我有一个迷宫游戏,我迅速编写了代码,但并没有保存关卡。当前,当用户关闭该应用程序时,不会保存任何内容,并且用户必须再次从级别1开始玩游戏。对于每个级别,我都有一个不同的.swift和.sks文件,因此我不确定如何跨类/文件保存级别数据。
我尝试使用UserDefaults,但是,我不确定如何将“文件路径”保存到我的级别。我知道我需要在AppDelegate中实现某些功能(使用applicationWillTerminate或applicationDidEnterBackground函数),但是,我不确定要在场景中保存哪些数据(如果有的话)。我以前没有保存用户数据,因此将不胜感激!
import SpriteKit
import GameplayKit
import CoreMotion
import SceneKit
import UIKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let gameScene = SKScene()
var button: SKNode! = nil
var playerSprite = SKSpriteNode()
var nextNode = SKSpriteNode()
lazy var countdownLabel: SKLabelNode = {
var label = SKLabelNode(fontNamed: "Helvetica")
label.horizontalAlignmentMode = .center
label.verticalAlignmentMode = .center
label.color = UIColor.red
label.text = "\(counter)"
return label
}()
var counter = 30
var counterTimer = Timer()
var counterStartValue = 30
let motionManager = CMMotionManager()
override func didMove(to view: SKView) {
self.scene?.scaleMode = SKSceneScaleMode.aspectFit
button = SKSpriteNode(imageNamed: "redoButton")
button.position = CGPoint(x: 350, y: 585);
self.addChild(button)
countdownLabel.position = CGPoint(x: 0.5, y: 0.5)
addChild(countdownLabel)
counter = counterStartValue
runTimer()
self.physicsWorld.contactDelegate = self
playerSprite = self.childNode(withName: "playerSprite") as! SKSpriteNode
nextNode = self.childNode(withName: "nextNode") as! SKSpriteNode
motionManager.startAccelerometerUpdates()
motionManager.accelerometerUpdateInterval = 0.1
motionManager.startAccelerometerUpdates(to: OperationQueue.main) {
(data,error) in
self.physicsWorld.gravity = CGVector(dx: CGFloat((data?.acceleration.x)!) * 10, dy: CGFloat((data?.acceleration.y)!) * 10)
}
}
func didBegin(_ contact: SKPhysicsContact) {
let bodyA = contact.bodyA
let bodyB = contact.bodyB
if bodyA.categoryBitMask == 1 && bodyB.categoryBitMask == 2 || bodyA.categoryBitMask == 2 && bodyB.categoryBitMask == 1{
playerSprite.removeFromParent()
nextNode.removeFromParent()
self.removeFromParent()
let transition = SKTransition.fade(withDuration: 0.5)
let gameScene2 = GameScene2(fileNamed: "GameScene2")
gameScene2!.scaleMode = SKSceneScaleMode.aspectFit
self.view?.presentScene(gameScene2!, transition: transition)
}
}
func runTimer() {
counterTimer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(decrementCounter), userInfo: nil, repeats: true)
}
@objc func decrementCounter() {
counter -= 1
countdownLabel.text = "\(counter)"
if countdownLabel.text! < "0" as String {
countdownLabel.text = "Game Over"
playerSprite.removeFromParent()
nextNode.removeFromParent()
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
if touch.view == self.button {
print("Yay!!!")
} else {
playerSprite.isHidden = false
nextNode.isHidden = false
let gameScene = GameScene(fileNamed: "GameScene")
gameScene!.scaleMode = SKSceneScaleMode.aspectFit
let transition = SKTransition.fade(withDuration: 0.5)
self.view?.presentScene(gameScene!, transition: transition)
}
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
答案 0 :(得分:1)
使用字符串保存
UserDefaults.standard.set(StateOftheGame, forKey: "levelPass")
然后在应用程序委托中检查游戏开始时用户'passLevel'是否 在
didFinishLaunchingWithOptions->添加函数passLevel()
func passLevel() {
if UserDefaults.standard.value(forKey: "levelPass") != nil
{
let VC = UIStoryboard(name: "Main", bundle: Bundle.main).instantiateViewController(withIdentifier: "YOURVIEWCONTROLLERWITHSAVESTATE")
let navVC = UINavigationController(rootViewController: VC)
let share = UIApplication.shared.delegate as? AppDelegate
share?.window?.rootViewController = navVC
share?.window?.makeKeyAndVisible()
}
}