解释
我正在尝试构建一个类似于 Crossy Road 的角色选择菜单(如您所见 here )。所以我找到了这个 iCarousel ,它可以帮助我解决所有问题,但是我读到的所有内容都在谈论将它实现到 ViewController
,这不是我的情况。我正在使用 GameScene
并且我没有发现任何关于它的内容。无论如何我可以将它应用到我的游戏中吗?或者甚至是类似于我上面提到的字符选择菜单的另一个效果?
尝试 (beyowulf)
你可以下载 here 。
GameScene.swift
import SpriteKit
class GameScene: SKScene {
var show = SKSpriteNode()
var hide = SKSpriteNode()
func showCharPicker(){
NSNotificationCenter.defaultCenter().postNotificationName("showCharPicker", object: nil)
}
func hideCharPicker(){
NSNotificationCenter.defaultCenter().postNotificationName("hideCharPicker", object: nil)
}
override func didMoveToView(view: SKView) {
/* Setup your scene here */
print("didMoveToView")
show = SKSpriteNode(imageNamed: "show")
show.anchorPoint = CGPointZero
show.position = CGPointZero
addChild(show)
hide = SKSpriteNode(imageNamed: "hide")
hide.anchorPoint = CGPointZero
hide.position = CGPoint(x: self.frame.width / 2 - hide.frame.width / 2, y: 0)
addChild(hide)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches{
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if node == show{
print("show")
showCharPicker()
}
else if node == hide{
print("hide")
hideCharPicker()
}
}
}
}
GameViewController.swift
import UIKit
import SpriteKit
class GameViewController: UIViewController, iCarouselDataSource, iCarouselDelegate{
var squaresArray : NSMutableArray = NSMutableArray()
@IBOutlet weak var carousel: iCarousel!
deinit{
NSNotificationCenter.defaultCenter().removeObserver(self)
}
func showCarousel(){
self.carousel.hidden = false
}
func hideCarousel(){
self.carousel.hidden = true
}
override func viewDidLoad(){
super.viewDidLoad()
// Configure iCarousel
carousel.dataSource = self
carousel.delegate = self
carousel.type = .CoverFlow
carousel.reloadData()
self.carousel.hidden = true
// Register showCarousel and hideCarousel functions
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(self.showCarousel), name: "showCharPicker", object: nil)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(self.hideCarousel), name: "hideCharPicker", object: nil)
// Configure view
let skView = SKView()
self.view.insertSubview(skView, belowSubview: self.carousel)
skView.frame = self.view.bounds
// Additionals
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
// Configure scene
let scene = GameScene(size:self.view.bounds.size)
scene.scaleMode = .ResizeFill
scene.size = self.view.bounds.size
skView.presentScene(scene)
}
//iCarousel
override func awakeFromNib(){
super.awakeFromNib()
squaresArray = NSMutableArray(array: ["square1","square2","square3"])
}
func numberOfItemsInCarousel(carousel: iCarousel) -> Int{
return squaresArray.count
}
func carousel(carousel:iCarousel, didSelectItemAtIndex index:NSInteger){
//self.hideCarousel()
}
func carousel(carousel: iCarousel, viewForItemAtIndex index: Int, reusingView view: UIView?) -> UIView{
var itemView: UIImageView
if (view == nil){
itemView = UIImageView(frame:CGRect(x:0, y:0, width:200, height:200))
itemView.contentMode = .Center
}
else{
itemView = view as! UIImageView;
}
itemView.image = UIImage(named: "\(squaresArray.objectAtIndex(index))")
return itemView
}
func carousel(carousel: iCarousel, valueForOption option: iCarouselOption, withDefault value: CGFloat) -> CGFloat{
if (option == .Spacing){
return value * 2
}
return value
}
}
发生了什么:
提前致谢,
路易斯。
最佳答案
您可以使用 NSNotifications 来显示您的角色选择器。您只需要观察 SKScene
发布的通知。您的 viewDidLoad
应该类似于:
override func viewDidLoad(){
super.viewDidLoad()
carousel.type = .CoverFlow
carousel.reloadData()
let spriteKitView = SKView()
spriteKitView.frame = self.view.bounds
self.view.insertSubview(spriteKitView, belowSubview: self.carousel)
spriteKitView.showsFPS = true
spriteKitView.showsNodeCount = true
spriteKitView.ignoresSiblingOrder = true
self.gameScene = GameScene(size:self.view.bounds.size)
self.gameScene.scaleMode = .AspectFill
self.gameScene.imageName = self.images[0] as! String
self.carousel.hidden = true
spriteKitView.presentScene(self.gameScene)
NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(self.showCarousel), name: gameScene.kShowNotification, object: nil)
}
您将需要实现
carousel(carousel:iCarousel, didSelectItemAtIndex index:NSInteger)
以便您知道选择了什么,以便您可以返回到游戏中。例如:func carousel(carousel:iCarousel, didSelectItemAtIndex index:NSInteger)
{
self.gameScene.imageName = self.images[index] as! String
self.hideCarousel()
}
您还需要在取消分配 View Controller 之前删除观察。
deinit
{
NSNotificationCenter.defaultCenter().removeObserver(self)
}
您的
SKScene
然后可以发布通知:import SpriteKit
class GameScene: SKScene {
var imageName = "square1"{
didSet{
self.hidden = false
self.childNode.texture = SKTexture(imageNamed: imageName)
}
}
let kShowNotification = "showPicker"
var childNode = SKSpriteNode()
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.childNode = SKSpriteNode(imageNamed: imageName)
self.childNode.anchorPoint = CGPointZero
self.childNode.position = CGPointZero
self.addChild(self.childNode)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.showCharPicker()
}
func showCharPicker()
{
self.hidden = true
NSNotificationCenter.defaultCenter().postNotificationName(kShowNotification, object: nil)
}
}
如果要更改命中检测,则需要子类化需要更改的 View 。这种情况下您的
iCarousel
View 。然后您可以覆盖
hitTest
或 pointInside
。我创建了一个 iCarousel
子类并覆盖 pointInside
以仅在该点位于 carousel 的 contentView
subview 之一内时才返回 true。class CarouselSubclass: iCarousel {
override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
var inside = false
for view in self.contentView.subviews
{
inside = CGRectContainsPoint(view.frame, point)
if inside
{
return inside
}
}
return inside
}
}
您需要记住在界面构建器中更改轮播的类并更新您的 socket 。
关于ios - Sprite Kit 中的 iCarousel,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/37756502/