Sprite-kit主角色选择器 [英] Sprite-kit Main Character Picker
问题描述
我正在使用swift 2和sprite-kit.我想知道如何为玩家选择角色场景以选择要在游戏中玩的角色,我已经设置了场景,但是我不知道如何整合多个角色,可以选择多个角色玩吗?任何参考或示例代码将不胜感激.
I am using swift 2 and sprite-kit. I was wondering how I would make a choose character scene for my player to choose a character to play in the game, I have the scene set up, but I don't know how to integrate multiple characters, that can be chosen as the one to play? Any references or sample code would be appreciated.
在我拥有的GameScene()中
in GameScene() i have
//plane = SKSpriteNode(imageNamed: "plane")
plane.size = CGSize(width: 80, height: 80)
plane.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 4)
plane.physicsBody = SKPhysicsBody(circleOfRadius: plane.frame.height / 2)
//plane.physicsBody = SKPhysicsBody(texture: plane.texture!, size: plane.size)
plane.physicsBody?.affectedByGravity = true
plane.physicsBody?.dynamic = true
plane.zPosition = 2
self.addChild(plane)'
在我拥有的settings()中
in settings() i have
func mainScene(){
mainSceenButton = SKSpriteNode(imageNamed: "mainMenu")
mainSceenButton.size = CGSizeMake(200, 100)
mainSceenButton.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + self.frame.height / 3)
self.addChild(mainSceenButton)
plane = SKSpriteNode(imageNamed: "plane")
plane.size = CGSizeMake(50, 50)
plane.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 + 100 )
self.addChild(plane)
plane1 = SKSpriteNode(imageNamed: "plane1")
plane1.size = CGSizeMake(50, 50)
plane1.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 )
self.addChild(plane1)
plane2 = SKSpriteNode(imageNamed: "plane2")
plane2.size = CGSizeMake(50, 50)
plane2.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 - 100 )
self.addChild(plane2)
}
override func didMoveToView(view: SKView) {
mainScene()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let mainMenuScene = StartScene(fileNamed: "StartScene")
for touch in touches{
let location = touch.locationInNode(self)
if mainSceenButton.containsPoint(location){
self.scene?.view?.presentScene(mainMenuScene!, transition: SKTransition.fadeWithDuration(1.0))
}
if plane1.containsPoint(location){
GameScene().plane = SKSpriteNode(imageNamed: "plane1")
} else {
GameScene().plane = SKSpriteNode(imageNamed: "plane")
}
}
}'
推荐答案
您可以尝试使用NSUserDefaults在设置touchesBegan"中保存用户选择.
You could try using NSUserDefaults to save the users selection in Settings touchesBegan.
let defaults = NSUserDefaults.standardUserDefaults()
if plane.containsPoint(location) {
defaults.setObject("plane", forKey: "userPlane")
} else if plane1.containsPoint(location) {
defaults.setObject("plane1", forKey: "userPlane")
} else if plane2.containsPoint(location) {
defaults.setObject("plane2", forKey: "userPlane")
}
然后在GameScene中,在创建平面时检索选择.
Then in GameScene, retrieve the selection when creating the plane.
let defaults = NSUserDefaults.standardUserDefaults()
if let userPlane = defaults.stringForKey("userPlane") {
plane = SKSpriteNode(imageNamed: userPlane)
}
在您的代码中,您试图在GameScene的新实例上设置飞机,但是一旦退出设置场景,该选择就会丢失.
In your code you are trying to set the plane on a new instance of GameScene, but that selection will be lost as soon as you exit the settings scene.
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