如何正确分配SKSpriteNodes

如何正确分配SKSpriteNodes

我正在开发一个游戏,其中节点不断向下滚动。我将它们设置为在某个位置生成,并且一切看起来都一样:

ios - 如何正确分配SKSpriteNodes?-LMLPHP

当用户反复暂停游戏时,节点会出现未对齐的问题,如下所示:

ios - 如何正确分配SKSpriteNodes?-LMLPHP

我相信,当我暂停游戏时,我的时机就会丢掉。这是我的updateCurrentTime()函数。我设置了它,所以它每0.6秒添加一个新的随机行。

 func updateWithTimeSinceLastUpdate (_ timeSinceLastUpdate:CFTimeInterval) {
    lastYieldTimeInterval += timeSinceLastUpdate
    if lastYieldTimeInterval > 0.6 {
        lastYieldTimeInterval = 0
        addRandomRow()
    }
}


override func update(_ currentTime: TimeInterval) {
    if screenIsPaused == 1{
        pauseScreen()
    }else if screenIsPaused == 0{
    unPauseScreen()
        screenIsPaused = 2
    }  else if screenIsPaused == 3{
        gameLayer.isPaused = true
    }

    var timeSinceLastUpdate = currentTime - lastUpdateTimeInterval
    lastUpdateTimeInterval = currentTime

    if timeSinceLastUpdate > 1 {
        timeSinceLastUpdate = 1/60
        lastUpdateTimeInterval = currentTime
    }
    updateWithTimeSinceLastUpdate(timeSinceLastUpdate)
}


这是我用来暂停游戏的代码:

 func pauseScreen(){
    overlay.color = UIColor.black
    overlay.alpha = 0.6
    overlay.size.height = self.size.height
    overlay.size.width = self.size.width
    overlay.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
    overlay.zPosition = 100
        addChild(overlay)
gameLayer.isPaused = true
  screenIsPaused = 3

    label.text = "Press screen to play!"
    label.fontColor = SKColor.white
    label.fontSize = 50
    label.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
    addChild(label)
   let Fade = SKAction.sequence([SKAction.fadeIn(withDuration: 1), SKAction.fadeOut(withDuration: 1)])
    label.run(SKAction.repeatForever(Fade))
}

func unPauseScreen(){
   label.removeFromParent()
   overlay.removeFromParent()
    screenIsPaused = 2


gameLayer.isPaused = false }

暂停功能在touchesEnded()中调用,非暂停功能在touchesBegan中调用。

请让我知道是否有什么我可以尝试的,或者您需要更多信息。谢谢!

最佳答案

我终于找到了解决方案。我不确定这是否是最佳答案。但是,它有效。我修改了我的函数updateWithTimeSinceLastUpdate,现在是这样:

func updateWithTimeSinceLastUpdate (_ timeSinceLastUpdate:CFTimeInterval) {
    if lastYieldTimeInterval > 0.6 {

        lastYieldTimeInterval = 0
        addRandomRow()
    }

        if screenIsPaused == 1{
            pauseScreen()
            lastYieldTimeInterval += timeSinceLastUpdate
        }else if screenIsPaused == 0{
            unPauseScreen()
            lastYieldTimeInterval += timeSinceLastUpdate
            screenIsPaused = 2
        }  else if screenIsPaused == 3{
            gameLayer.isPaused = true
        }else if screenIsPaused == 2{
            lastYieldTimeInterval += timeSinceLastUpdate
        }
}


我将那个screenIsPaused if语句移到了这里,而不是我的update(_ currentTime: TimeInterval)。另外,我在每个if语句中添加了lastYieldTimeInterval += timeSinceLastUpdate。现在,每次游戏暂停或取消暂停时,时间都会更新。

关于ios - 如何正确分配SKSpriteNodes?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/40517533/

10-10 11:51