[英]How to go back to the previous scene after tapping a colour sprite in swift?
因此,对于一个学校项目,我要负责制作2D游戏。 这款游戏还不错,但是我在如何制作后退按钮(在页面的中间)方面很挣扎,因此想知道是否有特定的代码可以实现此功能。 我正在使用spriteKit,因此在单击彩色Sprite后尝试返回上一场景。
如果这是一个愚蠢的问题,我深表歉意,但是我对Swift还是有点陌生。
亲切的问候,詹姆斯
这是一个如何使用彩色精灵创建按钮的示例。 它显示了如何设置一个按钮来接收触摸事件,以及如何使用这些触摸事件在场景之间导航。
在此示例中,您可以向前导航至新场景,然后向后导航至先前场景。
import SpriteKit
class Button: SKSpriteNode {
var tapped: (() -> Void)?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
tapped?()
}
}
class GameScene: SKScene {
var parentScene: SKScene?
var sceneCount = 1
override func didMove(to view: SKView) {
if parentScene != nil {
let backButton = addButton(color: .red, position: CGPoint(x: -200, y: 0))
backButton.tapped = {
if let previousScene = self.parentScene {
view.presentScene(previousScene)
}
}
}
let nextButton = addButton(color: .blue, position: CGPoint(x: 200, y: 0))
nextButton.tapped = {
if let nextScene = SKScene(fileNamed: "GameScene") as? GameScene {
nextScene.scaleMode = self.scaleMode
nextScene.parentScene = self
nextScene.sceneCount = self.sceneCount + 1
view.presentScene(nextScene)
}
}
let label = SKLabelNode(text: "Scene \(sceneCount)")
addChild(label)
}
func addButton(color: SKColor = .white, position: CGPoint = .zero) -> Button {
let button = Button(color: color, size: CGSize(width: 200, height: 200))
button.position = position
button.isUserInteractionEnabled = true
addChild(button)
return button
}
}
太添加按钮最简单的方法是检测相关SKScene中子画面上的触摸。
enum NodeName: String {
case coloredSprite1
case coloredSprite2
}
class GameScene: SKScene {
let coloredSprite = SKSpriteNode(imageNamed: "YourImageName")
/// Scene setup
override func didMove(to view: SKView) {
// set up your colored sprite if necessary
// Give your sprites unique names to identify them
coloredSprite.name = NodeName.coloredSprite1.rawValue // always use enums for things like string identifiers so you avoid typos
}
/// Touches
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let touchedNode = atPoint(location)
// Way 1 by node (probably less preferable)
switch touchedNode {
case coloredSprite:
// do something (e.g call loadScene method)
// see below
default:
break
}
// Way 2 by node name (probably more preferable)
// name is an optional so we have to unwrap it when using it in the switch statement.
// The easiest way is by providing an alternative string, by using the nil coalescing operator (?? "NoNodeNameFound")
switch touchedNode.name ?? "NoNodeNameFound" {
case NodeName.coloredSprite1.rawValue:
// do something (e.g call loadScene method)
// see below
default:
break
}
}
}
// Also call touchesEnded, touchesMoved and touchesCancelled and do necessary stuff
}
对于更可重用的解决方案,理想情况下,您希望创建一个按钮子类。 谷歌上有很多关于如何做到这一点的教程。
要在SKScenes之间进行过渡,您可以在每个场景中创建一个loadScene方法,然后在必要时调用它们。
// Start Scene
class StartScene: SKScene {
...
func loadGameScene() {
// If you do everything in code
let gameScene = GameScene(size: self.size)
view?.presentScene(gameScene, transition: ...)
// If you use SpriteKit scene editor
guard let gameScene = SKScene(fileNamed: "GameScene") else { return } // fileNamed is the name you gave the .sks file
view?.presentScene(gameScene, transition: ...)
}
}
// Game scene
class GameScene: SKScene {
....
func loadStartScene() {
// If you do everything in code
let startScene = StartScene(size: self.size)
view?.presentScene(startScene, transition: ...)
// If you use SpriteKit scene editor
guard let startScene = SKScene(fileNamed: "StartScene") else { return } // fileNamed is the name you gave the .sks file
view?.presentScene(startScene, transition: ...)
}
}
希望这可以帮助
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