你好,我的问题是,当我点击一个按钮重新启动我的游戏,它将重新启动,但如果我点击一个按钮,过渡到MainMenuViewController的场景将冻结。有趣的是,如果我重新启动游戏并先点击segue按钮,它会正常工作,但是如果我单击“重新启动”按钮,游戏就会冻结。当单击segue按钮并使其崩溃时,当它第一次确实工作时,我得到的错误没有带有标识符'GameToMain‘的segue。当我点击重新启动游戏,它将只是崩溃,没有错误。以下是解决此问题的相关代码:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let skView = view as! SKView
let scene = GameScene(size: skView.bounds.size)
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = false
//skView.showsPhysics = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
scene.viewController = self
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var viewController: GameViewController!
这是在玩家输掉时调用的函数中设置的:
let tryAgain = SKLabelNode(fontNamed: "Chalkduster")
tryAgain.text = "Try Again?"
tryAgain.color = SKColor.yellowColor()
tryAgain.name = "retryLabel"
tryAgain.fontSize = 28
tryAgain.position = CGPoint(x: size.width/2, y: size.height/2)
playerLayerNode.addChild(tryAgain)
let mainMenuTransition = SKLabelNode(fontNamed: "Chalkduster")
mainMenuTransition.text = "Main Menu"
mainMenuTransition.color = SKColor.yellowColor()
mainMenuTransition.name = "mainMenuTransitionSeque"
mainMenuTransition.fontSize = 20
mainMenuTransition.position = CGPoint(x: size.width/2, y: size.height/2 - 60)
playerLayerNode.addChild(mainMenuTransition)
这是标签注册和响应被点击的方式。
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in (touches ) {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
if (node.name == "retryLabel") {
print("restart")
let gameScene = GameScene(size: self.size)
let transition = SKTransition.doorsCloseHorizontalWithDuration(0.5)
gameScene.scaleMode = SKSceneScaleMode.AspectFill
gameScene.viewController = GameViewController()
self.scene!.view?.presentScene(gameScene, transition: transition)
print("complete Reload")
}
if (node.name == "mainMenuTransitionSeque") {
print("go to main menu")
self.viewController!.performSegueWithIdentifier("GameToMain", sender: self)
print("complete2")
}
发布于 2016-01-01 12:55:06
我用当前的代码解决了这个问题:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let skView = view as! SKView
let scene = GameScene(size: skView.bounds.size)
//skView.showsFPS = true
//skView.showsNodeCount = true
skView.ignoresSiblingOrder = false
//skView.showsPhysics = true
scene.scaleMode = .AspectFill
scene.viewController = self
skView.presentScene(scene)
}
}
在GameScene中
var viewController: GameViewController!
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
if (node.name == "retryLabel") {
let skView = view as SKView!
let scene = GameScene(size: skView.bounds.size)
skView.ignoresSiblingOrder = false
scene.scaleMode = .AspectFill
scene.viewController = viewController.self
skView.presentScene(scene)
}
if (node.name == "mainMenuTransitionSeque") {
self.viewController.dismissViewControllerAnimated(false, completion: nil)
print("complete2")
}
}
}
}
因此,基本上,为了重新启动场景,我将代码从GameViewController复制并粘贴到GameScene中,以便它能够准确地重新启动场景,但是关键是重新声明viewController变量。然后,为了进入mainMenu,我取消了视图控制器(GameScene),而不是创建一个新的segue,这样我就不会在彼此之上添加越来越多的场景。
https://stackoverflow.com/questions/32814126
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