我已经为我的游戏添加了一个共享菜单,当游戏结束时,弹出的游戏会出现在共享菜单中。当我按下屏幕上的任何地方时,共享菜单弹出,游戏返回到开头,提示玩家再次点击播放。然后当玩家点击屏幕时,共享菜单再次弹出,这使得游戏在第一次播放后无法播放。我想我需要设置共享菜单才能在按下共享按钮的SKSpriteNode时弹出,如果玩家点击屏幕上的其他任何地方游戏应该重置。如果你能看一下代码,看看我哪里出错,将不胜感激。
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var shareButton = SKSpriteNode()
var santa = SKSpriteNode()
var bg = SKSpriteNode()
var scoreLabel = SKLabelNode()
var tapToPlayLabel = SKLabelNode()
var score = 0
var gameOverScreen = SKSpriteNode()
var timer = Timer()
enum ColliderType: UInt32 {
case santa = 1
case Object = 2
case Gap = 4
}
enum ButtonName: String {
case play
case share
}
var gameOver = false
func makeBlocks() {
let moveBlocks = SKAction.move(by: CGVector(dx: -2 * self.frame.width, dy: 0), duration: TimeInterval(self.frame.width / 100))
let gapHeight = santa.size.height * 4
let movementAmount = arc4random() % UInt32(self.frame.height / 2)
let blockOffset = CGFloat(movementAmount) - self.frame.height / 4
let blockTexture = SKTexture(imageNamed: "block1.png")
let block1 = SKSpriteNode(texture: blockTexture)
block1.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + blockTexture.size().height / 2 + gapHeight / 2 + blockOffset)
block1.run(moveBlocks)
block1.physicsBody = SKPhysicsBody(rectangleOf: blockTexture.size())
block1.physicsBody!.isDynamic = false
block1.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
block1.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
block1.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
block1.zPosition = -2
self.addChild(block1)
let block2Texture = SKTexture(imageNamed: "block2.png")
let block2 = SKSpriteNode(texture: block2Texture)
block2.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY - block2Texture.size().height / 2 - gapHeight / 2 + blockOffset)
block2.run(moveBlocks)
block2.physicsBody = SKPhysicsBody(rectangleOf: blockTexture.size())
block2.physicsBody!.isDynamic = false
block2.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
block2.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
block2.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
block2.zPosition = -2
self.addChild(block2)
let gap = SKNode()
gap.position = CGPoint(x: self.frame.midX + self.frame.width, y: self.frame.midY + blockOffset)
gap.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: blockTexture.size().width, height: gapHeight))
gap.physicsBody!.isDynamic = false
gap.run(moveBlocks)
gap.physicsBody!.contactTestBitMask = ColliderType.santa.rawValue
gap.physicsBody!.categoryBitMask = ColliderType.Gap.rawValue
gap.physicsBody!.collisionBitMask = ColliderType.Gap.rawValue
self.addChild(gap)
}
func didBegin(_ contact: SKPhysicsContact) {
if gameOver == false {
if contact.bodyA.categoryBitMask == ColliderType.Gap.rawValue || contact.bodyB.categoryBitMask == ColliderType.Gap.rawValue {
score += 1
scoreLabel.text = String(score)
} else {
self.speed = 0
gameOver = true
timer.invalidate()
let gameOverScreenTexture = SKTexture(imageNamed: "GameOverPopup.jpg")
var j: CGFloat = 0
gameOverScreen = SKSpriteNode(texture: gameOverScreenTexture, size: CGSize(width: 600, height: 600))
gameOverScreen.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
gameOverScreen.size.height = self.frame.height / 3
gameOverScreen.zPosition = -1
self.addChild(gameOverScreen)
//share button
let shareButtonTexture = SKTexture(imageNamed: "shareButton.png")
var k: CGFloat = 0
shareButton = SKSpriteNode(texture: shareButtonTexture, size: CGSize(width: 500, height: 100))
shareButton.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
shareButton.size.height = self.frame.height / 10
shareButton.name = "shareButton"
shareButton.zPosition = 0
self.addChild(shareButton)
}
}
}
func openShareMenu(value: String, image: UIImage?) {
guard let view = view else { return }
// Activity items
var activityItems = [AnyObject]()
// Text
let text = "Can you beat my score "
activityItems.append(text as AnyObject)
// Add image if valid
if let image = image {
activityItems.append(image)
}
// Activity controller
let activityController = UIActivityViewController(activityItems: activityItems, applicationActivities: nil)
// Excluded activity types
activityController.excludedActivityTypes = [
UIActivityType.airDrop,
UIActivityType.print,
UIActivityType.assignToContact,
UIActivityType.addToReadingList,
]
// Present
view.window?.rootViewController?.present(activityController, animated: true)
}
override func didMove(to view: SKView) {
addChild(shareButton)
self.physicsWorld.contactDelegate = self
setupGame()
}
func setupGame() {
timer = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(self.makeBlocks), userInfo: nil, repeats: true)
let bgTexture = SKTexture(imageNamed: "bg.png")
let moveBGAnimation = SKAction.move(by: CGVector(dx: -bgTexture.size().width, dy: 0), duration: 7)
let shiftBGAnimation = SKAction.move(by: CGVector(dx: bgTexture.size().width, dy: 0), duration: 0)
let moveBGForever = SKAction.repeatForever(SKAction.sequence([moveBGAnimation, shiftBGAnimation]))
var i: CGFloat = 0
while i < 3 {
bg = SKSpriteNode(texture: bgTexture)
bg.position = CGPoint(x: bgTexture.size().width * i, y: self.frame.midY)
bg.size.height = self.frame.height
bg.run(moveBGForever)
bg.zPosition = -3
self.addChild(bg)
i += 1
}
let santaTexture = SKTexture(imageNamed: "santa1.png")
let santaTexture2 = SKTexture(imageNamed: "santa2.png")
let animation = SKAction.animate(with: [santaTexture, santaTexture2], timePerFrame: 0.1)
let makeSantaMove = SKAction.repeatForever(animation)
santa = SKSpriteNode(texture: santaTexture)
santa.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
santa.run(makeSantaMove)
santa.physicsBody = SKPhysicsBody(circleOfRadius: santaTexture.size().height / 2)
santa.physicsBody!.isDynamic = false
santa.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
santa.physicsBody!.categoryBitMask = ColliderType.santa.rawValue
santa.physicsBody!.collisionBitMask = ColliderType.santa.rawValue
self.addChild(santa)
let ground = SKNode()
ground.position = CGPoint(x: self.frame.midX, y: -self.frame.height / 2)
ground.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: self.frame.width, height: 1))
ground.physicsBody!.isDynamic = false
ground.physicsBody!.contactTestBitMask = ColliderType.Object.rawValue
ground.physicsBody!.categoryBitMask = ColliderType.Object.rawValue
ground.physicsBody!.collisionBitMask = ColliderType.Object.rawValue
self.addChild(ground)
scoreLabel.fontName = "Helvetica"
scoreLabel.fontSize = 60
scoreLabel.text = "0"
scoreLabel.position = CGPoint(x: self.frame.midX, y: self.frame.height / 2 - 220)
self.addChild(scoreLabel)
tapToPlayLabel.fontName = "Helvetica"
tapToPlayLabel.fontSize = 70
tapToPlayLabel.text = "Tap to Play!"
tapToPlayLabel.position = CGPoint(x: self.frame.midX, y: self.frame.height / 2 - 500)
self.addChild(tapToPlayLabel)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if gameOver == false {
tapToPlayLabel.isHidden = true
santa.physicsBody!.isDynamic = true
santa.physicsBody!.velocity = CGVector(dx: 0, dy: 0)
santa.physicsBody!.applyImpulse(CGVector(dx: 0, dy: 320))
} else {
tapToPlayLabel.isHidden = false
gameOver = false
score = 0
self.speed = 1
self.removeAllChildren()
setupGame()
}
if let name = shareButton.name {
if name == "shareButton" {
openShareMenu(value: "\(self.score)", image: nil)
}
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
答案 0 :(得分:0)
您正在调用touches方法错误。您没有使用触摸节点的名称来查看它是否是共享按钮。您只需分配一个属性(如果让name = ...)并查看它是否为共享按钮。您需要与触摸的实际节点的名称进行比较。你也在运行你的gameOver代码随时触摸开火,你需要区分。
试试这个
override open func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self) // get location of touch
let nodeTouched = atPoint(location) // get touched node
// Pressed button
if let nodeName = nodeTouched.name {
switch nodeName {
case ButtonName.share.rawValue:
openShareMenu(value: "\(self.score)", image: nil)
return // return early if share button is pressed so your gameOver code below etc doesnt fire.
default:
break
}
}
// Did not press button, usual code
if gameOver == false {..... }
}
}
希望这有帮助