我正在创建一个简单的游戏来学习如何在Swift中使用SKSpriteNodes动画。我的游戏中有一个英雄,它沿着位于屏幕中心的表面运行。英雄可以翻到顶部或底部以避免随机生成的管道。英雄的flip()方法在应用程序出于某种原因运行时会崩溃。我尽我所能重写了它,但它仍然崩溃了。如果有任何不合适的消息,请告诉我。
GameScene.swift
//
// GameScene.swift
// marioRunner
//
// Created by nick on 11/18/15.
// Copyright (c) 2015 Supreme Leader. All rights reserved.
//
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var movingGround: MLMovingGround!
var hero: MLHero!
var wallGenerator: MLWallGenerator!
var isStarted = false
override func didMoveToView(view: SKView) {
backgroundColor = UIColor(red: 159.0/255.0, green: 201.0/255.5, blue: 244.0/255.0, alpha: 1.0)
movingGround = MLMovingGround(size: CGSizeMake(view.frame.width, 20))
movingGround.position = CGPointMake(0, view.frame.size.height/2)
addChild(movingGround)
let hero = MLHero()
hero.position = CGPointMake(70, movingGround.position.y + movingGround.frame.size.height/2 + hero.frame.size.height/2)
self.addChild(hero)
wallGenerator = MLWallGenerator(color: UIColor.clearColor(), size: view.frame.size)
wallGenerator.position = view.center
addChild(wallGenerator)
physicsWorld.contactDelegate = self
}
func start() {
isStarted = true
movingGround.start()
wallGenerator.startGeneratingWallsEvery(1)
hero.flip()
}
func gameOver() {
hero.stop()
}
func didBeginContact(contact: SKPhysicsContact) {
//gameOver()
hero.body.color = UIColor.orangeColor()
print("HIT")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if isStarted == false{
start()
} else {
hero.flip()
}
}
override func update(currentTime: CFTimeInterval) {
}
}
MLHero.swift
//
// MLHero.swift
// marioRunner
//
// Created by nick on 12/7/15.
// Copyright © 2015 Supreme Leader. All rights reserved.
//
import Foundation
import SpriteKit
class MLHero: SKSpriteNode {
var body: SKSpriteNode!
var arm: SKSpriteNode!
var leftFoot: SKSpriteNode!
var rightFoot: SKSpriteNode!
var isUpsideDown = false
init() {
super.init(texture: nil, color: UIColor.clearColor(), size: CGSizeMake(32, 44))
loadPhysicsBodyWithSize(size)
body = SKSpriteNode(color:UIColor.redColor(), size: CGSizeMake(self.frame.size.width, 40))
body.position = CGPointMake(0, 2)
addChild(body)
let skinColor = UIColor(red:207.0/255.0, green:193.0/255.0, blue: 168.0/255.0, alpha: 1.0)
let face = SKSpriteNode(color: skinColor, size: CGSizeMake(self.frame.size.width, 2))
face.position = CGPointMake(0, 6)
body.addChild(face)
let eyeColor = UIColor.whiteColor()
let leftEye = SKSpriteNode(color: eyeColor, size: CGSizeMake(6,6))
let rightEye = leftEye.copy() as! SKSpriteNode
let pupil = SKSpriteNode(color: UIColor.blackColor(), size: CGSizeMake(3,3))
pupil.position = CGPointMake(2, 0)
leftEye.addChild(pupil)
rightEye.addChild(pupil.copy() as! SKSpriteNode)
leftEye.position = CGPointMake(-4, 0)
face.addChild(leftEye)
rightEye.position = CGPointMake(14, 0)
face.addChild(rightEye)
}
/*func performOneRunCycle() {
let up = SKAction.moveByX(0, y: 2, duration: 0.05)
let down = SKAction.moveByX(0, y: -2, duration: 0.05)
}*/
func loadPhysicsBodyWithSize(size: CGSize) {
physicsBody = SKPhysicsBody(rectangleOfSize: size)
physicsBody?.categoryBitMask = heroCategory
physicsBody?.contactTestBitMask = wallCategory
physicsBody?.affectedByGravity = false
}
func flip() {
isUpsideDown = !isUpsideDown
var scale: CGFloat
if isUpsideDown {
scale = -1.0
} else {
scale = 1.0
}
let translate = SKAction.moveByX(0, y: scale*(size.height + kMLGroundHeight), duration: 0.1)
let flip = SKAction.scaleYTo(scale, duration: 0.1)
runAction(translate)
runAction(flip)
}
func stop() {
//body.removeAllActions()
print("stopped")
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
这是我收到的崩溃报告:http://i.imgur.com/tyPiiVh.png
它详细说明了英雄对象是零。如果我正确地实例化它,我不确定它是如何可以为零。
如果您需要项目的其他/每个文件,如果这两个文件不够,请告诉我
感谢