在特定场景内建立SpriteKit/GameKit排行榜 [英] Building a SpriteKit/GameKit leaderboard within a specific scene

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本文介绍了在特定场景内建立SpriteKit/GameKit排行榜的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我对Swift还是很陌生,在将排行榜实现到我的游戏时遇到了一些麻烦.我刚刚看了一个教程:游戏中心排行榜! (Xcode中为Swift 2),其中GameCenter信息全部通过该应用程序的一个视图进行.在我的游戏中,我希望用户能够玩游戏,然后仅当他们位于特定的SKScene上时,他们才可以访问GameCenter.

因此,例如,在GameOverScene上将对它们进行用户身份验证,并将能够上传其高分.我想我也错过了GameViewController(所有教程逻辑所在的位置)和我所做的许多场景之一之间的某些区别.

这是我的代码,我尝试在其中使用GameOverScene上的GKGameCenterControllerDelegate并创建各种功能以到达GameCenter.当用户点击视图中的某个标签时,即会调用该电话:(这显然不起作用,因为我正尝试在这样的行上访问场景:self.presentViewController(view!, animated:true, completion: nil)


class GameOverScene: SKScene, GKGameCenterControllerDelegate  {

    init(size: CGSize, theScore:Int) {
        score = theScore
        super.init(size: size)
    }
    ...

    override func didMoveToView(view: SKView) {

        authPlayer()

        leaderboardLabel.text = "Tap for Leaderboard"
        leaderboardLabel.fontSize = 12
        leaderboardLabel.fontColor = SKColor.redColor()
        leaderboardLabel.position = CGPoint(x: size.width*0.85, y: size.height*0.1)
        addChild(leaderboardLabel)

        ...

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

        for touch : AnyObject in touches {
            let location = touch.locationInNode(self)

            if(CGRectContainsPoint(leaderBoardLabel.frame, location)){
                saveHighScore(score)
                showLeaderBoard()
            }
        }
    }


    func authPlayer(){

        //Create a play
        let localPlayer = GKLocalPlayer.localPlayer()

        //See if signed in or not
        localPlayer.authenticateHandler = {
            //A view controller and an error handler
            (view,error) in

            //If there is a view to work with
            if view != nil {
                self.presentViewController(view!, animated:true, completion: nil) //we dont want a completion handler
            }

            else{
                print(GKLocalPlayer.localPlayer().authenticated)
            }
        }
    }


    //Call this when ur highscore should be saved
    func saveHighScore(number:Int){

        if(GKLocalPlayer.localPlayer().authenticated){

            let scoreReporter = GKScore(leaderboardIdentifier: "scoreBoard")
            scoreReporter.value = Int64(number)

            let scoreArray: [GKScore] = [scoreReporter]

            GKScore.reportScores(scoreArray, withCompletionHandler: nil)

        }

    }


    func showLeaderBoard(){

        let viewController = self.view.window?.rootViewController
        let gcvc = GKGameCenterViewController()

        gcvc.gameCenterDelegate = self

        viewController?.presentViewController(gcvc, animated: true, completion: nil)


    }


    func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController) {
        gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
    }


任何有关如何解决此问题的建议都很好,我认为我可能会混淆整个场景/视图控制器,并导致出现问题.谢谢!

解决方案

此答案部分地取决于我们在注释中留下的地方,因为您没有发布完整的代码,所以我无法确切知道挂断的位置,但这是我与单独的指南放在一起的(这与您发布的代码略有不同):

大多数代码的作者:

https://www.reddit.com/r/swift/comments/3q5owv/how_to_add_a_leaderboard_in_spritekit_and_swift_20/

GameViewController.swift:

 import UIKit
import SpriteKit
import GameKit

class GameViewController: UIViewController {

    func authenticateLocalPlayer() {
        let localPlayer = GKLocalPlayer.localPlayer()
        localPlayer.authenticateHandler = {(viewController, error) -> Void in

            if (viewController != nil) {
                self.presentViewController(viewController!, animated: true, completion: nil)
            }
            else {
                print((GKLocalPlayer.localPlayer().authenticated))
            }
        }
    }

    override func viewDidLoad() {
        super.viewDidLoad()

        /////authentication//////
        authenticateLocalPlayer()

        //... The rest of the default code
    }

    //... The rest of the default code
}
 


GameScene.swift(或您要使用GC的任何场景):


 import SpriteKit
import GameKit
import UIKit

// Global scope (I generally put these in a new file called Global.swift)
var score = 0


//sends the highest score to leaderboard
func saveHighscore(gameScore: Int) {
    print ("You have a high score!")
    print("\n Attempting to authenticating with GC...")

    if GKLocalPlayer.localPlayer().authenticated {
        print("\n Success! Sending highscore of \(score) to leaderboard")

        //---------PUT YOUR ID HERE:
        //                          |
        //                          |
        //                          V
        let my_leaderboard_id = "YOUR_LEADERBOARD_ID"
        let scoreReporter = GKScore(leaderboardIdentifier: my_leaderboard_id)

        scoreReporter.value = Int64(gameScore)
        let scoreArray: [GKScore] = [scoreReporter]

        GKScore.reportScores(scoreArray, withCompletionHandler: {error -> Void in
            if error != nil {
                print("An error has occured:")
                print("\n \(error) \n")
            }
        })
    }
}

// Your scene:
class GameScene: SKScene, GKGameCenterControllerDelegate {

    // Local scope variables (for this scene):

    // Declare a new node, then initialize it
    let call_gc_node   = SKLabelNode(fontNamed:"Chalkduster")
    let add_score_node = SKLabelNode(fontNamed: "Helvetica")


    override func didMoveToView(view: SKView) {

        // Give our GameCenter node some stuff
        initGCNode: do {

            // Set the name of the node (we will reference this later)
            call_gc_node.name = "callGC"

            // Default inits
            call_gc_node.text = "Send your HighScore of \(score) into Game Center"
            call_gc_node.fontSize = 25
            call_gc_node.position = CGPoint(
                x:CGRectGetMidX(self.frame),
                y:CGRectGetMidY(self.frame))

            // Self here is the instance (object) of our class, GameScene
            // This adds it to our view
            self.addChild(call_gc_node)
        }

        // Give our Add label some stuff
        initADDLabel: do {

            // Set the name of the node (we will reference this later)
            add_score_node.name = "addGC"

            // Basic inits
            add_score_node.text = "ADD TO SCORE!"
            add_score_node.fontSize = 25
            add_score_node.position = call_gc_node.position

            // Align our label some
            add_score_node.runAction(SKAction.moveByX(0, y: 50, duration: 0.01))

            // Add it to the view
            self.addChild(add_score_node)
        }

    }


    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
        for touch in touches {

            // Get the position of our click
            let TPOINT = touch.locationInNode(self)

            // Get the name (string) of the node that was touched
            let
                node_that_was_touched: String?
                                                = nodeAtPoint(TPOINT).name


            // Prepare for switch statement, when we unwrap the optional, we don't want nil
            guard (node_that_was_touched != nil)
                else { print("-> before switch: found nil--not entering Switch");
                    return
            }


            // Find out which node we clicked based on node.name?, then do stuff:
            switch node_that_was_touched! {

                case "callGC":
                    // We clicked the GC label:

                    GameOver: do {

                        print("GAME OVER!")

                        // If we have a high-score, send it to leaderboard:
                        overrideHighestScore(score)

                        // Reset our score (for the next playthrough)
                        score = 0

                        // Show us our stuff!
                        showLeader()
                    }

                case "addGC":
                    // we clicked the Add label:

                    // Update our *current score*
                    score += 1


                default: print("no matches found")
            }

        }

    }


    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
        call_gc_node.text = "Send your HighScore of \(score) into Game Center"

    }


    // Gamecenter
    func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController) {
        gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
    }

    //shows leaderboard screen
    func showLeader() {
        let viewControllerVar = self.view?.window?.rootViewController
        let gKGCViewController = GKGameCenterViewController()
        gKGCViewController.gameCenterDelegate = self
        viewControllerVar?.presentViewController(gKGCViewController, animated: true, completion: nil)
    }

    // Your "game over" function call
    func overrideHighestScore(gameScore: Int) {
        NSUserDefaults.standardUserDefaults().integerForKey("highscore")
        if gameScore > NSUserDefaults.standardUserDefaults().integerForKey("highscore")
        {
            NSUserDefaults.standardUserDefaults().setInteger(gameScore, forKey: "highscore")
            NSUserDefaults.standardUserDefaults().synchronize()

            saveHighscore(gameScore)
        }
    }
}
 


要特别注意

29:let my_leaderboard_id = "YOUR_LEADERBOARD_ID"

我在其中放了一些愚蠢的ASCII艺术,以确保您不会错过它.您必须从GameCenter设置中输入实际的排行榜ID.

您还必须添加GameCenter库,并进行iTunes连接才能在弹出窗口中实际看到您的高分.

我认为您最初的问题是不了解SpriteKit甚至iOS视图的工作方式的某些后端(这很好,因为Apple可以使工作变得非常简单).但是,正如您所见,由于实施方式会有所不同,因此遵循以下指南/教程可能会很困难.

以下是一些很好的信息:

SK中每一帧会发生什么情况的图:


因此,您看到的是,SKScene是包含诸如Nodes和Actions之类的所有有趣内容的类,并且是所有(对您而言重要的)事情发生的地方.您可以通过编辑器生成这些场景,但是随后您可能需要创建一个新的.swift文件以与之配合使用(因为每个场景可以具有自己的逻辑).

编辑器只是初始化一大堆东西的捷径",说实话,您可以用很少的代码来制作完整的游戏(但是您很快就会发现自己想要更多的东西). >

因此,在这段代码中,您在其中声明GameScene或PauseScreen(它们基本上只是类声明,它们继承自SKScene),您很快就发现这行谈论的是场景中的ISNT:

override func didMoveToView(view: SKView) ..它叫做SKView ...那是什么,它是从哪里来的?

(在此处了解有关SKView的信息,并查看其继承性):

https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKView/index.html#//apple_ref/occ/cl/SKView


我们在GameViewController文件(这只是一个类)中找到此SKView声明,请注意,由于它继承了UIViewController,因此它与常规iOS应用程序大部分相同:

 override func viewDidLoad() {
    super.viewDidLoad()
    if let scene = GameScene(fileNamed:"GameScene") {
        // Configure the view.
        let skView = self.view as! SKView
        skView.showsFPS = true
        skView.showsNodeCount = true

        /* Sprite Kit applies additional optimizations to improve               rendering performance */
        skView.ignoresSiblingOrder = true

        /* Set the scale mode to scale to fit the window */
        scene.scaleMode = .AspectFill

        skView.presentScene(scene)
    }
 

同样,该方法在GameViewController.swift中声明,基本上就是这样: class GameViewController: UIViewController


那么所有这些与iOS应用程序和SpriteKit有什么关系?好吧,它们都相互融合在一起了:

IOS应用剖析:

基本上,从右到左,您有一个Window,它是AppDelegate,然后是ViewController,然后是View(如果有错,请纠正我),其中包含所有很酷的东西(Storyboards位于View的内部) ,就像SKScenes位于视图中一样....标签,节点或按钮都位于各自的类中((视图))

这都是继承的大三明治.


查看Apple网站以获取更多信息.

https://developer.apple.com/library/safari/documentation/UserExperience/Conceptual/MobileHIG/ContentViews.html#//apple_ref/doc/uid/TP40006556-CH13-SW1

>

https://developer.apple.com/spritekit/

https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SpriteKitFramework_Ref/

https://developer.apple.com/library/safari/documentation/UserExperience/Conceptual/MobileHIG/Anatomy.html

基本上,所有内容都是从继承自类的类继承的Class,依此类推,依此类推...它可能会变得凌乱.您也可以通过CMD +单击它们在Xcode中查看这些继承,这将使您跳至源文件.

Goodluck在SpriteKit中学习和冒险:

I'm pretty new to Swift and I'm having some trouble implementing a leaderboard into my game. I just watched a tutorial: 'Game Center Leaderboards! (Swift 2 in Xcode)' in which the GameCenter information all went through the one view of the app. In my game, I want the user to be able to play the game and then only when they are on a specific SKScene will they have access to GameCenter.

So for example, on the GameOverScene will they be user authenticated and also will be able to upload their high score. I think I'm also missing some of the differences between the GameViewController (where all of the tutorials logic is located) and one of my many scenes that I've made.

Here is my code in which I attempt to use the GKGameCenterControllerDelegate on the GameOverScene and create the various functions to reach GameCenter. The call is made when the user taps a certain label in the view: (this clearly doesnt work as I'm trying to access a scene on lines like this: self.presentViewController(view!, animated:true, completion: nil)


class GameOverScene: SKScene, GKGameCenterControllerDelegate  {

    init(size: CGSize, theScore:Int) {
        score = theScore
        super.init(size: size)
    }
    ...

    override func didMoveToView(view: SKView) {

        authPlayer()

        leaderboardLabel.text = "Tap for Leaderboard"
        leaderboardLabel.fontSize = 12
        leaderboardLabel.fontColor = SKColor.redColor()
        leaderboardLabel.position = CGPoint(x: size.width*0.85, y: size.height*0.1)
        addChild(leaderboardLabel)

        ...

    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

        for touch : AnyObject in touches {
            let location = touch.locationInNode(self)

            if(CGRectContainsPoint(leaderBoardLabel.frame, location)){
                saveHighScore(score)
                showLeaderBoard()
            }
        }
    }


    func authPlayer(){

        //Create a play
        let localPlayer = GKLocalPlayer.localPlayer()

        //See if signed in or not
        localPlayer.authenticateHandler = {
            //A view controller and an error handler
            (view,error) in

            //If there is a view to work with
            if view != nil {
                self.presentViewController(view!, animated:true, completion: nil) //we dont want a completion handler
            }

            else{
                print(GKLocalPlayer.localPlayer().authenticated)
            }
        }
    }


    //Call this when ur highscore should be saved
    func saveHighScore(number:Int){

        if(GKLocalPlayer.localPlayer().authenticated){

            let scoreReporter = GKScore(leaderboardIdentifier: "scoreBoard")
            scoreReporter.value = Int64(number)

            let scoreArray: [GKScore] = [scoreReporter]

            GKScore.reportScores(scoreArray, withCompletionHandler: nil)

        }

    }


    func showLeaderBoard(){

        let viewController = self.view.window?.rootViewController
        let gcvc = GKGameCenterViewController()

        gcvc.gameCenterDelegate = self

        viewController?.presentViewController(gcvc, animated: true, completion: nil)


    }


    func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController) {
        gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
    }


Any advice on how I could go about this would be great, I think that I may be getting the whole scene/view controller mixed up and its leading to problems. Thanks!

解决方案

This answer partially carries off on where we left off in the comments, since you didn't post your entire code I can't tell exactly where your hangup was, but this is what I put together along with a separate guide (it's a slightly different version of the code you post):

Author of most of the code:

https://www.reddit.com/r/swift/comments/3q5owv/how_to_add_a_leaderboard_in_spritekit_and_swift_20/

GameViewController.swift:

import UIKit
import SpriteKit
import GameKit

class GameViewController: UIViewController {

    func authenticateLocalPlayer() {
        let localPlayer = GKLocalPlayer.localPlayer()
        localPlayer.authenticateHandler = {(viewController, error) -> Void in

            if (viewController != nil) {
                self.presentViewController(viewController!, animated: true, completion: nil)
            }
            else {
                print((GKLocalPlayer.localPlayer().authenticated))
            }
        }
    }

    override func viewDidLoad() {
        super.viewDidLoad()

        /////authentication//////
        authenticateLocalPlayer()

        //... The rest of the default code
    }

    //... The rest of the default code
}


GameScene.swift (or whichever scene you want to use GC):


import SpriteKit
import GameKit
import UIKit

// Global scope (I generally put these in a new file called Global.swift)
var score = 0


//sends the highest score to leaderboard
func saveHighscore(gameScore: Int) {
    print ("You have a high score!")
    print("\n Attempting to authenticating with GC...")

    if GKLocalPlayer.localPlayer().authenticated {
        print("\n Success! Sending highscore of \(score) to leaderboard")

        //---------PUT YOUR ID HERE:
        //                          |
        //                          |
        //                          V
        let my_leaderboard_id = "YOUR_LEADERBOARD_ID"
        let scoreReporter = GKScore(leaderboardIdentifier: my_leaderboard_id)

        scoreReporter.value = Int64(gameScore)
        let scoreArray: [GKScore] = [scoreReporter]

        GKScore.reportScores(scoreArray, withCompletionHandler: {error -> Void in
            if error != nil {
                print("An error has occured:")
                print("\n \(error) \n")
            }
        })
    }
}

// Your scene:
class GameScene: SKScene, GKGameCenterControllerDelegate {

    // Local scope variables (for this scene):

    // Declare a new node, then initialize it
    let call_gc_node   = SKLabelNode(fontNamed:"Chalkduster")
    let add_score_node = SKLabelNode(fontNamed: "Helvetica")


    override func didMoveToView(view: SKView) {

        // Give our GameCenter node some stuff
        initGCNode: do {

            // Set the name of the node (we will reference this later)
            call_gc_node.name = "callGC"

            // Default inits
            call_gc_node.text = "Send your HighScore of \(score) into Game Center"
            call_gc_node.fontSize = 25
            call_gc_node.position = CGPoint(
                x:CGRectGetMidX(self.frame),
                y:CGRectGetMidY(self.frame))

            // Self here is the instance (object) of our class, GameScene
            // This adds it to our view
            self.addChild(call_gc_node)
        }

        // Give our Add label some stuff
        initADDLabel: do {

            // Set the name of the node (we will reference this later)
            add_score_node.name = "addGC"

            // Basic inits
            add_score_node.text = "ADD TO SCORE!"
            add_score_node.fontSize = 25
            add_score_node.position = call_gc_node.position

            // Align our label some
            add_score_node.runAction(SKAction.moveByX(0, y: 50, duration: 0.01))

            // Add it to the view
            self.addChild(add_score_node)
        }

    }


    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
        for touch in touches {

            // Get the position of our click
            let TPOINT = touch.locationInNode(self)

            // Get the name (string) of the node that was touched
            let
                node_that_was_touched: String?
                                                = nodeAtPoint(TPOINT).name


            // Prepare for switch statement, when we unwrap the optional, we don't want nil
            guard (node_that_was_touched != nil)
                else { print("-> before switch: found nil--not entering Switch");
                    return
            }


            // Find out which node we clicked based on node.name?, then do stuff:
            switch node_that_was_touched! {

                case "callGC":
                    // We clicked the GC label:

                    GameOver: do {

                        print("GAME OVER!")

                        // If we have a high-score, send it to leaderboard:
                        overrideHighestScore(score)

                        // Reset our score (for the next playthrough)
                        score = 0

                        // Show us our stuff!
                        showLeader()
                    }

                case "addGC":
                    // we clicked the Add label:

                    // Update our *current score*
                    score += 1


                default: print("no matches found")
            }

        }

    }


    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
        call_gc_node.text = "Send your HighScore of \(score) into Game Center"

    }


    // Gamecenter
    func gameCenterViewControllerDidFinish(gameCenterViewController: GKGameCenterViewController) {
        gameCenterViewController.dismissViewControllerAnimated(true, completion: nil)
    }

    //shows leaderboard screen
    func showLeader() {
        let viewControllerVar = self.view?.window?.rootViewController
        let gKGCViewController = GKGameCenterViewController()
        gKGCViewController.gameCenterDelegate = self
        viewControllerVar?.presentViewController(gKGCViewController, animated: true, completion: nil)
    }

    // Your "game over" function call
    func overrideHighestScore(gameScore: Int) {
        NSUserDefaults.standardUserDefaults().integerForKey("highscore")
        if gameScore > NSUserDefaults.standardUserDefaults().integerForKey("highscore")
        {
            NSUserDefaults.standardUserDefaults().setInteger(gameScore, forKey: "highscore")
            NSUserDefaults.standardUserDefaults().synchronize()

            saveHighscore(gameScore)
        }
    }
}


Pay special attention to

29: let my_leaderboard_id = "YOUR_LEADERBOARD_ID"

I put some silly ASCII art in there to make sure you don't miss it. You have to put in your actual leaderboard ID from the GameCenter set-up.

You have to add the GameCenter library as well, and do the iTunes connect to actually see your highscores in the pop-up window.

I think your initial problems were with not understanding some of the back-end of how SpriteKit and even iOS views work (which is totally fine, because Apple makes jumping in and making stuff very easy). But, as you see, following guides / tutorials can be difficult since your implementation will vary.

Here is some good info to start with:

Diagram of what happens each frame in SK:


So you see, the SKScene is the class with all of the fun stuff like Nodes and Actions, and is where everything (important to you) happens. You can generate these scenes through the Editor, but then you probably need to make a new .swift file to go with it (as each scene can have its own logic).

The editor is just a 'shortcut' to initializing a bunch of stuff, and honestly, you can make complete games with little code (but you very quickly find out that you want more)

So in this code, where you declare GameScene or PauseScreen (which are basically just class declarations, that inherit from SKScene), you quickly find this line talking about something that ISNT a scene:

override func didMoveToView(view: SKView) .. it's calling a SKView... what is that, and where did it come from?

(Read about SKView here, and look at its inheritance):

https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SKView/index.html#//apple_ref/occ/cl/SKView


We find this SKView declaration in the GameViewController file, (which is just a class), notice that it's the same as the regular iOS apps mostly, as it inherits UIViewController:

override func viewDidLoad() {
    super.viewDidLoad()
    if let scene = GameScene(fileNamed:"GameScene") {
        // Configure the view.
        let skView = self.view as! SKView
        skView.showsFPS = true
        skView.showsNodeCount = true

        /* Sprite Kit applies additional optimizations to improve               rendering performance */
        skView.ignoresSiblingOrder = true

        /* Set the scale mode to scale to fit the window */
        scene.scaleMode = .AspectFill

        skView.presentScene(scene)
    }

Again, that method is declared in GameViewController.swift, which is basically just this: class GameViewController: UIViewController


So how does all of this relate to iOS apps and SpriteKit? Well, they are all mashed on top of each other:

IOS app anatomy:

Basically, from right to left, you have the Window, which is (correct me if wrong) the AppDelegate, then the ViewController, then your View, which has all of the cool stuff in it (Storyboards sit inside of the View, just as SKScenes sit inside of the View.... Labels, Nodes, or Buttons, all sit inside of their respective classes ((the view)))

It's all a big sandwich of inheritance.


Check out the Apple websites for more info.

https://developer.apple.com/library/safari/documentation/UserExperience/Conceptual/MobileHIG/ContentViews.html#//apple_ref/doc/uid/TP40006556-CH13-SW1

https://developer.apple.com/spritekit/

https://developer.apple.com/library/ios/documentation/SpriteKit/Reference/SpriteKitFramework_Ref/

https://developer.apple.com/library/safari/documentation/UserExperience/Conceptual/MobileHIG/Anatomy.html

Basically, everything is an Class inherited from a class inherited from a class and so on, so on... It can get messy. You can also see these inheritances in Xcode by CMD+clicking on them, which will jump you to the source file.

Goodluck with your studies and adventures in SpriteKit :)

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