如何在 Swift 中转换场景 [英] How to transition scenes in Swift
问题描述
在 Objective-C 中,使用 Sprite-Kit,我会成功在 Objective-C 中使用类似以下代码的代码来调出一个新场景
In Objective-C, using Sprite-Kit, I would successfully use something like the following code in Objective-C to bring up a new scene
if ([touchedNode.name isEqual: @"Game Button"]) {
SKTransition *reveal = [SKTransition revealWithDirection:SKTransitionDirectionDown duration:1.0];
GameScene *newGameScene = [[GameScene alloc] initWithSize: self.size];
// Optionally, insert code to configure the new scene.
newGameScene.scaleMode = SKSceneScaleModeAspectFill;
[self.scene.view presentScene: newGameScene transition: reveal];
}
在尝试将我的简单游戏移植到 Swift 时,到目前为止我已经完成了这项工作......
In trying to port my simple game to Swift, so far I have this working...
for touch: AnyObject in touches {
let touchedNode = nodeAtPoint(touch.locationInNode(self))
println("Node touched: " + touchedNode.name);
let touchedNodeName:String = touchedNode.name
switch touchedNodeName {
case "Game Button":
println("Put code here to launch the game scene")
default:
println("No routine established for this")
}
但我不知道要编写什么代码才能真正过渡到另一个场景.问题:
But I do not know what code to write to actually transition to another scene. Question(s):
- 谁能提供一个在 Swift 中使用 SKTransition 的示例?
- 您通常会创建另一个文件"以将另一个场景代码放入另一个场景中,假设您会在 Objective-C 下使用,还是使用 Swift 有什么地方意味着我应该以不同的方式处理它?</li>
- Can someone please provide an example of using SKTransition with Swift?
- Would you normally create another "file" to put the other scene code in for the other scene, assuming you would have under Objective-C, or is there something about using Swift that means I should approach it differently?
谢谢
推荐答案
从你的第二个问题开始,这取决于你.如果您愿意,您可以继续遵循每个文件拥有一个类的 Objective-C 约定,尽管这不是必需的,并且在 Objective-C 中也没有.话虽如此,如果您有几个密切相关的类,但不是由太多代码组成,那么将它们分组在一个文件中并不是不合理的.做正确的事,不要在单个文件中编写大量代码.
To start with your second question, it's kind of up to you. If you wish to, you can continue to follow the Objective-C convention of having one class per file, although this isn't a requirement, and wasn't in Objective-C either. That being said, if you have a couple of classes that are tightly related, but aren't made up of much code, it wouldn't be unreasonable to have them grouped in a single file. Just do what feels right, and don't make a huge blob of code in a single file.
那么对于你的第一个问题......是的,你已经有很多了.基本上,从你起身的地方,你需要通过它的 size: initializer 创建 GameScene 的实例.从那里,您只需设置属性并调用 present.
Then for your first questions... Yes, you had a good deal of it already. Basically, from where you got up to, you need to create the instance of GameScene through its size: initializer. From there, you just set the properties and call present.
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
super.touchesBegan(touches, withEvent: event)
guard let location = touches.first?.locationInNode(self),
let scene = scene,
nodeAtPoint(location) == "Game Button" else {
return
}
let transition = SKTransition.reveal(
with: .down,
duration: 1.0
)
let nextScene = GameScene(size: scene.size)
nextScene.scaleMode = .aspectFill
scene.view?.presentScene(nextScene, transition: transition)
}
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