问题
@property (SK_NONATOMIC_IOSONLY, getter = isPaused) BOOL paused;
I found this line of code that I could add into my project, how would I pause my whole game?
For example:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
for (UITouch *touch in touches)
{
SKSpriteNode *pause = (SKSpriteNode*)[self childNodeWithName:@"pause"];
CGPoint location = [touch locationInNode:self];
// NSLog(@"** TOUCH LOCATION ** \nx: %f / y: %f", location.x, location.y);
if([pause containsPoint:location])
{
NSLog(@"PAUSE GAME HERE SOMEHOW");
}
}
}
As you can see, I have the button set up. When i select it, how would I pause the whole scene? And then resume it when someone hits a resume button.
OK SO I got some advice to call
self.scene.view.paused = YES;
except here is the problem, in my app delegate
- (void)applicationWillResignActive:(UIApplication *)application{
SKView *view = (SKView *)self.window.rootViewController.view;
view.paused = YES;}
and
- (void)applicationDidBecomeActive:(UIApplication *)application{
SKView *view = (SKView *)self.window.rootViewController.view;
view.paused = NO;
I make it a type SKView, when it is actually an SKScene. Anyway to fix this? Do you suggest that I make all my scenes into views by retyping all the code?
回答1:
Use SKView
's paused property:
Swift:
scene.view?.paused = true
Objective C:
self.scene.view.paused = YES;
This will stop all actions and physics simulation.
回答2:
Use Scene to Paused Functionality
self.scene?.view?.paused = true
来源:https://stackoverflow.com/questions/21593198/pausing-a-sprite-kit-scene