[英]Spritekit - Scene created in .sks file is blank when transitioning from another scene
我有一个主菜单场景,当按下一个按钮时,它应该过渡到另一个场景。 它似乎可以正确过渡,但完成过渡后,第二个场景为空白。 我在第二个场景的didMove函数中设置了断点,它似乎运行正常。 我知道从GameViewController直接打开时第二个场景可以正常工作。 我不确定从另一个场景过渡时为何空白。 这是我当前的代码:
class StartScene: SKScene {
var playButton = SKSpriteNode()
let playButtonTex = SKTexture(imageNamed: "BlueRoundedButton")
override func didMove(to view: SKView) {
playButton = SKSpriteNode(texture: playButtonTex)
playButton.size = CGSize(width: 200, height: 50)
playButton.position = CGPoint(x: frame.midX, y: frame.midY)
self.addChild(playButton)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let pos = touch.location(in: self)
let node = self.atPoint(pos)
if node == playButton {
if let view = view {
let transition:SKTransition = SKTransition.fade(withDuration: 1)
let scene:SKScene = PoolScene(size: self.size)
self.view?.presentScene(scene, transition: transition)
}
}
}
}
}
这是过渡到的场景:
class PoolScene: SKScene, SKPhysicsContactDelegate {
var ballPoke : SKSpriteNode?
var ballBlue : SKSpriteNode?
var ballOrange : SKSpriteNode?
override func didMove(to view: SKView) {
let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
borderBody.friction = 0
self.physicsBody = borderBody
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
physicsWorld.contactDelegate = self
ballBlue = childNode(withName: blueBallName) as? SKSpriteNode
ballOrange = childNode(withName: orangeBallName) as? SKSpriteNode
ballPoke = childNode(withName: pokeBallName) as? SKSpriteNode
ballBlue?.physicsBody?.categoryBitMask = blueBallCategory
ballOrange?.physicsBody?.categoryBitMask = orangeBallCategory
ballPoke?.physicsBody?.categoryBitMask = pokeBallCategory
borderBody.categoryBitMask = borderCategory
}
您正在调用错误的init方法来加载PoolScene。 当您不使用Xcode可视化级别编辑器时,可以使用该方法。 像您的GameViewController一样,您需要通过引用相应的.sks文件来初始化场景。
if node == playButton {
if let view = view {
let transition = SKTransition.fade(withDuration: 1)
if let scene = PoolScene(fileNamed: "PoolScene") {
view.presentScene(scene, transition: transition)
}
}
}
或以更清洁的方式
if node == playButton {
let transition = SKTransition.fade(withDuration: 1)
if let scene = PoolScene(fileNamed: "PoolScene") {
view?.presentScene(scene, transition: transition)
}
}
“ fileNamed:...”是您的PoolScene的.sks文件的名称,通常您提供与.swift文件完全相同的名称。 请使用guard或if let,因为它将返回可选值。
作为一个小技巧,利用swifts类型推断使您的代码更好,如我的示例所示。
希望这可以帮助
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