Cocos2d 实施暂停 - 游戏 scene/layer 问题

Cocos2d implementation of Pause - The Game scene/layer issue

我正在尝试为我的游戏创建暂停屏幕。该游戏是在连续滚动背景(从上到下)和独立移动(从左到右)的障碍物上开发的。

代码如下:

PauseScene.h

@interface PauseScene : CCNode {}
@property (nonatomic, retain) HelloWorldScene *mainScene;
//+ (PauseScene *)scene;
- (id) init;
@end

PauseScene.m

@implementation PauseScene

- (id) init {
    if (self = [super init]) {
        // Adding RESUME and QUIT button and few others to make the whole Pause screen
    }
    return self;
}

// Called the method when Resume button is selected
- (void) Resume:(id) sender {
    //[[CCDirector sharedDirector] startAnimation];
    //[[CCDirector sharedDirector] resume];

    self.mainScene.userInteractionEnabled = YES;
    [self.mainScene removeChild: self];
    [self.mainScene StartGame]; // StartGame in MainScene contains the same code which commented out above, I will paste StartGame method later
}

// Quit method is called when the Quit button is pressed
- (void) Quit:(id) sender {
    //[[CCDirector sharedDirector] resume];
    //[[CCDirector sharedDirector] startAnimation];

    self.mainScene.userInteractionEnabled = YES;
    [self.mainScene removeChild: self];
    NSLog(@"Pre Reload", nil);
    //[self.mainScene scheduleOnce:@selector(ReloadGame) delay: 1.0f];
    [self.mainScene ReloadGame]; // Reload method contains the code commented above
}

@end

PauseScene 只是节点 class。

StartGame and ReloadGame methods in MainScene file

- (void) StartGame {
    // Create and display HUD layer, like, scores, navigation buttons, etc.

    // Resuming the game
    //[[CCDirector sharedDirector] stopAnimation];
    [[CCDirector sharedDirector] resume];
    [[CCDirector sharedDirector] startAnimation];
}

- (void) ReloadGame {
    // Resume the game
    //[[CCDirector sharedDirector] stopAnimation];
    [[CCDirector sharedDirector] resume];
    [[CCDirector sharedDirector] startAnimation];

    [[CCDirector sharedDirector] replaceScene:[HelloWorldScene scene] withTransition:[CCTransition transitionFadeWithDuration:1.0f]];
}

The pause button is displayed in HUD layer of MainScene, so, when the pause button is clicked, we will pause the game and display the PauseScene

- (void)onPauseClicked:(id)sender {
    // Code to display the pause node of this scene

    // Pause the game
    [[CCDirector sharedDirector] stopAnimation];
    [[CCDirector sharedDirector] pause];
}

当我注释掉 stopAnimationpause 部分时,暂停和恢复工作完美。但是当我执行其中任何一个时,在 quitGame 时,replaceScene 无法正常工作。我认为这是因为游戏进入暂停模式,但即使我使用调度程序调用 replaceScene 延迟 5-10 秒,它也无法正常工作。

如果我不使用这些 stopAnimationpause,一些指定 CCAction 的 sprite 不会被暂停,即使我的游戏暂停也会继续。

非常感谢您的帮助,因为我使用的是 Cocos2d 3.0,无法找到任何合适的帮助。

感谢@LearnCocos2D 的提示。

我只需删除代码 stopAnimationstartAnimation 以及 pauseresume 方法即可成功实施 pause/resume。我只是将这些全部替换为节点的 paused 属性。

要暂停游戏,需要为游戏中的每个节点设置paused = YES,然后reverse才能继续。