我正在 SpriteKit
中构建一个游戏,其中包括一个玩家从 7 个选项中选择一个角色。场景 1 将包含 7 张图像。每张图像将代表一个角色。玩家将通过按下所选图像来选择角色,并且将呈现新的场景2。我希望所选角色图像出现在场景 2 中。我在场景 1 中保存了所选角色的数据,但是当呈现场景 2 时,它始终显示角色 1,而不是另一个。请告知从场景 1 访问 var 并将其带到场景 2 的正确代码行是什么。
import SpriteKit
class Scene1: SKScene {
var Player1 = SKSpriteNode()
var Player2 = SKSpriteNode()
var Player3 = SKSpriteNode()
var Player4 = SKSpriteNode()
var Player5 = SKSpriteNode()
var Player6 = SKSpriteNode()
var Player7 = SKSpriteNode()
var playerSelect1 = false
var playerSelect2 = false
var playerSelect3 = false
var playerSelect4 = false
var playerSelect5 = false
var playerSelect6 = false
var playerSelect7 = false
// in touches began..
if self.nodeAtPoint(location) == self.player1 {
playerSelect1 = true
NSUserDefaults.standardUserDefaults().setBool(true, forKey:"playerSelect1")
// then i present scene2
} else if self.nodeAtPoint(location) == self.player2 {
playerSelect2 = true
NSUserDefaults.standardUserDefaults().setBool(true, forKey:"playerSelect2")
//then i present scene2
} else if self.nodeAtPoint(location) == self.player3 {
playerSelect3 = true
NSUserDefaults.standardUserDefaults().setBool(true, forKey:"playerSelect3")
//then i present scene2
} else if self.nodeAtPoint(location) == self.player4 {
playerSelect4 = true
NSUserDefaults.standardUserDefaults().setBool(true, forKey:"playerSelect4")
//then i present scene2
// i didn't list all 7 characters to make code shorter
class Scene2: SKScene {
var playerSelected: Scene1()
// did move to view
var character1 = SKSpriteNode()
var character2 = SKSpriteNode()
var character3 = SKSpriteNode()
var character4 = SKSpriteNode()
//grab the selection value
let playerSelect1 = NSUserDefaults.standardUserDefaults().boolForKey("playerSelect1")
let playerSelect2 = NSUserDefaults.standardUserDefaults().boolForKey("playerSelect2")
let playerSelect3 = NSUserDefaults.standardUserDefaults().boolForKey("playerSelect3")
let playerSelect4 = NSUserDefaults.standardUserDefaults().boolForKey("playerSelect4")
if playerSelect1 == true {
self.addChild(character1)
} else if playerSelect2 == true {
self.addChild(character2)
} else if playerSelect3 == true {
self.addChild(character3)
} else if playerSelect4 == true {
self.addChild(character4)
}
}
最佳答案
关于您的问题,您可以采用多种方法来实现您想要的目标。现在,我个人仅在需要与今天的扩展进行通信时才使用 NSUserDefaults。您可能还想稍后保存数据文件,所以我想到了这一点:
class Settings: NSObject { // NSCoding in case you want to save your data
var playerGender: [Bool]! = [Bool]()
func encodeWithCoder(aCoder: NSCoder!) {
aCoder.encodeObject(playerGender, forKey: "playerGender")
}
init(coder aDecoder: NSCoder!) {
playerGender = aDecoder.decodeObjectForKey("playerGender") as! [Bool]
}
override init() {
super.init()
self.playerGender = Array(count:7, repeatedValue:false)
}
}
class GameManager: NSObject {
static let sharedInstance = GameManager()
var settings : Settings! = Settings()
}
class Scene1: SKScene {
let gameManager = GameManager.sharedInstance
var player : [SKSpriteNode]?
override func didMoveToView(view: SKView) {
// in touches began..
if self.nodeAtPoint(location) == self.player1 {
gameManager.settings.playerGender[0] = true
}
}
}
class Scene2: SKScene {
let gameManager = GameManager.sharedInstance
var character : [SKSpriteNode]?
override func didMoveToView(view: SKView) {
//grab the selection value
let playerSelect1 = gameManager.settings.playerGender[0] //it's true
}
}
说明:
Settings
是一个类,您可以在其中编写游戏设置,将来您还可以将属性值保存到文件中。
GameManager
是一个共享实例,您可以在任何地方调用它。
关于swift - 从 SpriteKit 中的另一个类或场景访问 var,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38546552/