Swift 3:通过覆盖 SKView 在 SpriteKit 中制作暂停菜单?
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【中文标题】Swift 3:通过覆盖 SKView 在 SpriteKit 中制作暂停菜单?【英文标题】:Swift 3: Making a Pause Menu in SpriteKit by overlaying a SKView? 【发布时间】:2017-06-10 06:20:27 【问题描述】:上下文
虽然有些游戏选择放弃暂停菜单 - 推测是因为游戏持续时间短,例如 Don't Grind - 我个人认为暂停游戏是一个关键功能,并想学习如何在 Swift 中实现它3 用于 SpriteKit。
我已经看到尝试使用 UIAlertController
来执行此操作,但我 - 也许错误地 - 认为更好的选择是在当前 SKView
之上覆盖 SKView
。
我查看了 Apple 的 DemoBots,看看我是否可以弄清楚他们是如何暂停游戏的。但是,在我的设备上下载并运行它后,它导致了一个错误,所以我不倾向于效仿。但是,如果有人能彻底解释“LevelScene+Pause”、“SceneManager”、“SceneOperation”等众多文件以及它们如何协同工作,那也很棒。
问题
如何将SKView
覆盖在GameScene
上以制作暂停菜单?
最小工作示例
M.W.E., *** SpriteKit with Menu,是一个准系统的“游戏”,可以将答案上下文化。请回答有关 M.W.E. 的问题
更新
以下是 M.W.E. 的修改版本。文件“GameScene”。 它考虑为要暂停的元素添加一个主节点,为暂停菜单添加另一个节点。
虽然暂停菜单有效,但即使gameNode.isPaused = true
,背景仍然有效。 (尝试点击最左边的蓝色精灵)。
//
// GameScene.swift
// ***
//
// Created by Sumner on 1/17/17.
// Copyright © 2017 Sumner. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene
var cam: SKCameraNode!
var sprite = SKSpriteNode(imageNamed: "sprite")
var sprite2 = SKSpriteNode(imageNamed: "sprite2")
let pauseLabel = SKLabelNode(text: "Pause!")
/*
*
* START: NEW CODE
*
*/
let gameNode = SKNode()
var pauseMenuSprite: SKShapeNode!
let pauseMenuTitleLabel = SKLabelNode(text: "Pause Menu")
let pauseMenuContinueLabel = SKLabelNode(text: "Resume game?")
let pauseMenuToMainMenuLabel = SKLabelNode(text: "Main Menu?")
/*
*
* END: NEW CODE
*
*/
var timeStart: Date!
init(size: CGSize, difficulty: String)
super.init(size: size)
gameDifficulty = difficulty
timeStart = Date()
/*
*
* START: NEW CODE
*
*/
pauseMenuSprite = SKShapeNode(rectOf: size)
/*
*
* END: NEW CODE
*
*/
required init?(coder aDecoder: NSCoder)
fatalError("init(coder:) has not been implemented")
override func didMove(to view: SKView)
backgroundColor = SKColor.white
print("Game starting with \(gameDifficulty) difficulty")
// Scale Sprites
sprite.setScale(0.3)
sprite2.setScale(0.3)
sprite.position = CGPoint(x: size.width/4,y: size.height/2)
sprite2.position = CGPoint(x: size.width/4 * 3,y: size.height/2)
/*
*
* START: NEW CODE
*
*/
gameNode.addChild(sprite)
gameNode.addChild(sprite2)
addChild(gameNode)
/*
*
* END: NEW CODE
*
*/
if gameDifficulty == "hard"
let sprite3 = SKSpriteNode(imageNamed: "sprite")
sprite3.setScale(0.3)
sprite3.position = CGPoint(x: size.width/4 * 2,y: size.height/2)
addChild(sprite3)
pauseLabel.fontColor = SKColor.black
pauseLabel.position = CGPoint(x: size.width/4 * 2,y: size.height/4)
addChild(pauseLabel)
func touchDown(atPoint pos : CGPoint)
func touchMoved(toPoint pos : CGPoint)
func touchUp(atPoint pos : CGPoint)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
for t in touches self.touchDown(atPoint: t.location(in: self))
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?)
for t in touches self.touchMoved(toPoint: t.location(in: self))
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?)
let touch = touches.first
let touchLocation = touch!.location(in: self)
let pausedTouchLocation = touch?.location(in: pauseMenuSprite)
if sprite.contains(touchLocation)
print("You tapped the blue sprite")
/*
let alert = UIAlertController(title: "Alert", message: "Message", preferredStyle: UIAlertControllerStyle.alert)
let action = UIAlertAction(title: "Ok", style: .default) action in
// Handle when button is clicked
let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
let menuScene = MenuScene(size: self.size)
self.view?.presentScene(menuScene, transition: reveal)
alert.addAction(action)
if let vc = self.scene?.view?.window?.rootViewController
vc.present(alert, animated: true, completion: nil)
*/
if sprite2.contains(touchLocation)
print("You tapped the purple sprite")
let now = Date()
let howLong = now.timeIntervalSinceReferenceDate - timeStart.timeIntervalSinceReferenceDate
let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
let scoreScene = ScoreScene(size: self.size, score: howLong)
self.view?.presentScene(scoreScene, transition: reveal)
/*
*
* START: NEW CODE
*
*/
if pauseMenuContinueLabel.contains(pausedTouchLocation!)
pauseMenuSprite.removeFromParent()
pauseMenuSprite.removeAllChildren()
gameNode.isPaused = true
if pauseMenuToMainMenuLabel.contains(pausedTouchLocation!)
let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
let menuScene = MenuScene(size: self.size)
self.view?.presentScene(menuScene, transition: reveal)
if pauseLabel.contains(touchLocation)
print("pause")
setParametersForPauseMenu(size: size)
addChild(pauseMenuSprite)
gameNode.isPaused = true
/*
*
* END: NEW CODE
*
*/
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?)
for t in touches self.touchUp(atPoint: t.location(in: self))
override func update(_ currentTime: TimeInterval)
// Called before each frame is rendered
/*
*
* START: NEW CODE
*
*/
func setParametersForPauseMenu(size: CGSize)
pauseMenuSprite.fillColor = SKColor.white
pauseMenuSprite.alpha = 0.85
pauseMenuSprite.position = CGPoint(x: size.width / 2, y: size.height / 2)
pauseMenuSprite.zPosition = 100
pauseMenuTitleLabel.fontColor = SKColor.black
pauseMenuContinueLabel.fontColor = SKColor.black
pauseMenuToMainMenuLabel.fontColor = SKColor.black
pauseMenuTitleLabel.position = CGPoint(x: 0 ,y: size.height / 2 - pauseMenuSprite.frame.size.height / 6 )
pauseMenuContinueLabel.position = CGPoint(x: 0 ,y: size.height / 2 - pauseMenuSprite.frame.size.height / 6 * 4 )
pauseMenuToMainMenuLabel.position = CGPoint(x: 0 ,y: size.height / 2 - pauseMenuSprite.frame.size.height / 6 * 5)
pauseMenuSprite.addChild(pauseMenuTitleLabel)
pauseMenuSprite.addChild(pauseMenuContinueLabel)
pauseMenuSprite.addChild(pauseMenuToMainMenuLabel)
/*
*
* END: NEW CODE
*
*/
【问题讨论】:
在 SpriteKit 中暂停游戏通常很简单,一种方法是暂停游戏元素的容器节点 l。您应该有一个世界节点,以及不属于世界的按钮/菜单节点。这样,您可以随时使用这些按钮暂停世界节点。 我同意 Whirlwind 的观点,如果你创建了一个新场景,那么你应该删除你的游戏场景而不是暂停它:通过这种方式,你应该保存游戏的每一个状态,以便在你回忆 gameScene 时重现它在暂停场景之后(这很不舒服..) @AlessandroOrnano @Whirlwind 这个问题不是关于如何暂停。在我的实际游戏中,我有一个世界节点和一个滚动的相机节点,我可以通过您描述的方法暂停。但是,这个问题是如何呈现 暂停菜单,例如GameScene
顶部的视图(而不是代替)
@SumNeuron 始终存在 Sprite-kit 不是 UIKit,当您决定处理多个 SKView 时,您会遇到很多问题,更不用说内存的使用了。看看this的回答
我尝试帮助您提供更多信息:不要将您的想法固定在“子视图”上,考虑到 spritekit 框架,您有一个场景和节点,您可以呈现一个新场景,添加新节点,处理您的场景和节点,为您的游戏制作所需的一切。
【参考方案1】:
我为在游戏场景中暂停游戏一段时间而苦苦挣扎。
正如其他几位在 cmets 中所建议的那样,构建一个“暂停场景”以在游戏暂停然后退出时过渡到是一种有效的解决方案。这种方法可以避免您在游戏暂停时在游戏场景中触发计时器或在唤醒时跳过动画时可能遇到的问题。
为了实现暂停场景,我使用UIViewController
的自定义子类来处理场景转换。
在我的CustomViewController
:
var sceneForGame: MyGameScene? //scene to handle gameplay
var paused: PauseScene? //scene to appear when paused
...
// presentPauseScene() and unpauseGame() handle the transition from game to pause and back
func presentPauseScene()
//transition the outgoing scene
let transitionFadeLength = 0.30
let transitionFadeColor = UIColor.white
let pauseTransition = SKTransition.fade(with: transitionFadeColor, duration: transitionFadeLength)
pauseTransition.pausesOutgoingScene = true
let currentSKView = view as! SKView
currentSKView.presentScene(paused!, transition: pauseTransition)
func unpauseGame()
let transitionFadeLength = 0.30
let transitionFadeColor = UIColor.white
let unpauseTransition = SKTransition.fade(with: transitionFadeColor, duration: transitionFadeLength)
unpauseTransition.pausesIncomingScene = false
let currentSKView = view as! SKView
currentSKView.presentScene(sceneForGame!, transition: unpauseTransition)
在MyGameScene
类(SKScene
的子类)内:
var parentViewController: CustomViewController? // ref to the managing view controller
...
// invoke this func when you want to pause
func setScenePause()
parentViewController?.presentPauseScene()
self.isPaused = true
...
// you may need a snippet like this in your game scene's didMove(toView: ) to wake up when you come back to the game
else if self.isPaused
self.isPaused = false
这是我的PauseScene
实现。当用户点击暂停场景中的任意位置时,此版本将取消暂停,endGameButton
除外,它会终止当前游戏:
struct PauseNames
static let endGameButton = "ENDGAME"
static let pausedButton = "PAUSE"
class PauseScene: SKScene
var center : CGPoint?
var pauseButton: SKSpriteNode?
var endGameButton: SKSpriteNode?
var parentViewController: CustomViewController?
override func didMove(to view: SKView)
setUpScene()
func setUpScene()
self.backgroundColor = SKColor.white
self.center = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
self.isUserInteractionEnabled = false
setUpSceneNodes()
showPauseEndButtons()
// end setup scene
func setUpSceneNodes()
let buttonScale: CGFloat = 0.5
let smallButtonScale: CGFloat = 0.25
let pauseOffset = //some CGPoint
let endGameOffset = //some CGPoint
pauseButton = SKSpriteNode(imageNamed: PauseNames.pausedButton)
pauseButton?.name = PauseNames.pausedButton
pauseButton?.anchorPoint = CGPoint(x: 0.5, y: 0.5)
pauseButton?.position = self.center! + pauseOffset
pauseButton?.alpha = 0
pauseButton?.setScale(buttonScale)
endGameButton = SKSpriteNode(imageNamed: PauseNames.endGameButton)
endGameButton?.name = PauseNames.pausedButton
endGameButton?.anchorPoint = CGPoint(x: 0.5, y: 0.5)
endGameButton?.position = self.center! + endGameOffset
endGameButton?.alpha = 0
endGameButton?.setScale(smallButtonScale)
func showPauseEndButtons()
let buttonFadeInTime = 0.25
let pauseDelay = 1.0
self.addChild(pauseButton!)
self.addChild(endGameButton!)
pauseButton?.run(SKAction.fadeIn(withDuration: buttonFadeInTime))
endGameButton?.run(SKAction.fadeIn(withDuration: buttonFadeInTime))
self.run(SKAction.sequence([
SKAction.wait(forDuration: pauseDelay),
SKAction.run self.isUserInteractionEnabled = true ]))
func endGamePressed()
// add confrim logic
parentViewController?.endGame()
func unpausePress()
parentViewController?.unpauseGame()
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
for touch in touches
let touchLocation = touch.location(in: self)
if endGameButton!.contains(touchLocation)
endGamePressed()
return
else
unpausePress()
// end for each touch
// end touchesBegan
override func update(_ currentTime: TimeInterval)
/* Called before each frame is rendered */
//end class PauseScene
(pauseButton
在这个版本中实际上更像是一个通知用户暂停状态的横幅)
【讨论】:
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