 110)
QuitOption.name = "Quit"

addChild(QuitOption)

ScoreLabel = SKLabelNode(fontNamed: "Noteworthy-Light")
ScoreLabel.fontColor = SKColor.redColor()
ScoreLabel.fontSize = 35 // The + will move it to the right side and - to the left side for more accuracy.
ScoreLabel.position = CGPoint(x: self.frame.size.width/2 + 160, y: self.frame.size.height/1 - 115) // position of ScoreLabelNode
ScoreLabel.name = "Score+"
ScoreLabel.hidden = false

self.addChild(ScoreLabel)

whiteBall.size = CGSize(width: 55, height: 55)
whiteBall.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*0.8 - 30)
whiteBall.name = "whiteBall"
whiteBall.physicsBody = SKPhysicsBody(circleOfRadius: 25)
whiteBall.physicsBody?.dynamic = false
whiteBall.physicsBody?.restitution = 0.1
whiteBall.physicsBody?.usesPreciseCollisionDetection = true
whiteBall.physicsBody?.categoryBitMask = PhysicsCategory.whiteBall
whiteBall.physicsBody?.contactTestBitMask = PhysicsCategory.Ball
whiteBall.physicsBody?.collisionBitMask = PhysicsCategory.Ball

self.addChild(whiteBall)


}

// Making the ball jump after user touches ball

override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {


var touch = touches.first as! UITouch
var location = touch.locationInNode(self)
var node = self.nodeAtPoint(location)


if (node.name == "Quit"){

let myScene = GameScene(size: self.size)
myScene.scaleMode = scaleMode
let reveal = SKTransition.fadeWithDuration(1)
self.view?.presentScene(myScene, transition: reveal)

}

if (node.name == "Ball"){

for touch: AnyObject in touches {


Ball.physicsBody?.allowsRotation = true
Ball.physicsBody?.velocity = CGVectorMake(0, 0)
Ball.physicsBody?.applyImpulse(CGVectorMake(0, 450))

}

}

if(!self.locked){

self.locked = true

var actionrun = SKAction.waitForDuration(0.5)
var actionwait = SKAction.runBlock({

self.timesecond--

if self.timesecond == 60 {self.timesecond = 0}

self.ScoreLabel.text = "\(self.timesecond)"

if (self.timesecond == 0){

let myScene = WT(size: self.size)
myScene.scaleMode = self.scaleMode
let reveal = SKTransition.fadeWithDuration(1)
self.view?.presentScene(myScene, transition: reveal)

}
})

let loopAction = SKAction.repeatAction(SKAction.sequence([actionwait, actionrun]), count: 60)

ScoreLabel.runAction(loopAction, withKey: "scoreAction")


}

}

func didBeginContact(contact: SKPhysicsContact) {

let collision = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask

if collision == PhysicsCategory.Ball | PhysicsCategory.whiteBall {

score++

scorePoints.text = "Score: \(score)"
scorePoints.hidden = false

}

}

最佳答案

最简单的方法是使用 NSUserDefaults。

NSUserDefaults.standardUserDefaults().setInteger(highScore, forKey: "high_score")
NSUserDefaults.synchronize() // must be used to save

然后您可以在需要时加载乐谱

let highScore: Int = NSUserDefaults.standardUserDefaults().integerForKey("high_score")

您可以从任何地方访问 NSUserDefaults,根据需要保存和加载。

如果你有更多的全局玩家状态,为它创建一个对象,你可以通过使其符合 NSCoding 协议(protocol)来序列化该对象。

您需要实现编码和解码函数,以保存和加载对象的属性。

关于ios - 如何使用 SpriteKit 保存高分?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30792529/

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