何时在xCode 6.4中使用带有SpriteKit的didMoveToView或initWithSize

Su_*_*toL 5 xcode objective-c ios sprite-kit xcode6

由于xCode已更新为6.0版,因此"GameScene"(创建的默认场景)中SpriteKit的默认方法更改为:

-(void) didMoveToView:(SKView *) view {
/* Scene set up in here */
}
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与旧方法相反:

-(id) initWithSize:(CGSize) size {
    if (self = [super initWithSize:size]{
    /* Scene set up in here */
    }
}
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我知道新方法(与视图控制器中的更改一样)用于帮助管理xCode 6中新增的.sks文件的导入.但是,如果我不想使用新的,我很好奇作为.sks文件的"storyboard"类型格式,我还应该使用新方法吗?或者我应该将方法更改回initWithSize方法并删除.sks文件?

Whi*_*ind 5

应该使用Init方法进行初始化,但请记住,在init内部,视图始终是nil.因此,任何需要视图的代码都必须移动到didMoveToView方法(在视图呈现场景后立即调用它).

关于initWithSizeXcode 6 ...默认情况下,场景是从.sks文件加载的.因此,initWithSize实际上从未调用过.initWithCoder被称为:

- (instancetype)initWithCoder:(NSCoder *)aDecoder
{

    if (self = [super initWithCoder:aDecoder]) {
        // do stuff 
    }
    return self;
}
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因此,初始化内部任何内容initWithSize都不会产生任何影响.如果您决定删除.sks文件并以"旧"方式创建场景,则可以在视图控制器中执行以下操作:

- (void)viewDidLoad
{
    [super viewDidLoad];

    // Configure the view.
    SKView * skView = (SKView *)self.view;
    skView.showsFPS = YES;
    skView.showsNodeCount = YES;
    /* Sprite Kit applies additional optimizations to improve rendering performance */
    skView.ignoresSiblingOrder = YES;

    // Create and configure the scene.
    GameScene *scene = [GameScene sceneWithSize:self.view.bounds.size];
    scene.scaleMode = SKSceneScaleModeAspectFill;


    // Present the scene.
    [skView presentScene:scene];
}
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之后,您可以使用initWithSize初始化.

请注意,在viewDidLoad中,视图的最终大小可能还不知道,而使用它viewWillLayoutSubviews可能是一个正确的选择.在这里阅读更多.

为场景初始化目的正确实现viewWillLayoutSubviews将是:

- (void)viewWillLayoutSubviews
{
    [super viewWillLayoutSubviews];

    // Configure the view.
    SKView * skView = (SKView *)self.view;
    skView.showsFPS = YES;
    skView.showsNodeCount = YES;
    /* Sprite Kit applies additional optimizations to improve rendering performance */
    skView.ignoresSiblingOrder = YES;

    //viewWillLayoutSubviews can be called multiple times (read about this in docs ) so we have to check if the scene is already created
    if(!skView.scene){
        // Create and configure the scene.
        GameScene *scene = [GameScene sceneWithSize:self.view.bounds.size];
        scene.scaleMode = SKSceneScaleModeAspectFill;

        // Present the scene.
        [skView presentScene:scene];
    }
}
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SWIFT代码:

override func viewWillLayoutSubviews() {
    super.viewWillLayoutSubviews()

    if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
        // Configure the view.
        let skView = self.view as SKView
        skView.showsFPS = true
        skView.showsNodeCount = true
        skView.showsPhysics = true
        skView.showsDrawCount = true

        /* Sprite Kit applies additional optimizations to improve rendering performance */
        skView.ignoresSiblingOrder = true

        /* Set the scale mode to scale to fit the window */

        if(skView.scene == nil){

            scene.scaleMode = .AspectFill
            scene.size  = skView.bounds.size
            skView.presentScene(scene)
        }


    }
}
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