Reputation: 487
I got a Image with 2 faces, Up and Down ( Imagine a Card ). Whenever you tap the Image, it changes it image.
I used a Bool
to get the expression. However, after the Scene is presented again, I want to show the image which was Up/Down in the last Scene. Note that this is only 1 Scene, and it presents itself again.
How can I pass a Bool
value between the Scene?
//Update:
My Code:
....
var FaceUp = true
....
override func didMoveToView(view: SKView) {
TTexture = SKTexture(imageNamed: "TCard.png")
TTexture.filteringMode = .Nearest
T2Texture = SKTexture(imageNamed: "T2Card.png")
T2Texture.filteringMode = .Nearest
Card = SKSpriteNode(texture: TTexture)
Card.position = CGPoint(x: Rate.position.x - (TransparentLayer.size.width / 3), y: Rate.position.y)
Card.size = CGSize(width: 50, height: 50)
Card.name = "Card"
Card.zPosition = 100
self.addChild(Card)
flip(FaceUp)
}
func flip(state : Bool) {
FaceUp = state
if (!state) {
Card.texture = TTexture //Error
Player.texture = T1
Player.runAction(RunAnimation1)
FaceUp = true
} else {
Card.texture = T2Texture //Error
Player.texture = T2
Player.runAction(RunAnimation2)
FaceUp = false
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch:UITouch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
let Node:SKNode = self.nodeAtPoint(touchLocation)
if Node.name == "Card" {
let Scale1 = SKAction.scaleTo(0.7, duration: 0.1)
let Scale2 = SKAction.scaleTo(1, duration: 0.1)
let Scaling = SKAction.sequence([Scale1, Scale2])
Card.runAction(Scaling)
self.flip(FaceUp)
}
}
func Restart(){
self.saveHighScore()
LastScore = Score
self.addLeaderboardScore(self.Score)
let Transition = SKTransition.fadeWithDuration(1.8)
let Scene = GameScene(size: self.frame.size)
Scene.LastScore = Score
Scene.FaceUp = FaceUp
scene?.scaleMode = SKSceneScaleMode.AspectFill
self.scene?.view?.presentScene(Scene, transition: Transition)
}
Upvotes: 0
Views: 98
Reputation: 24572
You can define a function in GameScene
like the following.
func setCardState(state : Bool) {
FaceUp = state
if (!state) {
Card.texture = Texture2
Player.texture = T2
} else {
Card.texture = Texture1
Player.texture = T1
}
}
And call it from didMoveToView
in the new scene.
override func didMoveToView(view: SKView) {
TTexture = SKTexture(imageNamed: "TCard.png")
TTexture.filteringMode = .Nearest
T2Texture = SKTexture(imageNamed: "T2Card.png")
T2Texture.filteringMode = .Nearest
Card = SKSpriteNode(texture: TTexture)
Card.position = CGPoint(x: Rate.position.x - (TransparentLayer.size.width / 3), y: Rate.position.y)
Card.size = CGSize(width: 50, height: 50)
Card.name = "Card"
Card.zPosition = 100
self.addChild(Card)
setCardState(FaceUp) // added line.
}
Also set the old FaceUp
value in the new scene in Restart function
.
func Restart(){
self.saveHighScore()
LastScore = Score
self.addLeaderboardScore(self.Score)
let Transition = SKTransition.fadeWithDuration(1.8)
let Scene = GameScene(size: self.frame.size)
Scene.LastScore = Score
scene?.scaleMode = SKSceneScaleMode.AspectFill
Scene.FaceUp = FaceUp //changed line.
self.scene?.view?.presentScene(Scene, transition: Transition)
}
Upvotes: 1