squ*_*o10 5 ios sprite-kit skscene swift
一旦我的SpriteKit游戏结束,我想回到我的UIKit MenuViewController.从我到目前为止所学到的,使用protocol/delegate是最好的(?)选项,但我无法让它工作.我知道协议可能会超出类声明GameViewController,看起来像:
protocol GameViewControllerDelegate {
var gameOver: Bool?
}
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但我需要帮助从GameSceneAND获取它解雇GameViewController.以下是应用程序的骨骼,如果有帮助的话.
MenuViewController
class MenuViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
}
@IBAction func goToGame(_ sender: UIButton) {
performSegue(withIdentifier: "toGameSegue", sender: sender.currentTitle)
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if let destinationVC = segue.destination as? GameViewController {
if let item = sender as? String {
destinationVC.numberOfPlayers = item
}
}
}
}
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GameViewController
class GameViewController: UIViewController {
var numberOfPlayers: String?
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
if let scene = SKScene(fileNamed: "GameScene") {
scene.scaleMode = .aspectFill
scene.userData = NSMutableDictionary()
scene.userData?.setObject(numberOfPlayers!, forKey: "numberOfPlayers" as NSCopying)
view.presentScene(scene)
}
}
}
...
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GameScene
class GameScene: SKScene {
var howManyPlayers: String?
override func didMove(to view: SKView) {
if let numPlayers = self.userData?.value(forKey: "numberOfPlayers") {
howManyPlayers = numPlayers as? String
}
print(howManyPlayers!)
}
...
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这个SpriteKit游戏有一个MenuViewController,一个GameViewController和一个GameScene.当您从MenuViewController按下按钮时,数据将通过segue发送到GameViewController.在GameViewController呈现GameScene之前,它将数据存储在scene的userData变量中,以便GameScene可以访问它.在这个例子中,它是玩家的数量.
我同意 Whirwind 的评论:当你只能使用一个 viewController 来完成所有游戏时,为什么要混合两个不同的框架并使你的生活变得复杂?
不管怎样,根据你的故事板截图,有 2 个 viewController,只有按下按钮GameScene你才能转到第二个 viewController (以及)。
有两件事要做:取消分配当前的 SKScene (在您的情况下为GameScene)并呈现“初始视图控制器”或您的MenuViewController.
为此,我使用“Hello world” Sprite-kit 模板和协议/委托方法来扩展SKSceneDelegate 该类。正如您所看到的,我们可以关闭场景(呈现 nil)并调用外部方法来GameViewController呈现MainViewController
为了确保这两个操作都能成功,我还使用两个操作print来进行调试:
import UIKit
import SpriteKit
class GameViewController: UIViewController,TransitionDelegate {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
if let scene = SKScene(fileNamed: "GameScene") {
scene.scaleMode = .aspectFill
scene.delegate = self as TransitionDelegate
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
func returnToMainMenu(){
let appDelegate = UIApplication.shared.delegate as! AppDelegate
guard let storyboard = appDelegate.window?.rootViewController?.storyboard else { return }
if let vc = storyboard.instantiateInitialViewController() {
print("go to main menu")
self.present(vc, animated: true, completion: nil)
}
}
}
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import SpriteKit
protocol TransitionDelegate: SKSceneDelegate {
func returnToMainMenu()
}
class GameScene: SKScene {
override func didMove(to view: SKView) {
self.run(SKAction.wait(forDuration: 2),completion:{[unowned self] in
guard let delegate = self.delegate else { return }
self.view?.presentScene(nil)
(delegate as! TransitionDelegate).returnToMainMenu()
})
}
deinit {
print("\n THE SCENE \((type(of: self))) WAS REMOVED FROM MEMORY (DEINIT) \n")
}
}
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