【问题标题】:Buttons on screen do not work unless simulator is of the XS variety除非模拟器是 XS 类型,否则屏幕上的按钮不起作用
【发布时间】:2018-12-26 19:28:30
【问题描述】:

基本上我的应用程序运行良好,但是当我尝试在 Xcode 中的 XS 模拟器以外的任何其他模拟器上运行它时,主菜单按钮不再起作用,而且我没有去哪里寻找错误,因为什么也没有正在抛出任何错误。此外,当我将打印语句放在节点内时,打印语句会打印到控制台,告诉我屏幕正在检测选择,但由于某种原因,代码无法运行。这很奇怪,因为它是被调用函数中的一个简单 if else 语句,所以我看不出它不应该运行的原因。

 var background = SKSpriteNode(imageNamed: "bgImage")
var newGameButtonNode:SKSpriteNode!
var difficultyButtonNode:SKSpriteNode!
var difficultyLabelNode:SKLabelNode!
var gameModeNode:SKSpriteNode!
var gameModeLabel:SKLabelNode!
var gameMode:Int = 1


override func didMove(to view: SKView) {

    background.zPosition = -4
    background.position = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
    background.scale(to: (self.scene?.size)!)
    addChild(background)
    newGameButtonNode = self.childNode(withName: "newGame") as? SKSpriteNode
    difficultyButtonNode = self.childNode(withName: "difficultyButton") as? SKSpriteNode
    difficultyLabelNode = self.childNode(withName: "difficultyLabel") as? SKLabelNode
    gameModeNode = SKSpriteNode(imageNamed: "toggle")
    gameModeLabel = self.childNode(withName: "gameModeLabel") as! SKLabelNode

    let userDefaults = UserDefaults.standard
    if userDefaults.bool(forKey: "hard") {
        difficultyLabelNode.text = "HARD MODE"
    } else {
        difficultyLabelNode.text = "EASY MODE"
    }
    gameMode = userDefaults.integer(forKey: "mode")
    if gameMode == 1{
        gameModeLabel.text = "Crypto Catch"
        userDefaults.set(1, forKey: "mode")
    } else if gameMode == 2 {
        gameModeLabel.text = "Crypto Invaders"
        userDefaults.set(2, forKey: "mode")
    } else if gameMode == 3 {
        gameModeLabel.text = "Crypto Galiga"
        userDefaults.set(3, forKey: "mode")
    }

    difficultyButtonNode.texture = SKTexture(imageNamed: "toggleYellow")
    difficultyButtonNode.anchorPoint = CGPoint(x: 0, y: 0)
    difficultyButtonNode.scale(to: CGSize(width: 250 , height: 250))
    newGameButtonNode.texture = SKTexture(imageNamed:"playGameYellow")
    newGameButtonNode.anchorPoint = CGPoint(x: 0, y: 0)
    gameModeNode.anchorPoint = CGPoint(x: 0, y: 0)
    gameModeNode.scale(to: CGSize(width: 250, height: 250))
    gameModeNode.name = "gameModeNode"
    newGameButtonNode.scale(to: CGSize(width: 250, height: 250))
    difficultyButtonNode.position =  CGPoint(x: (scene?.size.width)!/2-125, y: (scene?.size.height)!/2-150)
    newGameButtonNode.position = CGPoint(x: (scene?.size.width)!/2-125, y:  (scene?.size.height)!/2+150)
    difficultyLabelNode.position = CGPoint(x: (scene?.size.width)!/2, y: (scene?.size.height)!/2-175)
    gameModeLabel.position = CGPoint(x: (scene?.size.width)!/2, y: (scene?.size.height)!/2-175 - 300)
    self.addChild(gameModeNode)
    gameModeNode.position = CGPoint(x: (scene?.size.width)!/2-125, y: (scene?.size.height)!/2-175 - 250)


}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    let touch = touches.first
    if let location = touch?.location(in: self){
        let nodesArray = self.nodes(at: location)
        if nodesArray.first?.name == "newGame"{
            if gameMode == 1{
                let transition = SKTransition.flipHorizontal(withDuration: 0.5)
                let gameSceneOB = GameScene(fileNamed: "GameScene")
                gameSceneOB?.scaleMode = .aspectFill

                self.view?.presentScene(gameSceneOB!, transition: transition)
            } else if gameMode == 2 {
                let transition = SKTransition.flipHorizontal(withDuration: 0.5)
                let gameSceneOB = GameScene(fileNamed: "ShooterGame")
                gameSceneOB?.scaleMode = .aspectFill

                self.view?.presentScene(gameSceneOB!, transition: transition)

            } else if gameMode == 3 {
                let transition = SKTransition.flipHorizontal(withDuration: 0.5)
                let gameSceneOB = GameScene(fileNamed: "cryptoGal")
                gameSceneOB?.scaleMode = .aspectFill

                self.view?.presentScene(gameSceneOB!, transition: transition)

            }

        } else if nodesArray.first?.name == "difficultyButton" {
            changeDifficulty()
        } else if nodesArray.first?.name == "gameModeNode"{
            toggleGameMode()

        }
    }
}
func changeDifficulty() {
    let userDefaults = UserDefaults.standard
    if difficultyLabelNode.text  == "EASY MODE"{
        difficultyLabelNode.text = "HARD MODE"
        userDefaults.set(true, forKey: "hard")
    } else {
        difficultyLabelNode.text = "EASY MODE"
        userDefaults.set(false, forKey: "hard")
    }
    userDefaults.synchronize()
}
func changeGameMode() {
    let userDefaults = UserDefaults.standard
    if gameMode == 1{
        gameModeLabel.text = "Crypto Catch"
        userDefaults.set(1, forKey: "mode")
    } else if gameMode == 2 {
        gameModeLabel.text = "Crypto Invaders"
        userDefaults.set(2, forKey: "mode")
    } else if gameMode == 3 {
        gameModeLabel.text = "Crypto Galiga"
        userDefaults.set(3, forKey: "mode")
    }
    userDefaults.synchronize()
}
func toggleGameMode(){
    if gameMode == 1{
        gameMode = 2
    } else if gameMode == 2 {
        gameMode = 3
    } else if gameMode == 3 {
        gameMode = 1
    }
    changeGameMode()
}

【问题讨论】:

  • 顺便说一句,在“普通”iOS 中简单地执行按钮/等操作非常常见,并且仅使用 SKScene 显示游戏本身。
  • 等待 - 一般来说 spriteKit/Metal 等在模拟器中不起作用!你必须建立一个电话!它可能只是在新的 XS 模拟器中“巧合”地工作。就是这样。仅适用于手机。
  • 我没有使用任何自动布局约束。此外,我知道这些按钮正在被选中,因为当我触摸它们时我正在打印到控制台,并且可以看到它正在检测选择。
  • 对@Alec,答案在下面!很简单...
  • 有趣。所以我可以放心,它适用于任何 iPhone 型号?对不起,如果我听起来很密集。

标签: ios swift nodes compatibility skspritenode


【解决方案1】:

一般来说 spriteKit/Metal 等在模拟器中不起作用!

你必须构建到手机!

它可能只是“巧合地”在新的 XS 模拟器中工作。就是这样。仅适用于手机。

【讨论】:

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