我制作了一款类似于 Flappy Bird 的游戏。我已经设置了一个函数,以便在英雄死亡时调用 restartScene。触摸后会重新开始游戏,这样用户就可以继续玩了。
我的问题是,是否可以在用户点击重启之前延迟 2-3 秒?
func restartScene(){
self.removeAllChildren()
self.removeAllActions()
died = false
gameStarted = false
score = 0
createScene()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if gameStarted == false{
gameStarted = true
for touch in touches{
let location = touch.location(in: self)
if died == true{
restartScene()
}
}
}
请您参考如下方法:
在 createButton 的末尾使用 SKAction
来执行延迟:
场景 1,您正在使用 SKScene
处理所有触摸事件(这是您必须做的事情,因为 restartButton 是一个 SKSpriteNode
):
let enable = SKAction.run({[unowned self] in self.restartButton.isUserInteractionEnabled = false})
restartButton.isUserInteractionEnabled = true //This actually disables the button because the touch handler will not be called by scene, but instead the individual button.
//The individual button will have no touch code associated with it, so nothing will happen
restartButton.run(SKAction.sequence([SKAction.wait(duration:2),enable]), withKey:"waitingToEnable")
场景 2,您将 restartButton 用作自定义类:
let enable = SKAction.run({[unowned self] in self.restartButton.isUserInteractionEnabled = true})
restartButton.isUserInteractionEnabled = false //This disables the button because the touch handler will not be called by individual button, and instead will go to whatever is touch enabled under it.
restartButton.run(SKAction.sequence([SKAction.wait(duration:2),enable]), withKey:"waitingToEnable")
在您的特定情况下,我会这样写:
func createButton(){
restartButton = SKSpriteNode(imageNamed: "restart")
restartButton.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
restartButton.zPosition = 10
restartButton.setScale(1.2)
restartButton.name = "Restart"
restartButton.setScale(1.5)
self.addChild(restartButton)
let enable = SKAction.run({[unowned self] in self.restartButton.isUserInteractionEnabled = false})
restartButton.isUserInteractionEnabled = true //This actually disables the button because the touch handler will not be called by scene, but instead the individual button.
//The individual button will have no touch code associated with it, so nothing will happen
let waitAndEnable = SKAction.sequence([SKAction.wait(duration:2),enable])
let fadeIn = SKAction.fadeIn(withDuration: 1.5)
let runConcurrently = SKAction.group([waitAndEnable,fadeIn])
restartButton.run(runConcurrently)
highScoreLabel.text = "High Score: \(UserDefaults().integer(forKey: "HIGHSCORE"))"
highScoreLabel.fontColor = UIColor.white
highScoreLabel.fontSize = 20
highScoreLabel.position = CGPoint(x: 80, y: 20)
highScoreLabel.zPosition = 6
livesLabel.position = CGPoint(x: frame.size.width / 5.4, y: 30)
livesLabel.text = "Lives: \(lives)"
livesLabel.zPosition = 5
livesLabel.fontSize = 20
livesLabel.fontColor = UIColor.black
self.addChild(livesLabel)
livesLabel.zPosition = 10
}
看起来您没有正确处理 touchesBegan。您已将其设置为用户触摸场景中的任何位置,游戏将重新开始。
您需要针对特定节点以确保发生这种情况。
我已经添加了 touchesBegan 更改以满足您的需求。您必须根据案例陈述中的内容命名您的游戏场景才能使其正常工作。
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self)
let node = nodeAtPoint(location)
switch(node.name)
{
case "Restart":
if died = true{
restartScene()
}
case "GameScene": //maybe we want to make this a button?
gameStarted = true //who cares about a branch statement
default:()
}
}
}