因此我在游戏过程中随机时间不断收到此错误,并且#34;致命错误:在解开可选值时意外发现nil"在我的小行星战斗游戏中。我会在这里发布代码,如果有人能帮我解决,我会很感激。如果您不了解任何可以问我的部分
import SpriteKit
import Darwin
struct PhysicsCatagory {
static let Asteroids : UInt32 = 1 //00000000000000000000000000000001
static let Bullet : UInt32 = 2 //0000000000000000000000000000010
static let Fighter : UInt32 = 3 //0000000000000000000000000000100
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var Score = Int()
var scoreLabel = UILabel()
var Fighter = SKSpriteNode(imageNamed: "Fighter")
override func didMoveToView(view: SKView) {
/* Setup your scene here */
physicsWorld.contactDelegate = self
Fighter.position = CGPointMake(self.size.width / 2, self.size.height / 7)
Fighter.physicsBody = SKPhysicsBody(rectangleOfSize: Fighter.size)
Fighter.physicsBody?.affectedByGravity = false
Fighter.physicsBody?.categoryBitMask = PhysicsCatagory.Fighter
Fighter.physicsBody?.contactTestBitMask = PhysicsCatagory.Asteroids
Fighter.physicsBody?.dynamic = false
var Timer = NSTimer.scheduledTimerWithTimeInterval(0.25, target: self, selector: Selector("spawnBullets"), userInfo: nil, repeats: true)
var asteriodsTimer = NSTimer.scheduledTimerWithTimeInterval(0.35 , target: self, selector: Selector("spawnAsteroids"), userInfo: nil, repeats: true)
var furiousAsteriodsTimer = NSTimer.scheduledTimerWithTimeInterval(0.9 , target: self, selector: Selector("spawnFuriousAsteroids"), userInfo: nil, repeats: true)
self.addChild(Fighter)
scoreLabel.text = "\(Score)"
scoreLabel = UILabel(frame: CGRect(x: 0, y: 0, width: 200, height: 40))
scoreLabel.backgroundColor = UIColor(red: 0.2, green: 0.2, blue: 0.2, alpha: 0.3)
scoreLabel.textColor = UIColor.whiteColor()
self.view?.addSubview(scoreLabel)
}
func didBeginContact(contact: SKPhysicsContact) {
let firstBody : SKPhysicsBody = contact.bodyA
let secondBody : SKPhysicsBody = contact.bodyB
if ((firstBody.categoryBitMask == PhysicsCatagory.Asteroids) && (secondBody.categoryBitMask == PhysicsCatagory.Bullet) || (firstBody.categoryBitMask == PhysicsCatagory.Bullet) && (secondBody.categoryBitMask == PhysicsCatagory.Asteroids)){
bulletHitAsteroids(firstBody.node as! SKSpriteNode, Bullet: secondBody.node as! SKSpriteNode)
}
}
func bulletHitAsteroids(Asteroids: SKSpriteNode, Bullet: SKSpriteNode){
Asteroids.removeFromParent()
Bullet.removeFromParent()
Score++
scoreLabel.text = "\(Score)"
}
func bulletHitFuriousAsteroids(FuriousAsteroids: SKSpriteNode, Bullet: SKSpriteNode){
FuriousAsteroids.removeFromParent()
Bullet.removeFromParent()
Score = Score + 2
scoreLabel.text = "\(Score)"
}
func spawnBullets(){
let Bullet = SKSpriteNode(imageNamed: "Bullet")
Bullet.zPosition = -5
Bullet.position = CGPointMake(Fighter.position.x, Fighter.position.y)
let action = SKAction.moveToY(self.size.height + 30, duration: 0.9)
let actionDone = SKAction.removeFromParent()
Bullet.runAction(SKAction.sequence([action, actionDone]))
Bullet.physicsBody = SKPhysicsBody(rectangleOfSize: Bullet.size)
Bullet.physicsBody?.categoryBitMask = PhysicsCatagory.Bullet
Bullet.physicsBody?.contactTestBitMask = PhysicsCatagory.Asteroids
Bullet.physicsBody?.affectedByGravity = false
Bullet.physicsBody?.dynamic = false
self.addChild(Bullet)
}
func spawnAsteroids(){
let Asteroids = SKSpriteNode(imageNamed: "Asteroid")
let minValue = self.size.width / 8
let maxValue = self.size.width - 20
let spawnPoint = UInt32(maxValue - minValue)
Asteroids.position = CGPoint(x: CGFloat(arc4random_uniform(spawnPoint)) , y: self.size.height)
Asteroids.physicsBody = SKPhysicsBody(rectangleOfSize: Asteroids.size)
Asteroids.physicsBody?.categoryBitMask = PhysicsCatagory.Asteroids
Asteroids.physicsBody?.contactTestBitMask = PhysicsCatagory.Bullet
Asteroids.physicsBody?.affectedByGravity = false
Asteroids.physicsBody?.dynamic = true
let action = SKAction.moveToY(-50, duration: 2.5)
let actionDone = SKAction.removeFromParent()
Asteroids.runAction(SKAction.sequence([action, actionDone]))
self.addChild(Asteroids)
}
func spawnFuriousAsteroids(){
let FuriousAsteroids = SKSpriteNode(imageNamed: "FuriousAsteroid")
let minValue = self.size.width / 8
let maxValue = self.size.width - 20
let spawnPoint = UInt32(maxValue - minValue)
FuriousAsteroids.position = CGPoint(x: CGFloat(arc4random_uniform(spawnPoint)) , y: self.size.height)
FuriousAsteroids.physicsBody = SKPhysicsBody(rectangleOfSize: FuriousAsteroids.size)
FuriousAsteroids.physicsBody?.categoryBitMask = PhysicsCatagory.Asteroids
FuriousAsteroids.physicsBody?.contactTestBitMask = PhysicsCatagory.Bullet
FuriousAsteroids.physicsBody?.affectedByGravity = false
FuriousAsteroids.physicsBody?.dynamic = true
let action = SKAction.moveToY(-50, duration: 1.5)
let actionDone = SKAction.removeFromParent()
FuriousAsteroids.runAction(SKAction.sequence([action, actionDone]))
self.addChild(FuriousAsteroids)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
Fighter.position.x = location.x
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
Fighter.position.x = location.x
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
答案 0 :(得分:0)
它崩溃了,因为其中一个实体没有它的节点。发生崩溃时,请尝试在调试器控制台中输入类似的内容:
po firstBody.node
或po secondBody.node
。其中一个将是nil
。
如果您的示例中有两个以上的实体进行接触,则会发生这种情况,您可能会遇到子弹和两个小行星可能同时处于联系状态的情况。因为SpriteKit当时只能检查两个物体之间的接触,所以会发生这样的事情:
didBeginContact
时传入两个物理实体(子弹和第一个星体)然后,因为发生了更多的联系
didBeginContact
,但其中一个物理实体再次是子弹的物理实体。另一个身体,就是愤怒的小行星。 在您的didBeginContact
方法中,解决方案会是这样的:
if let firstNode = firstBody.node as? SKSpriteNode, let secondNode = secondBody.node as? SKSpriteNode {
bulletHitAsteroids(firstNode, Bullet: secondNode)
}
这样,一枚子弹只能摧毁一颗小行星。我猜你想要什么,毕竟有什么意义。