UAlertView在iOS 9及更高版本中已弃用.什么是另类?
UIAlertView *new = [[UIAlertView alloc] initWithTitle:@"Success" message:@"Your InApp Purchases were successfully restored" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil];
[new show];
Run Code Online (Sandbox Code Playgroud) 每次我移动到我的SpriteKit游戏中的特定场景时,我在控制台中收到以下错误:
没有bundleID的包:( null)
可能是什么原因?..为什么总是在那个特定的场景?谢谢
有没有办法改变已经用另一个图像初始化的精灵的图像?
我试过了:
Run Code Online (Sandbox Code Playgroud)if ([node.name isEqualToString:@"NameX"]) { SKAction *fadeOut = [SKAction fadeOutWithDuration:0.3]; SKAction *fadeIn = [SKAction fadeInWithDuration:0.3]; [self.sprite runAction:fadeOut]; [self runAction:fadeOut completion:^{ self.sprite = [SKSpriteNode spriteNodeWithImageNamed:@"NameY"]; [self.sprite runAction:fadeIn] }];}
我想用SKAction循环我的背景音乐,但是当我切换到另一个场景时,音乐在一行后停止.有没有办法启动循环并继续在不同的场景播放?
现在代码放在MyScene的init方法中 - 这是正确的位置吗?也许didFinishLaunchingWithOptions?
这是我尝试过的:
if (delegate.musicOn == YES && delegate.musicIsPlaying == NO) {
SKAction *playMusic = [SKAction playSoundFileNamed:@"loop.wav" waitForCompletion:YES];
SKAction *loopMusic = [SKAction repeatActionForever:playMusic];
[self runAction:loopMusic];
delegate.musicIsPlaying = YES;
}
Run Code Online (Sandbox Code Playgroud) 我想按分数更改SKSpriteNode的颜色.它的颜色应该会顺利改变,所以我尝试使用SKAction.但是,颜色不会改变.
if (score > 20) {
SKAction *changeColor = [SKAction colorizeWithColor:self.color colorBlendFactor:0 duration:3];
[self.sprite runAction:changeColor];
return;
}
Run Code Online (Sandbox Code Playgroud) 在我使用的SpriteKit游戏中:
self.scene!.removeFromParent()
let skView = self.view! as SKView
skView.ignoresSiblingOrder = true
var scene: PlayScene!
scene = PlayScene(size: skView.bounds.size)
scene.scaleMode = .AspectFill
skView.presentScene(scene, transition: SKTransition.fadeWithColor(SKColor(red: 25.0/255.0, green: 55.0/255.0, blue: 12.0/255.0, alpha: 1), duration: 1.0))
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从一个场景移动到另一个场景.但是我怎样才能回到原来的场景呢?使用相同的代码原则总是导致严重的崩溃..
我正在寻找一种简单的方法来处理 SKShapeNode 子类中的触摸。为此,我尝试使用touchesBegan,但它不起作用..
class Shape: SKShapeNode {
convenience init(rectOfSize: CGSize, colorOfRectangle rectColor: UIColor) {
self.init()
self.init(rectOfSize: rectOfSize)
self.fillColor = rectColor
self.position = CGPointMake(rectOfSize.width, rectOfSize.height)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("touch")
}
}
Run Code Online (Sandbox Code Playgroud) sprite-kit ×6
ios ×3
objective-c ×3
skaction ×2
skscene ×2
skspritenode ×2
swift ×2
audio ×1
ios9 ×1
skshapenode ×1
sprite ×1
touchesbegan ×1
uialertview ×1