我有另一个视图,处理从最后的会议以及排行榜的分数。如何从我的GameOver类中的GameScene类访问我的得分int?
没有太多的寻找,我试着通过这样做来找到自己的路:
class GameOver: SKScene {
let score = GameScene().score
init(size: CGSize, won:Bool) {
    super.init(size: size)
    backgroundColor = SKColor.whiteColor()
    var message = "\(score)"
    println(score)
    let label = SKLabelNode(fontNamed: "AvenirNextCondensed-Heavy")
    label.text = message
    label.fontSize = 40
    label.fontColor = SKColor.blackColor()
    label.position = CGPoint(x: size.width/2, y: size.height/2)
    addChild(label)
}我认为如果我在GameScene中为我的分数创建了一个变量,那么它就可以工作了,但是它使用了等于0的分数变量。那么,当玩家死亡时,我如何将比分转移到上面的场景?
class GameScene: SKScene, SKPhysicsContactDelegate {
struct PhysicsCategory {
    static let None: UInt32 = 0
    static let All: UInt32 = UInt32.max
    static let Enemy: UInt32 = 0b1
    static let Player: UInt32 = 0b10
}
let player = SKSpriteNode(imageNamed: "Player")
var playerAlive: Bool = true
var touched:Bool = false
var location = CGPointMake(0, 0)
var difficulty = 1.0
var timer: NSTimer!
var scoreTimer: NSTimer!
var lastAddedTime : CFTimeInterval = 0
var score: Int = 0
var scoreLabel: SKLabelNode!
override func didMoveToView(view: SKView) {
    backgroundColor = SKColor.whiteColor()
    player.position = CGPoint(x: size.width * 0.5, y: size.height * 0.25)
    player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width/2)
    player.physicsBody?.dynamic = true
    player.physicsBody?.categoryBitMask = PhysicsCategory.Player
    player.physicsBody?.contactTestBitMask = PhysicsCategory.Enemy
    player.physicsBody?.collisionBitMask = PhysicsCategory.None
    player.physicsBody?.usesPreciseCollisionDetection = true
    addChild(player)
    physicsWorld.gravity = CGVectorMake(0, 0)
    physicsWorld.contactDelegate = self
    var timer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "increaseDifficulty", userInfo: nil, repeats: true)
    var scoreTimer = NSTimer.scheduledTimerWithTimeInterval(1.0, target: self, selector: "addScore", userInfo: nil, repeats: true)
    scoreLabel = SKLabelNode(fontNamed: "AvenirNextCondensed-Heavy")
    scoreLabel.text = "\(score)"
    scoreLabel.fontColor = SKColor.blackColor()
    scoreLabel.fontSize = 40
    scoreLabel.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + self.frame.size.height * 0.4)
    addChild(scoreLabel)
}
func addScore() {
    score += 1
    println(score)
}发布于 2015-03-31 14:01:28
我认为您需要将score变量声明为类级别变量,但在Swift中不直接支持,因此将score变量包装在结构中,如下所示:
private struct ScoreStruct { 
  static var score: Int = 0 
}
class var staticScore: Int {
   get { return ScoreStruct.score }
   set { ScoreStruct.score = newValue }
}你可以像这样使用它:GameScene.staticScore
发布于 2015-03-31 14:11:59
GameScene是一个类。它在哪里实例化?在您的项目中搜索术语"presentScene:“,应该有一些类似这样的语言
let myGameScene = GameScene()
skView.presentScene(myGameScene)此外,在您的项目中必须有一个地方包含如下代码。添加带有注释的行
let myGameOver = GameOverScene()
if(conditionIsMet)
{
    myGameOver.passScore(myGameScene.score) //add this line
    skView.presentScene(myGameOver)
}https://stackoverflow.com/questions/29361342
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