未观察到Overriden属性

时间:2016-03-11 20:21:49

标签: swift vector sprite-kit override

我正在创建一个游戏,我创建了一个SKScene子类,它应该作为其他子类的父级,用作级别。我初始化SKScene类的成员变量中某些块的位置和大小,类型为[CGPoint]。后来我定义了一个实际创建并将它们存储在[SKSpriteNode]类型的另一个成员变量aerialBlocks中的函数。

class GameScene: SKScene, SKPhysicsContactDelegate {
    var floatingBlockSize = [CGSize(width: 50.0, height: 10.0)]
    var floatingBlockPositions: [CGPoint] = [CGPointMake(130.0, 70.0)]

    func addPlatforms() {
        var temp = 0
        let holder = floatingBlockPositions
        for _ in floatingBlockPositions {
            floatingBlockPositions[temp].y = floatingBlockPositions[temp].y +  positionsForFirstBlock.y + (groundBlockSize.height / 2)
            let aerialBlock = SKSpriteNode(imageNamed: "aerialBlock")
            aerialBlock.size = floatingBlockSize[temp]
            aerialBlock.position = floatingBlockPositions[temp]
            print(aerialBlock.position)
            aerialBLockBody = SKPhysicsBody(rectangleOfSize: floatingBlockSize[temp])
            temp++
            aerialBlock.physicsBody = aerialBLockBody
            aerialBlock.physicsBody?.dynamic = false
            aerialBlock.physicsBody?.categoryBitMask = physicsBitMasks.aerialBlock
            aerialBlock.physicsBody?.contactTestBitMask = physicsBitMasks.player | physicsBitMasks.rollingEnemy | physicsBitMasks.walkingEnemy
            aerialBlock.physicsBody?.collisionBitMask = physicsBitMasks.player | physicsBitMasks.rollingEnemy | physicsBitMasks.walkingEnemy
            addChild(aerialBlock)
            aerialBlock.name = "aerialBlock" + String(temp)
            aerialBlocks.append(aerialBlock)
        }
        floatingBlockPositions = holder
    }
}

然后在子类中,我尝试覆盖两个矢量参数,同时改变存储的大小和值。

class StreetFight: GameScene {
override var floatingBlockSize: [CGSize] {
        get {
            return [CGSize(width: 50.0, height: 10.0), CGSize(width: 150.0, height: 10.0)]
        }
        set (newValue) {
            newValue
        }
    }
    override var floatingBlockPositions: [CGPoint] {
        get {
            return [CGPointMake(400.0, 70.0), CGPointMake(250.0, 95.0)]
        }
        set (newValue) {
            newValue
        }
    }
}

我依靠父addPlatforms()方法来解释这个新数据并相应地放置块/平台。然而,这些平台的位置远低于应有的位置。切换ViewController中显示的SKView,将一个平台正确放置在父类中。

0 个答案:

没有答案