Main Menu In Swift

2019-01-12 11:59发布

问题:

I would like to create a main menu for my game in swift.

I am using the following code:

import SpriteKit

class menuScene: SKScene {

//Adding Start Button
let startButton = SKSpriteNode(imageNamed: "playButton")



override func didMove(to view: SKView) {


    //Temporary Background
    backgroundColor = SKColor.darkGray

    //Start Button
    startButton.position = CGPoint(x: size.width / 2, y: size.height / 2)
    addChild(startButton)
}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {
        let location = touch.location(in: self);  //Finding location of touch

        if atPoint(location) == startButton {

            if let scene = GameScene(fileNamed: "GameScene") {
                scene.scaleMode = .aspectFill
                view!.presentScene(scene, transition: SKTransition.doorsOpenVertical(withDuration: 1))
            }

        }
    }
}

}

When I run this however, My app crashes and highlights if atPoint(location) == startButton {. with "Thread 1, Breakpoint 1.1"

Im not entirely sure what this is but I hope someone can help. Thanks!

回答1:

Custom SKViews

Let's say, like this M.W.E., you want a menu, a difficulty, and a game scene.

Then you can make a series of custom SKViews to transition between.

GameViewController

This code loads the menuScene:

override func viewDidLoad() {
    super.viewDidLoad()

    let menuScene = MenuScene(size: view.bounds.size)

    let skView = view as! SKView
    skView.showsFPS = true
    skView.showsNodeCount = true
    skView.ignoresSiblingOrder = true
    menuScene.scaleMode = .resizeFill
    skView.presentScene(menuScene)

}

MenuScene

class MenuScene: SKScene {

    let playButton = SKLabelNode()


    override init(size: CGSize) {
        super.init(size: size)

        backgroundColor = SKColor.white

        playButton.fontColor = SKColor.black
        playButton.text = "play"

        playButton.position = CGPoint(x: size.width / 2, y: size.height / 2)

        addChild(playButton)

    }


    required init(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        let touch = touches.first
        let touchLocation = touch!.location(in: self)

        if playButton.contains(touchLocation) {

            let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
            let difficultyScene = DifficultyScene(size: self.size)
            self.view?.presentScene(difficultyScene, transition: reveal)

        }

    }


}

DifficultyScene

class DifficultyScene: SKScene {

    let easyButton = SKLabelNode()
    let hardButton = SKLabelNode()
    let menuButton = SKLabelNode()


    override init(size: CGSize) {
        super.init(size: size)

        backgroundColor = SKColor.white

        easyButton.fontColor = SKColor.black
        easyButton.text = "easy"

        hardButton.fontColor = SKColor.black
        hardButton.text = "hard"

        menuButton.fontColor = SKColor.black
        menuButton.text = "menu"

        easyButton.position = CGPoint(x: size.width / 2, y: size.height / 2)
        hardButton.position = CGPoint(x: size.width / 2, y: size.height / 2 - easyButton.fontSize * 2)
        menuButton.position = CGPoint(x: size.width / 4 * 3, y: size.height / 4)

        addChild(easyButton)
        addChild(hardButton)
        addChild(menuButton)

    }


    required init(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        let touch = touches.first
        let touchLocation = touch!.location(in: self)

        if easyButton.contains(touchLocation) {
            let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
            let gameScene = GameScene(size: self.size, difficulty: easyButton.text!)
            self.view?.presentScene(gameScene, transition: reveal)
        }

        if hardButton.contains(touchLocation) {
            let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
            let gameScene = GameScene(size: self.size, difficulty: hardButton.text!)
            self.view?.presentScene(gameScene, transition: reveal)
        }

        if menuButton.contains(touchLocation){
            let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
            let menuScene = MenuScene(size: self.size)
            self.view?.presentScene(menuScene, transition: reveal)
        }

    }


}

GameScene

add this to your GameScene:

init(size: CGSize, difficulty: String) {
        super.init(size: size)
        gameDifficulty = difficulty
    }

required init?(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
}

Storyboards

Alternatively, you can use Storyboards. In the M.W.E. for another S.O. question they have a basic "menu" set up.

In your case, what you would do is:

  • go to Main.storyboard.
  • on the right-hand tool bar, find view controller
  • drag view-controller into Main.storyboard
  • click on the new view-controller
  • click - on the right-hand tool bar - the identity inspector (looks like a business card)
  • change Class to GameViewController
  • click on view within the hierarchy on the left (under the new view controller)
  • click the identity inspector
  • change class to SKView
  • click on the original view controller
  • click on the identity inspector
  • change class to UIViewController
  • click on the view within the original UIViewController
  • click on identity inspector
  • change class to UIView
  • find button at the bottom of the right-hand side tool bar
  • drag it onto the first view
  • right click drag from the button to the second view
  • on the pop-up menu, under action segue, click show
  • right click drag from the button up, add horizontally center constraints
  • right click drag from the button to the right, add vertically center constraints

Images