Swift Sprite Kit 传递 Bool
Swift Sprite Kit passing Bool
我得到一张有上下两张脸的图片(想象一张卡片)。
每当您点击图片时,它都会更改图片。
我用了一个Bool
来得到这个表达式。但是,再次呈现场景后,我想显示上一个场景中 Up/Down 的图像。请注意,这只是 1 个场景,它会再次出现。
如何在场景之间传递 Bool
值?
//更新:
我的代码:
....
var FaceUp = true
....
override func didMoveToView(view: SKView) {
TTexture = SKTexture(imageNamed: "TCard.png")
TTexture.filteringMode = .Nearest
T2Texture = SKTexture(imageNamed: "T2Card.png")
T2Texture.filteringMode = .Nearest
Card = SKSpriteNode(texture: TTexture)
Card.position = CGPoint(x: Rate.position.x - (TransparentLayer.size.width / 3), y: Rate.position.y)
Card.size = CGSize(width: 50, height: 50)
Card.name = "Card"
Card.zPosition = 100
self.addChild(Card)
flip(FaceUp)
}
func flip(state : Bool) {
FaceUp = state
if (!state) {
Card.texture = TTexture //Error
Player.texture = T1
Player.runAction(RunAnimation1)
FaceUp = true
} else {
Card.texture = T2Texture //Error
Player.texture = T2
Player.runAction(RunAnimation2)
FaceUp = false
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch:UITouch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
let Node:SKNode = self.nodeAtPoint(touchLocation)
if Node.name == "Card" {
let Scale1 = SKAction.scaleTo(0.7, duration: 0.1)
let Scale2 = SKAction.scaleTo(1, duration: 0.1)
let Scaling = SKAction.sequence([Scale1, Scale2])
Card.runAction(Scaling)
self.flip(FaceUp)
}
}
func Restart(){
self.saveHighScore()
LastScore = Score
self.addLeaderboardScore(self.Score)
let Transition = SKTransition.fadeWithDuration(1.8)
let Scene = GameScene(size: self.frame.size)
Scene.LastScore = Score
Scene.FaceUp = FaceUp
scene?.scaleMode = SKSceneScaleMode.AspectFill
self.scene?.view?.presentScene(Scene, transition: Transition)
}
您可以在 GameScene
中定义一个函数,如下所示。
func setCardState(state : Bool) {
FaceUp = state
if (!state) {
Card.texture = Texture2
Player.texture = T2
} else {
Card.texture = Texture1
Player.texture = T1
}
}
并在新场景中从didMoveToView
调用它。
override func didMoveToView(view: SKView) {
TTexture = SKTexture(imageNamed: "TCard.png")
TTexture.filteringMode = .Nearest
T2Texture = SKTexture(imageNamed: "T2Card.png")
T2Texture.filteringMode = .Nearest
Card = SKSpriteNode(texture: TTexture)
Card.position = CGPoint(x: Rate.position.x - (TransparentLayer.size.width / 3), y: Rate.position.y)
Card.size = CGSize(width: 50, height: 50)
Card.name = "Card"
Card.zPosition = 100
self.addChild(Card)
setCardState(FaceUp) // added line.
}
同样在Restart function
的新场景中设置旧的FaceUp
值。
func Restart(){
self.saveHighScore()
LastScore = Score
self.addLeaderboardScore(self.Score)
let Transition = SKTransition.fadeWithDuration(1.8)
let Scene = GameScene(size: self.frame.size)
Scene.LastScore = Score
scene?.scaleMode = SKSceneScaleMode.AspectFill
Scene.FaceUp = FaceUp //changed line.
self.scene?.view?.presentScene(Scene, transition: Transition)
}
我得到一张有上下两张脸的图片(想象一张卡片)。 每当您点击图片时,它都会更改图片。
我用了一个Bool
来得到这个表达式。但是,再次呈现场景后,我想显示上一个场景中 Up/Down 的图像。请注意,这只是 1 个场景,它会再次出现。
如何在场景之间传递 Bool
值?
//更新:
我的代码:
....
var FaceUp = true
....
override func didMoveToView(view: SKView) {
TTexture = SKTexture(imageNamed: "TCard.png")
TTexture.filteringMode = .Nearest
T2Texture = SKTexture(imageNamed: "T2Card.png")
T2Texture.filteringMode = .Nearest
Card = SKSpriteNode(texture: TTexture)
Card.position = CGPoint(x: Rate.position.x - (TransparentLayer.size.width / 3), y: Rate.position.y)
Card.size = CGSize(width: 50, height: 50)
Card.name = "Card"
Card.zPosition = 100
self.addChild(Card)
flip(FaceUp)
}
func flip(state : Bool) {
FaceUp = state
if (!state) {
Card.texture = TTexture //Error
Player.texture = T1
Player.runAction(RunAnimation1)
FaceUp = true
} else {
Card.texture = T2Texture //Error
Player.texture = T2
Player.runAction(RunAnimation2)
FaceUp = false
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch:UITouch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
let Node:SKNode = self.nodeAtPoint(touchLocation)
if Node.name == "Card" {
let Scale1 = SKAction.scaleTo(0.7, duration: 0.1)
let Scale2 = SKAction.scaleTo(1, duration: 0.1)
let Scaling = SKAction.sequence([Scale1, Scale2])
Card.runAction(Scaling)
self.flip(FaceUp)
}
}
func Restart(){
self.saveHighScore()
LastScore = Score
self.addLeaderboardScore(self.Score)
let Transition = SKTransition.fadeWithDuration(1.8)
let Scene = GameScene(size: self.frame.size)
Scene.LastScore = Score
Scene.FaceUp = FaceUp
scene?.scaleMode = SKSceneScaleMode.AspectFill
self.scene?.view?.presentScene(Scene, transition: Transition)
}
您可以在 GameScene
中定义一个函数,如下所示。
func setCardState(state : Bool) {
FaceUp = state
if (!state) {
Card.texture = Texture2
Player.texture = T2
} else {
Card.texture = Texture1
Player.texture = T1
}
}
并在新场景中从didMoveToView
调用它。
override func didMoveToView(view: SKView) {
TTexture = SKTexture(imageNamed: "TCard.png")
TTexture.filteringMode = .Nearest
T2Texture = SKTexture(imageNamed: "T2Card.png")
T2Texture.filteringMode = .Nearest
Card = SKSpriteNode(texture: TTexture)
Card.position = CGPoint(x: Rate.position.x - (TransparentLayer.size.width / 3), y: Rate.position.y)
Card.size = CGSize(width: 50, height: 50)
Card.name = "Card"
Card.zPosition = 100
self.addChild(Card)
setCardState(FaceUp) // added line.
}
同样在Restart function
的新场景中设置旧的FaceUp
值。
func Restart(){
self.saveHighScore()
LastScore = Score
self.addLeaderboardScore(self.Score)
let Transition = SKTransition.fadeWithDuration(1.8)
let Scene = GameScene(size: self.frame.size)
Scene.LastScore = Score
scene?.scaleMode = SKSceneScaleMode.AspectFill
Scene.FaceUp = FaceUp //changed line.
self.scene?.view?.presentScene(Scene, transition: Transition)
}