我在这个线程How to get from SKScene to UIViewController?中也遇到类似的问题。首先,我应该说我是一个完全的初学者,这对我来说是全新的。
我的主菜单(加载应用后的第一个屏幕)在此处:
class MenuVC: UIViewController {
... }
我的应用(游戏)的交互可以在这里进行:
//
// GameScene.swift
// Doodle Pong
//
// Created by Daniel Kloe on 28.02.17.
// Copyright © 2017 Daniel Kloe. All rights reserved.
//
import SpriteKit
import GameplayKit
import Foundation
import UIKit
class GameScene: SKScene {
//let storyboard = UIStoryboard(name: "Main", bundle: nil)
//let MenuVC = storyboard.instantiateViewController(withIdentifier: "MenuVC")
//MenuVC.view.frame = (self.view?.frame)!
//MenuVC.view.layoutIfNeeded()
//UIView.transition(with: self.view!, duration: 0.3, options: .transitionFlipFromRight, animations:
//{
//self.view?.window?.rootViewController = vc
//}, completion: { completed in
//})
var ball = SKSpriteNode()
var enemy = SKSpriteNode()
var main = SKSpriteNode()
var score = [Int] ()
var topLbl = SKLabelNode()
var btmLbl = SKLabelNode()
override func didMove(to view: SKView) {
topLbl = self.childNode(withName: "topLabel") as! SKLabelNode
btmLbl = self.childNode(withName: "btmLabel") as! SKLabelNode
ball = self.childNode(withName: "ball") as! SKSpriteNode
enemy = self.childNode(withName: "enemy") as! SKSpriteNode
main = self.childNode(withName: "main") as! SKSpriteNode
let border = SKPhysicsBody(edgeLoopFrom: self.frame)
border.friction = 0
border.restitution = 1
self.physicsBody = border
startGame()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
// let gameSceneTemp = GameScene(fileNamed: "GameScene")
// self.scene?.view?.presentScene(gameSceneTemp, transition: SKTransition.doorsCloseHorizontal(withDuration: 0.01))
let location = touch.location(in: self) //die location wird mit dem Berühren auf dem Bildschirm beschrieben
if currentGameType == .TwoPlayer{
if location.y > 0{
enemy.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
if location.y < 0{
main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
}
else{
main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
}
}
func startGame(){
score = [0,0]
topLbl.text = "\(score[1])"
btmLbl.text = "\(score[0])"
//let delay = SKAction.wait(forDuration: 2000)
//self.run(delay) //evtl. Wartezeit 2s, funktioniert noch nicht richtig
ball.physicsBody?.applyImpulse(CGVector(dx: 20, dy: 20))
}
func addScore(playerWhoWon : SKSpriteNode){
ball.position = CGPoint(x: 0, y: 0)
ball.physicsBody?.velocity = CGVector(dx: 0, dy: 0)
if playerWhoWon == enemy{
score[1] += 1
ball.physicsBody?.applyImpulse(CGVector(dx: 32, dy: 27))
}
else if playerWhoWon == main{
score[0] += 1
ball.physicsBody?.applyImpulse(CGVector(dx: -32, dy: -27))
}
topLbl.text = "\(score[1])"
btmLbl.text = "\(score[0])"
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self) //die location wird mit dem Berühren auf dem Bildschirm beschrieben
if currentGameType == .TwoPlayer{
if location.y > 0{
enemy.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
if location.y < 0{
main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
}
else{
self.topLbl.zRotation = CGFloat(2 * M_PI)
// UIView.animate(withDuration: 0, animations: ({
// self.topLbl.zRotation = CGFloat(2 * M_PI) //CGFloat(.pi / 4.0)
// }))
main.run(SKAction.moveTo(x: location.x, duration: 0.01)) //Der "main Balken" wird zu den location bewegt
}
}
}
override func update(_ currentTime: TimeInterval) {
switch currentGameType{
case .Easy:
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 1.0))
break
case .Medium:
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 0.5))
break
case .Extreme:
enemy.run(SKAction.moveTo(x: ball.position.x, duration: 0.08))
break
case .TwoPlayer:
break
}
//Called before each frame is rendered
if ball.position.y <= main.position.y - 20{
addScore(playerWhoWon: enemy)
}
else if ball.position.y >= enemy.position.y + 20{
addScore(playerWhoWon: main)
}
}
@IBAction func backToMainMenu(_ sender: Any) {
//self.view?.window?.rootViewController
self.view?.window!.rootViewController?.dismiss(animated: false, completion: nil)
}
}
在我的函数“ backToMainMenu”中,我尝试返回到MenuVC,但收到警告“ UIViewController类型的表达?”。尚未使用”,如果我在模拟器中尝试,模拟器将崩溃。
我非常感谢您的各种帮助:)。
最佳答案
尝试:self.view.window!.rootViewController?.dismiss(animated: false, completion: nil)
这应该关闭rootViewController以上的所有视图
编辑:
当我们定义ViewController时,这可能对您有用,请确保您的Storyboard中的MenuVC
具有标识符:
let storyboard = UIStoryboard(name: "Main", bundle: nil)
let vc = storyboard.instantiateViewController(withIdentifier: "MenuVC") // Make sure is the same identifier as in the storyboard.
vc.view.frame = (self.view?.frame)!
vc.view.layoutIfNeeded()
UIView.transition(with: self.view!, duration: 0.3, options: .transitionFlipFromRight, animations:
{
self.view?.window?.rootViewController = vc
}, completion: { completed in
})
}
编辑:
看来最好的方法是在另一个视图控制器中托管您的SKScene类。我建议在您的SKScene所在的位置创建另一个ViewController,例如
SKViewController
。将您的MenuVC
嵌入navigationController
内,在storyBoard中单击它,然后单击“编辑器”(从顶部菜单)>嵌入>导航控制器。编辑MenuVC,以便仅打开SKViewController并在此处打开场景,而不是打开场景。为此,只需从情节提要中的MenuVC
创建一个序列,例如,使用标识符“ MenuToSKScene”,当您要打开场景时,可以从MenuVC中执行以下操作: self.performsegue(with identifier: "MenuToSKScene", sender: self)
然后在
MenuVC
的SKViewController
中执行当前操作,而不是打开场景。这会将您发送到具有SKScene类的SKViewController。然后,当您想返回菜单时,您要做的就是:
self.dismiss(animated: true, completion: nil)
或创建一个从SKViewController到MenuVC的标识为“ SKSceneToMenu”的序列,然后调用:
self.performsegue(with identifier: "SKSceneToMenu", sender: self)
因此,从本质上讲,不要从
SKScene
打开MenuVC
,而是要打开一个单独的viewController SKViewController
,以便在打开场景时将其打开,以便可以轻松跳回菜单。关于ios - 如何从SKScene返回到UIViewController(MenuVC)?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/55107785/