我知道当应用程序进入非活动状态时,SpriteKit已处理暂停游戏,但我正在尝试做的是在应用程序重新进入活动状态时添加SKLabelNode“点击以恢复”.现在它正在调用我的函数并暂停游戏,但文本没有显示.
AppDelegate.swift
func applicationWillResignActive(application: UIApplication) { // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. // Use this method to pause ongoing tasks,disable timers,and throttle down OpenGL ES frame rates. Games should use this method to pause the game. println("applicationWillResignActive") NSNotificationCenter.defaultCenter().postNotificationName("PauseGameScene",object: self) NSNotificationCenter.defaultCenter().postNotificationName("ShowPauseText",object: self) ... }
GameScene.swift
class GameScene: SKScene,SKPhysicsContactDelegate { ... let tapToResume = SKLabelNode(fontNamed: "Noteworthy") ... override func didMoveToView(view: SKView) { ... NSNotificationCenter.defaultCenter().addObserver(self,selector: Selector("pauseGameScene"),name: "PauseGameScene",object: nil) NSNotificationCenter.defaultCenter().addObserver(self,selector: Selector("showPauseText"),name: "ShowPauseText",object: nil) tapToResume.text = "tap to resume" tapToResume.position = CGPoint(x:CGRectGetMidX(self.frame),y:CGRectGetMidY(self.frame)) tapToResume.fontSize = 55 tapToResume.hidden = true self.addChild(tapToResume) ... } func pauseGameScene() { println("pause game") self.view?.paused = true } func showPauseText() { if self.view?.paused == true { tapToResume.hidden = false println("show text") } } override func touchesBegan(touches: Set<NSObject>,withEvent event: UIEvent) { ... if self.paused { self.view?.paused = false if tapToResume.hidden == false { tapToResume.hidden = true } } } ... }
编辑:
解决方法
所以我在这里“破解”了我的解决方案.感谢ABakerSmith建议设置self.speed = 0.0,操作暂停,我的标签将出现,但physicsWorld仍然有效.所以我的解决方案是设置self.speed = 0.0 AND self.physicsWorld.speed = 0.0.当应用程序从非活动状态返回时,我只重置self.speed = 1.0和self.physicsWorld.speed = 1.0.我确信还有其他解决方案可以应对这种困境,但是由于SpriteKit已经处理了中断,我真正需要做的就是暂停动作和物理.
GameScene.swift
class GameScene: SKScene,SKPhysicsContactDelegate { let tapToResume = SKLabelNode(fontNamed: "Noteworthy") ... override func didMoveToView(view: SKView) { ... NSNotificationCenter.defaultCenter().addObserver(self,object: nil) } func pauseGameScene() { self.physicsWorld.speed = 0.0 self.speed = 0.0 } func showPauseText() { if self.physicsWorld.speed == 0.0 { tapToResume.hidden = false } } override func touchesBegan(touches: Set<NSObject>,withEvent event: UIEvent) { ... if self.physicsWorld.speed == 0.0 { self.physicsWorld.speed = 1.0 self.speed = 1.0 if tapToResume.hidden == false { tapToResume.hidden = true } } } ... }
AppDelegate.swift
@UIApplicationMain class AppDelegate: UIResponder,UIApplicationDelegate { func applicationWillResignActive(application: UIApplication) { // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. // Use this method to pause ongoing tasks,and throttle down OpenGL ES frame rates. Games should use this method to pause the game. NSNotificationCenter.defaultCenter().postNotificationName("PauseGameScene",object: self) } ... }