除非模拟器是 XS 类型,否则屏幕上的按钮不起作用
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【中文标题】除非模拟器是 XS 类型,否则屏幕上的按钮不起作用【英文标题】:Buttons on screen do not work unless simulator is of the XS variety 【发布时间】:2018-12-26 19:28:30 【问题描述】:基本上我的应用程序运行良好,但是当我尝试在 Xcode 中的 XS 模拟器以外的任何其他模拟器上运行它时,主菜单按钮不再起作用,而且我没有去哪里寻找错误,因为什么也没有正在抛出任何错误。此外,当我将打印语句放在节点内时,打印语句会打印到控制台,告诉我屏幕正在检测选择,但由于某种原因,代码无法运行。这很奇怪,因为它是被调用函数中的一个简单 if else 语句,所以我看不出它不应该运行的原因。
var background = SKSpriteNode(imageNamed: "bgImage")
var newGameButtonNode:SKSpriteNode!
var difficultyButtonNode:SKSpriteNode!
var difficultyLabelNode:SKLabelNode!
var gameModeNode:SKSpriteNode!
var gameModeLabel:SKLabelNode!
var gameMode:Int = 1
override func didMove(to view: SKView)
background.zPosition = -4
background.position = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
background.scale(to: (self.scene?.size)!)
addChild(background)
newGameButtonNode = self.childNode(withName: "newGame") as? SKSpriteNode
difficultyButtonNode = self.childNode(withName: "difficultyButton") as? SKSpriteNode
difficultyLabelNode = self.childNode(withName: "difficultyLabel") as? SKLabelNode
gameModeNode = SKSpriteNode(imageNamed: "toggle")
gameModeLabel = self.childNode(withName: "gameModeLabel") as! SKLabelNode
let userDefaults = UserDefaults.standard
if userDefaults.bool(forKey: "hard")
difficultyLabelNode.text = "HARD MODE"
else
difficultyLabelNode.text = "EASY MODE"
gameMode = userDefaults.integer(forKey: "mode")
if gameMode == 1
gameModeLabel.text = "Crypto Catch"
userDefaults.set(1, forKey: "mode")
else if gameMode == 2
gameModeLabel.text = "Crypto Invaders"
userDefaults.set(2, forKey: "mode")
else if gameMode == 3
gameModeLabel.text = "Crypto Galiga"
userDefaults.set(3, forKey: "mode")
difficultyButtonNode.texture = SKTexture(imageNamed: "toggleYellow")
difficultyButtonNode.anchorPoint = CGPoint(x: 0, y: 0)
difficultyButtonNode.scale(to: CGSize(width: 250 , height: 250))
newGameButtonNode.texture = SKTexture(imageNamed:"playGameYellow")
newGameButtonNode.anchorPoint = CGPoint(x: 0, y: 0)
gameModeNode.anchorPoint = CGPoint(x: 0, y: 0)
gameModeNode.scale(to: CGSize(width: 250, height: 250))
gameModeNode.name = "gameModeNode"
newGameButtonNode.scale(to: CGSize(width: 250, height: 250))
difficultyButtonNode.position = CGPoint(x: (scene?.size.width)!/2-125, y: (scene?.size.height)!/2-150)
newGameButtonNode.position = CGPoint(x: (scene?.size.width)!/2-125, y: (scene?.size.height)!/2+150)
difficultyLabelNode.position = CGPoint(x: (scene?.size.width)!/2, y: (scene?.size.height)!/2-175)
gameModeLabel.position = CGPoint(x: (scene?.size.width)!/2, y: (scene?.size.height)!/2-175 - 300)
self.addChild(gameModeNode)
gameModeNode.position = CGPoint(x: (scene?.size.width)!/2-125, y: (scene?.size.height)!/2-175 - 250)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
let touch = touches.first
if let location = touch?.location(in: self)
let nodesArray = self.nodes(at: location)
if nodesArray.first?.name == "newGame"
if gameMode == 1
let transition = SKTransition.flipHorizontal(withDuration: 0.5)
let gameSceneOB = GameScene(fileNamed: "GameScene")
gameSceneOB?.scaleMode = .aspectFill
self.view?.presentScene(gameSceneOB!, transition: transition)
else if gameMode == 2
let transition = SKTransition.flipHorizontal(withDuration: 0.5)
let gameSceneOB = GameScene(fileNamed: "ShooterGame")
gameSceneOB?.scaleMode = .aspectFill
self.view?.presentScene(gameSceneOB!, transition: transition)
else if gameMode == 3
let transition = SKTransition.flipHorizontal(withDuration: 0.5)
let gameSceneOB = GameScene(fileNamed: "cryptoGal")
gameSceneOB?.scaleMode = .aspectFill
self.view?.presentScene(gameSceneOB!, transition: transition)
else if nodesArray.first?.name == "difficultyButton"
changeDifficulty()
else if nodesArray.first?.name == "gameModeNode"
toggleGameMode()
func changeDifficulty()
let userDefaults = UserDefaults.standard
if difficultyLabelNode.text == "EASY MODE"
difficultyLabelNode.text = "HARD MODE"
userDefaults.set(true, forKey: "hard")
else
difficultyLabelNode.text = "EASY MODE"
userDefaults.set(false, forKey: "hard")
userDefaults.synchronize()
func changeGameMode()
let userDefaults = UserDefaults.standard
if gameMode == 1
gameModeLabel.text = "Crypto Catch"
userDefaults.set(1, forKey: "mode")
else if gameMode == 2
gameModeLabel.text = "Crypto Invaders"
userDefaults.set(2, forKey: "mode")
else if gameMode == 3
gameModeLabel.text = "Crypto Galiga"
userDefaults.set(3, forKey: "mode")
userDefaults.synchronize()
func toggleGameMode()
if gameMode == 1
gameMode = 2
else if gameMode == 2
gameMode = 3
else if gameMode == 3
gameMode = 1
changeGameMode()
【问题讨论】:
顺便说一句,在“普通”ios 中简单地执行按钮/等操作非常常见,并且仅使用 SKScene 显示游戏本身。 等待 - 一般来说 spriteKit/Metal 等在模拟器中不起作用!你必须建立一个电话!它可能只是在新的 XS 模拟器中“巧合”地工作。就是这样。仅适用于手机。 我没有使用任何自动布局约束。此外,我知道这些按钮正在被选中,因为当我触摸它们时我正在打印到控制台,并且可以看到它正在检测选择。 对@Alec,答案在下面!很简单... 有趣。所以我可以放心,它适用于任何 iPhone 型号?对不起,如果我听起来很密集。 【参考方案1】:一般来说 spriteKit/Metal 等在模拟器中不起作用!
你必须构建到手机!
它可能只是“巧合地”在新的 XS 模拟器中工作。就是这样。仅适用于手机。
【讨论】:
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