-(void)startGameButtonpressed {
CCDirectorIOS* director = (CCDirectorIOS *) [CCDirector sharedDirector];
// Create an CCGLView with a RGB565 color buffer,and a depth buffer of 0-bits
self.glView = [CCGLView viewWithFrame:CGRectMake(0,480,320)
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
// attach the openglView to the director
[director setView:glView];
[director runWithScene:[GameLayer scene]];
[director setDelegate:(id <CCDirectorDelegate>) [[UIApplication sharedApplication] delegate]];
[self.navigationController pushViewController:director animated:YES];
}
当用户启动第一个游戏时,第一次调用该方法时,这很好.当游戏结束时,我调用[[CCDirector sharedDirector] end].
大多数导演设置都是在appDelegate中完成的(它与默认的Cocos2d模板保持不变).我只将CCGLView作为保留属性放入我的MenuViewController,因为否则当调用[[CCDirector sharedDirector] end]并且不保留CCGLView时应用程序崩溃.我认为这可能是一个cocos2d错误.在[[CCDirector sharedDirector] end]框架调用[self setView:nil],但它仍然试图稍后访问该视图(可能在另一个线程上).
现在的问题是,在我上面的方法的第二次调用时(当用户想要从菜单开始另一个游戏时),startGameButtonpressed,导演被推,但屏幕仍然是黑色的.游戏正在运行和响应,我只是没有看到任何东西.有人可以帮我解决这个问题吗?
解决方法
当您设置CCGLView和[director setView:]时,即使您弹出控制器,场景仍然存在.唯一发生的事情就是场景停止了.
因此,为了使“重启”工作,你必须检查是否已经有一个正在运行的场景(即使它已停止,而不是runWithScene:你使用replaceScene:.
这是我的代码,所以你可以看到:
- (void)setupCocos2D {
CCGLView *glView = [CCGLView viewWithFrame:CGRectMake(0,320,480)
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
// HERE YOU CHECK TO SEE IF THERE IS A SCENE RUNNING IN THE DIRECTOR ALREADY
if(![director_ runningScene]){
[director_ setView:glView]; // SET THE DIRECTOR VIEW
if( ! [director_ enableRetinadisplay:YES] ) // ENABLE RETINA
cclOG(@"Retina display Not supported");
[director_ runWithScene:[HelloWorldLayer scene]]; // RUN THE SCENE
} else {
// THERE IS A SCENE,START SINCE IT WAS STOPPED AND REPLACE TO RESTART
[director_ startAnimation];
[director_ replaceScene:[HelloWorldLayer scene]];
}
[director_ setDelegate:(id <CCDirectorDelegate>) [[UIApplication sharedApplication] delegate]];
// I DO NOT PUSH BECAUSE I ALREADY PUSHED TO THIS CONTROLLER,SO I ADD THE COCOS2D VIEW AS A SUBVIEW
[self.view addSubview:[director_ view]];
}
希望这段代码可以帮助你,因为我花了一整天时间试图解决这个问题.
它可能不是正确的方式甚至是最漂亮的方式,但它正在工作:)
编辑:另外,请注意,如果您弹出COCOS2D场景,则不必[[CCDirector sharedDirector] end],因为当取消分配/删除视图时动画将停止.