Xcode swift iOS - GameScene没有名字的成员

时间:2015-07-19 17:20:56

标签: ios xcode swift skaction

请任何人帮我重新安置一些代码,我知道该事件可能需要移动,但我不知道在哪里。我已经找到了答案,但我看不出任何具体问题。

错误是

  

'GameScene'没有名为'spawnCrow'的成员

这是代码(第1行的错误)....

    var spawn = SKAction.runBlock({() in self.spawnCrow()}) //THIS IS WHERE THE ERROR IS
    var delay = SKAction.waitForDuration(NSTimeInterval(2.0))
    var spawnThenDelay = SKAction.sequence([spawn, delay])
    var spawnThenDelayForever = SKAction.repeatActionForever(spawnThenDelay)
    self.runAction(spawnThenDelayForever)

    self.addChild(crow)

    func spawnCrow() {

如果需要更多代码,请告诉我,我很乐意与您分享。

使用完整代码更新

import SpriteKit

class GameScene: SKScene {


var cat = SKSpriteNode()
var crow = SKSpriteNode()
var crowTexture1 = SKTexture()
var skyColor = SKColor()
var moveAndRemoveCrow = SKAction()


override func didMoveToView(view: SKView) {
    /* Setup your scene here */

    self.physicsWorld.gravity = CGVectorMake( 0.0, -4.0 )

    skyColor = SKColor(red:113.0/255.0, green:197.0/255.0, blue:207.0/255.0, alpha:1.0)
    self.backgroundColor = skyColor

    var catTexture1 = SKTexture(imageNamed: "Cat1")
    catTexture1.filteringMode = SKTextureFilteringMode.Nearest
    var catTexture2 = SKTexture(imageNamed: "Cat2")
    catTexture2.filteringMode = SKTextureFilteringMode.Nearest

    var anim = SKAction.animateWithTextures([catTexture1, catTexture2], timePerFrame: 0.2)
    var run = SKAction.repeatActionForever(anim)

    cat = SKSpriteNode(texture: catTexture1)
    cat.position = CGPoint(x: self.frame.size.width / 2.2, y: self.frame.size.height / 7.0 )
    cat.runAction(run)

    cat.physicsBody = SKPhysicsBody(circleOfRadius: cat.size.height / 2.0)
    cat.physicsBody!.dynamic = true
    cat.physicsBody!.allowsRotation = false

    self.addChild(cat)

    // start of crow test


    var crowTexture1 = SKTexture(imageNamed: "crow")
    crowTexture1.filteringMode = SKTextureFilteringMode.Nearest

    crow = SKSpriteNode(texture: crowTexture1)
    crow.position = CGPoint(x: self.frame.size.width / 1.8, y: self.frame.size.height / 1.2 )

    // crow test 2 spawn

    var distanceToMove = CGFloat(self.frame.size.width + 2 * crowTexture1.size().width);
    var moveCrow = SKAction.moveByX(-distanceToMove, y:0, duration:NSTimeInterval(0.01 * distanceToMove));
    var removeCrow = SKAction.removeFromParent();
    moveAndRemoveCrow = SKAction.sequence([moveCrow, removeCrow]);

    var spawn = SKAction.runBlock({() in self.spawnCrow()})
    var delay = SKAction.waitForDuration(NSTimeInterval(2.0))
    var spawnThenDelay = SKAction.sequence([spawn, delay])
    var spawnThenDelayForever = SKAction.repeatActionForever(spawnThenDelay)
    self.runAction(spawnThenDelayForever)

    self.addChild(crow)

    // end of crow test

    // crow func start

    func spawnCrow() {

        var crow = SKSpriteNode(texture: crowTexture1)
        crow.position = CGPointMake( self.frame.size.width + crowTexture1.size().width * 2, 0 );
        crow.zPosition = 0; // previous value -10;

        var height = UInt32( self.frame.size.height / 3 )
        var y = arc4random() % height;

        crow.position = CGPointMake(0.0, CGFloat(y))
        crow.physicsBody = SKPhysicsBody(circleOfRadius: 2.0 )
        crow.physicsBody!.dynamic = false

        crow.addChild(crow)

        crow.runAction(moveAndRemoveCrow)

        crow.addChild(crow)
    }

    // crow func end

    var groundTexture = SKTexture(imageNamed: "Ground")
    groundTexture.filteringMode = SKTextureFilteringMode.Nearest

    var moveGroundSprite = SKAction.moveByX(-groundTexture.size().width, y: 0, duration: NSTimeInterval(0.01 * groundTexture.size().width))
    var resetGroundSprite = SKAction.moveByX(groundTexture.size().width, y: 0, duration: 0.0)
    var moveGroundSpritesForever = SKAction.repeatActionForever(SKAction.sequence([moveGroundSprite,resetGroundSprite]))

    for var i:CGFloat = 0; i < 2 + self.frame.size.width / ( groundTexture.size().width); ++i {
        var sprite = SKSpriteNode(texture: groundTexture)
        sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2)
        sprite.runAction(moveGroundSpritesForever)
        self.addChild(sprite)
    }

    var dummy = SKNode()
    dummy.position = CGPointMake(0, groundTexture.size().height / 2)
    dummy.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height))
    dummy.physicsBody!.dynamic = false
    self.addChild(dummy)

        var skylineTexture = SKTexture(imageNamed: "Skyline")
        skylineTexture.filteringMode = SKTextureFilteringMode.Nearest

        var moveSkylineSprite = SKAction.moveByX(-skylineTexture.size().width, y: 0, duration: NSTimeInterval(0.1 * skylineTexture.size().width))
        var resetSkylineSprite = SKAction.moveByX(skylineTexture.size().width, y: 0, duration: 0.0)
        var moveSkylineSpritesForever = SKAction.repeatActionForever(SKAction.sequence([moveSkylineSprite,resetSkylineSprite]))

        for var i:CGFloat = 0; i < 2 + self.frame.size.width / ( skylineTexture.size().width); ++i {
            var sprite = SKSpriteNode(texture: skylineTexture)
            sprite.zPosition = -20;
            sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2 + groundTexture.size().height)
            sprite.runAction(moveSkylineSpritesForever)
            self.addChild(sprite)
    }
}

 override func  touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
    /* Called when a touch begins */

    cat.physicsBody!.velocity = CGVectorMake(0, 0)
    cat.physicsBody!.applyImpulse(CGVectorMake(0, 15))

}

    func clamp(min: CGFloat, max: CGFloat, value: CGFloat) -> CGFloat {
        if( value > max ) {
            return max;
        } else if( value < min ) {
            return min;
        } else {
            return value;
        }

    }


  override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */

    cat.zRotation = self.clamp( -1, max: 0.5, value: cat.physicsBody!.velocity.dy * ( cat.physicsBody!.velocity.dy < 0 ? 0.003 : 0.001 ) );
}

}

1 个答案:

答案 0 :(得分:2)

spawnCrow的声明移到当前函数上下文之外:

func yourMethod() {
    var spawn = SKAction.runBlock({() in self.spawnCrow()})
}

func spawnCrow() {
    // do some spawning
}

或删除self并继续在函数中定义:

func yourMethod() {
    func spawnCrow() {

    }

    var spawn = SKAction.runBlock({() in spawnCrow()})
}

请注意,在两种情况下,您都可以实际删除所有() in

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