我正在制作一款使用GameCenter Multiplayer的游戏,但我现在正试图弄清楚当我在我的模拟器上移动它时,我将如何让节点在我的设备上移动,反之亦然 . 我让游戏中心进行身份验证,找到匹配,寻找玩家,找到玩家但是当我到达我的游戏玩法时,两个设备之间没有多人游戏活动 . 有人可以帮我弄这个吗?对不起,所有的代码 . 谢谢!
func lookupPlayers() {
println("Looking up \(match.playerIDs.count) players...")
GKPlayer.loadPlayersForIdentifiers(match?.playerIDs) { (players, error) -> Void in
if error != nil {
println("Error retrieving player info: \(error.localizedDescription)")
self.matchStarted = false
self._delegate?.matchEnded()
}
else {
self.playersDict = NSMutableDictionary(capacity: players.count)
for player in players {
println("Found player: \(player.alias)")
self.playersDict?.setObject(player, forKey: player.playerID)
}
}
self.playersDict?.setObject(GKLocalPlayer.localPlayer(), forKey: GKLocalPlayer.localPlayer().playerID)
self.matchStarted = true
}
}
func match(match: GKMatch!, didFailWithError error: NSError!) {
println("error!")
}
func match(match: GKMatch!, shouldReinviteDisconnectedPlayer player: GKPlayer!) -> Bool {
return true
}
func match(match: GKMatch!, player playerID: String!, didChangeState state: GKPlayerConnectionState) {
println("what!")
self.lookupPlayers()
}
func match(match: GKMatch!, player: GKPlayer!, didChangeConnectionState state: GKPlayerConnectionState) {
println("connects or disconnects")
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didFindMatch match: GKMatch!) {
println("match found")
var goToMatch = GamePlay(size: self.size)
var transitionToMatch = SKTransition.fadeWithDuration(1.0)
goToMatch.scaleMode = SKSceneScaleMode.AspectFill
self.scene!.view?.presentScene(goToMatch, transition: transitionToMatch)
presentingViewController = viewController
self.presentingViewController.dismissViewControllerAnimated(true, completion: nil)
self.match = match
self.match.delegate = self
self.lookupPlayers()
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didReceiveAcceptFromHostedPlayer playerID: String!) {
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didFindPlayers playerIDs: [AnyObject]!) {
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didFailWithError error: NSError!) {
presentingViewController = viewController
self.presentingViewController.dismissViewControllerAnimated(true, completion: nil);
println("Error finding match: \(error.localizedDescription)");
}
func matchmakerViewController(viewController: GKMatchmakerViewController!, didFindHostedPlayers players: [AnyObject]!) {
}
func matchmakerViewControllerWasCancelled(viewController: GKMatchmakerViewController!) {
println("go back to main menu")
presentingViewController = viewController
self.presentingViewController.dismissViewControllerAnimated(true, completion: nil)
}
func findMatchPlease() {
match = nil
let matchRequest = GKMatchRequest()
matchRequest.minPlayers = 2
matchRequest.maxPlayers = 2
let mmvc = GKMatchmakerViewController(matchRequest: matchRequest)
mmvc.matchmakerDelegate = self
let viewController = self.scene?.view?.window?.rootViewController
viewController?.presentViewController(mmvc, animated: true, completion: nil)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch in (touches as! Set<UITouch>) {
var touch: UITouch = touches.first as! UITouch
var location = touch.locationInNode(self)
var node = self.nodeAtPoint(location)
if node.name == "find" {
findMatchPlease()
}
}
}
1 回答
您可能想查看Apple的Game Center Programming Guide,尤其是Real-Time Matches一章 . 基本上一旦你的比赛开始,你可以开始在玩家之间交换数据,如果你想要对象/节点:
它会将CGPoint结构数据发送给连接到匹配的所有玩家,所以在另一端你可能想要实现
GKMatchDelegate
的方法- match:didReceiveData:fromRemotePlayer:
. 它可能看起来像这样:您可以通过这种方式发送大部分数据,并在另一端接收并转换回来 . 但要注意Swift类型可以占用更多的字节来通过网络发送,我建议创建用于发送网络数据的C结构,或者如果你想让你的代码尽可能保持Swift尝试元组: