Ios 如何使用spritebuilder创建简单的开始屏幕?
在撰写本文时,我正在使用最新版本的XCode和SpriteBuilder 我有两个游戏,其中一个在XCode上使用纯Objective-C构建,另一个在XCode上使用Objective-C以及SpriteBuilder。非SpriteBuilder游戏有一个点击播放屏幕,其背景看起来与游戏中的背景相同。在你点击屏幕的那一刻,你就直接进入了游戏 Sprite Builder游戏是我尝试在其上实现开始屏幕的游戏。我读了一些教程,但对我没有帮助。我不想使用不同的背景图像从一个屏幕过渡到另一个屏幕 这是我的非SpriteBuilder游戏使用的开始屏幕:Ios 如何使用spritebuilder创建简单的开始屏幕?,ios,objective-c,cocos2d-iphone,spritebuilder,Ios,Objective C,Cocos2d Iphone,Spritebuilder,在撰写本文时,我正在使用最新版本的XCode和SpriteBuilder 我有两个游戏,其中一个在XCode上使用纯Objective-C构建,另一个在XCode上使用Objective-C以及SpriteBuilder。非SpriteBuilder游戏有一个点击播放屏幕,其背景看起来与游戏中的背景相同。在你点击屏幕的那一刻,你就直接进入了游戏 Sprite Builder游戏是我尝试在其上实现开始屏幕的游戏。我读了一些教程,但对我没有帮助。我不想使用不同的背景图像从一个屏幕过渡到另一个屏幕 这
-(void)NewGame{
Bottom1.hidden = YES;
Bottom2.hidden = YES;
Bottom3.hidden = YES;
Bottom4.hidden = YES;
Bottom5.hidden = YES;
Bottom6.hidden = YES;
Bottom7.hidden = YES;
Top1.hidden = YES;
Top2.hidden = YES;
Top3.hidden = YES;
Top4.hidden = YES;
Top5.hidden = YES;
Top6.hidden = YES;
Top7.hidden = YES;
Obstacle.hidden = YES;
Obstacle2.hidden = YES;
Intro1.hidden = NO;
Intro2.hidden = NO;
Intro3.hidden = NO;
Heli.hidden = NO;
Heli.center = CGPointMake(31, 74);
Heli.image = [UIImage imageNamed:@"HeliUp.png"];
Start = YES;
ScoreNumber = 0;
Score.text = [NSString stringWithFormat:@"Score: 0"];
Intro3.text = [NSString stringWithFormat:@"High Score: %i", HighScore];
除背景和简介标签外,所有障碍物均隐藏。您还可以看到您的高分和点击播放按钮
当您点击屏幕时,这是下一个代码:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (Start == YES) {
Intro1.hidden = YES;
Intro2.hidden = YES;
Intro3.hidden = YES;
timer = [NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(HeliMove) userInfo:nil repeats:YES];
Scorer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(Scoring) userInfo:nil repeats:YES];
Start = NO;
Bottom1.hidden = NO;
Bottom2.hidden = NO;
Bottom3.hidden = NO;
Bottom4.hidden = NO;
Bottom5.hidden = NO;
Bottom6.hidden = NO;
Bottom7.hidden = NO;
Top1.hidden = NO;
Top2.hidden = NO;
Top3.hidden = NO;
Top4.hidden = NO;
Top5.hidden = NO;
Top6.hidden = NO;
Top7.hidden = NO;
Obstacle.hidden = NO;
Obstacle2.hidden = NO;
RandomPosition = arc4random() %75;
RandomPosition = RandomPosition + 110;
Obstacle.center = CGPointMake(570,RandomPosition);
RandomPosition = arc4random() %75;
RandomPosition = RandomPosition + 110;
Obstacle2.center = CGPointMake(855,RandomPosition);
RandomPosition = arc4random() %55;
Top1.center = CGPointMake(560, RandomPosition);
RandomPosition = RandomPosition +265;
Bottom1.center = CGPointMake(560, RandomPosition);
RandomPosition = arc4random() %55;
Top2.center = CGPointMake(640, RandomPosition);
RandomPosition = RandomPosition +265;
Bottom2.center = CGPointMake(640, RandomPosition);
RandomPosition = arc4random() %55;
Top3.center = CGPointMake(720, RandomPosition);
RandomPosition = RandomPosition +265;
Bottom3.center = CGPointMake(720, RandomPosition);
RandomPosition = arc4random() %55;
Top4.center = CGPointMake(800, RandomPosition);
RandomPosition = RandomPosition +265;
Bottom4.center = CGPointMake(800, RandomPosition);
RandomPosition = arc4random() %55;
Top5.center = CGPointMake(880, RandomPosition);
RandomPosition = RandomPosition +265;
Bottom5.center = CGPointMake(880, RandomPosition);
RandomPosition = arc4random() %55;
Top6.center = CGPointMake(960, RandomPosition);
RandomPosition = RandomPosition +265;
Bottom6.center = CGPointMake(960, RandomPosition);
RandomPosition = arc4random() %55;
Top7.center = CGPointMake(1040, RandomPosition);
RandomPosition = RandomPosition +265;
Bottom7.center = CGPointMake(1040, RandomPosition);
}
Y = -7;
Heli.image = [UIImage imageNamed:@"HeliUp.png"];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
Y = 7;
Heli.image = [UIImage imageNamed:@"HeliDown.png"];
}
基本上,所有障碍物都是在随机位置加载和生成的,物体随着u轻触屏幕而移动,如果你不轻触屏幕,物体就会掉落。介绍标签是隐藏的
以下是我的SpriteBuilder游戏的代码:
- (void)didLoadFromCCB {
self.userInteractionEnabled = TRUE;
_grounds = @[_ground1, _ground2];
for (CCNode *ground in _grounds) {
// set collision txpe
ground.physicsBody.collisionType = @"level";
ground.zOrder = DrawingOrderGround;
_scrollSpeed = 80.f;
}
// set this class as delegate
_physicsNode.collisionDelegate = self;
// set collision txpe
_hero.physicsBody.collisionType = @"hero";
_hero.zOrder = DrawingOrdeHero;
_obstacles = [NSMutableArray array];
[self spawnNewObstacle];
[self spawnNewObstacle];
[self spawnNewObstacle];
}
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
if (!_gameOver) {
[_hero.physicsBody applyImpulse:ccp(0, 400.f)];
[_hero.physicsBody applyAngularImpulse:10000.f];
_sinceTouch = 0.f;
}
}
非常短的代码。基本上,在徽标屏幕消失后,游戏立即开始,而没有启动屏幕。当游戏结束时,它会重新启动,您会立即重新开始游戏
我想知道如何在SpriteBuilder游戏中添加另一个void语句,这样人们就可以从点击屏幕开始玩游戏,而不是立即开始玩游戏
我可以将viewDidLoad语句添加到SpriteBuilder游戏中,但我想知道它是否会与didLoadfromCCB语句冲突。我需要有开始屏幕过渡到游戏屏幕使用相同的背景。唯一的区别是,“开始”屏幕将隐藏障碍物并显示“立即玩”标签,然后标签将隐藏,障碍物将在游戏屏幕中可见。我建议按照spritebuilder教程进行操作。这可能需要您重新调整代码。下面的教程还帮助您将spritebuilder链接到后端代码,以及如何在场景之间转换 我不是100%确定你为什么在你的问题中包含这么多细节,我不明白什么是游戏逻辑,什么是其他逻辑。。。因此,如果我的回答不正确,请告诉我,我会更新我的答案
我觉得闻起来有点像飞鸟 无论哪种方式,我都会用一个gameState变量和一个带有菜单的层来实现它 打开游戏(viewDidLoad)时,将游戏状态设置为0,例如菜单 然后在触摸法中,我会有如下开关:
switch(gameState){
case 0: //Menu
menuLayer.hidden = YES;
gameState = 1 //IN_GAME
break;
case 1: //In game
//Do your game tap code
break;
case 2: //Game Over
gameOverLayer.hidden = NO;
break;
}
或者你可以复制CCb,删除游戏代码,在touch上加载游戏CCb,但我认为前者是最好的选择