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ios - 在游戏结束场景中使用 View Controller

转载 作者:塔克拉玛干 更新时间:2023-11-02 21:19:15 24 4
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我需要在碰撞检测后为我的应用制作结束屏幕。使用按钮返回主菜单/游戏的结束屏幕的最简单方法是什么。我可以使用 ViewController 吗?我已经阅读了很多教程、视频以及此处的所有帖子:

这是我当前的代码(不是全部,只是一些重要的事情):

@implementation MyScene

static const int squirrelHitCategory = 1;
static const int nutHitCategory = 2;

- (instancetype)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.physicsWorld.contactDelegate = self;

_squirrelSprite = [SKSpriteNode spriteNodeWithImageNamed:@"squirrel"];
_squirrelSprite.position = _firstPosition;
_atFirstPosition = YES;

_squirrelSprite.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:10];
_squirrelSprite.physicsBody.categoryBitMask = squirrelHitCategory;
_squirrelSprite.physicsBody.contactTestBitMask = nutHitCategory;
_squirrelSprite.physicsBody.collisionBitMask = nutHitCategory;

_squirrelSprite.physicsBody.affectedByGravity = NO;

self.physicsWorld.contactDelegate = self;

[self addChild:_squirrelSprite];

SKAction *wait = [SKAction waitForDuration:3.0];

SKSpriteNode *lightnut = [SKSpriteNode spriteNodeWithImageNamed:@"lightnut.png"];

lightnut.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(200,160)];

lightnut.physicsBody.categoryBitMask = nutHitCategory;
lightnut.physicsBody.contactTestBitMask = squirrelHitCategory;
lightnut.physicsBody.collisionBitMask = squirrelHitCategory;

lightnut.physicsBody.affectedByGravity = NO;

self.physicsWorld.contactDelegate = self;

[self addChild: lightnut];

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
// 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 = [SKAction moveByX:-207.8 y:0.0 duration:0.85];
[_squirrelSprite runAction: moveNodeLeft withKey:@"moveleft"];
} else {
SKAction *moveNodeRight = [SKAction moveByX:207.8 y:0.0 duration:0.85];
[_squirrelSprite runAction: moveNodeRight withKey:@"moveright"];
}
_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)
{

}
}

我希望片尾画面简单,所以最简单的制作方法是最好的。谢谢!

最佳答案

对于我的游戏,我添加了一个 UIViewController 属性并将其分配给 SKScene。

然后您可以添加一个 View 作为 subview 。示例...

SKScene *scene = [SKScene sceneWithSize:self.view.frame.size];
scene.viewController = self;

然后在你的场景中...

[self.viewController addSubview:yourView];

这是我自己的一些游戏实现,可帮助您入门。

在您的 Storyboard 或 XIB 中,无论您喜欢哪个,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;如我所愿,在场景中触发它们,例如...

self.vc.menuButton.hidden = YES;
self.vc.restartButton.hidden = YES;

在您的 GameViewController(它是 UIViewController 的子类)...

//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
{
[super 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 = [[MazeScene alloc] initWithSize:sceneSize];
maze.scaleMode = SKSceneScaleModeAspectFill;
maze.vc = self;
[skView presentScene:maze];
_maze = maze;
}

在你的 SKScene 中......

//header
@interface MazeScene : SKScene <SKPhysicsContactDelegate>

@property (nonatomic, weak) GameViewController *vc;

@end

//class
-(id) initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
//(GameViewController*) is a static cast of a subclass of UIViewController.
[self.view addSubview:((GameViewController*)self.vc).hudView];
// [self restartGame] is a specific method for my game, don't worry about it
[self restartGame];
}
return self;
}

关于ios - 在游戏结束场景中使用 View Controller ,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27183417/

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