我正在使用本教程:https://www.raywenderlich.com/118225/introduction-sprite-kit-scene-editor
当我在Xcode中按下运行程序时,模拟器加载游戏并弹出显示游戏的第一帧但它被冻结。当我点击时,玩家精灵应该移动到我点击的位置,AI精灵应该尝试抓住玩家,但没有任何反应。点击不起作用,我试过让它静置一段时间,看它是否还没有完成加载或其他东西,但是也没有用。
到目前为止,该程序的所有代码都在这里:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
let playerSpeed: CGFloat = 150.0
let zombieSpeed: CGFloat = 75.0
var goal: SKSpriteNode?
var player: SKSpriteNode?
var zombies: [SKSpriteNode] = []
var lastTouch: CGPoint? = nil
override func didMoveToView(view: SKView) {
physicsWorld.contactDelegate = self
updateCamera()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
handleTouches(touches)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
handleTouches(touches)
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
handleTouches(touches)
}
private func handleTouches(touches: Set<UITouch>) {
for touch in touches {
let touchLocation = touch.locationInNode(self)
lastTouch = touchLocation
}
}
override func didSimulatePhysics() {
if let _ = player {
updatePlayer()
updateZombies()
}
}
private func shouldMove(currentPosition currentPosition: CGPoint, touchPosition: CGPoint) -> Bool {
return abs(currentPosition.x - touchPosition.x) > player!.frame.width / 2 ||
abs(currentPosition.y - touchPosition.y) > player!.frame.height/2
}
func updatePlayer() {
if let touch = lastTouch {
let currentPosition = player!.position
if shouldMove(currentPosition: currentPosition, touchPosition: touch) {
let angle = atan2(currentPosition.y - touch.y, currentPosition.x - touch.x) + CGFloat(M_PI)
let rotateAction = SKAction.rotateToAngle(angle + CGFloat(M_PI*0.5), duration: 0)
player!.runAction(rotateAction)
let velocotyX = playerSpeed * cos(angle)
let velocityY = playerSpeed * sin(angle)
let newVelocity = CGVector(dx: velocotyX, dy: velocityY)
player!.physicsBody!.velocity = newVelocity;
updateCamera()
} else {
player!.physicsBody!.resting = true
}
}
}
func updateCamera() {
if let camera = camera {
camera.position = CGPoint(x: player!.position.x, y: player!.position.y)
}
}
func updateZombies() {
let targetPosition = player!.position
for zombie in zombies {
let currentPosition = zombie.position
let angle = atan2(currentPosition.y - targetPosition.y, currentPosition.x - targetPosition.x) + CGFloat(M_PI)
let rotateAction = SKAction.rotateToAngle(angle + CGFloat(M_PI*0.5), duration: 0.0)
zombie.runAction(rotateAction)
let velocotyX = zombieSpeed * cos(angle)
let velocityY = zombieSpeed * sin(angle)
let newVelocity = CGVector(dx: velocotyX, dy: velocityY)
zombie.physicsBody!.velocity = newVelocity;
}
}
func didBeginContact(contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
if firstBody.categoryBitMask == player?.physicsBody?.categoryBitMask && secondBody.categoryBitMask == zombies[0].physicsBody?.categoryBitMask {
gameOver(false)
} else if firstBody.categoryBitMask == player?.physicsBody?.categoryBitMask && secondBody.categoryBitMask == goal?.physicsBody?.categoryBitMask {
gameOver(true)
}
player = self.childNodeWithName("player") as? SKSpriteNode
for child in self.children {
if child.name == "zombie" {
if let child = child as? SKSpriteNode {
zombies.append(child)
}
}
}
goal = self.childNodeWithName("goal") as? SKSpriteNode
}
private func gameOver(didWin: Bool) {
print("- - - Game Ended - - -")
let menuScene = MenuScene(size: self.size)
menuScene.soundToPlay = didWin ? "fear_win.mp3" : "fear_lose.mp3"
let transition = SKTransition.flipVerticalWithDuration(1.0)
menuScene.scaleMode = SKSceneScaleMode.AspectFill
self.scene!.view?.presentScene(menuScene, transition: transition)
}
}
程序中完成的其他事情,比如添加精灵等,都是在GameScene.sks中完成的,所以没有代码。
答案 0 :(得分:1)
您的设置代码位置错误。将其从didBeginContact
移至didMoveToView
:
player = self.childNodeWithName("player") as? SKSpriteNode
for child in self.children {
if child.name == "zombie" {
if let child = child as? SKSpriteNode {
zombies.append(child)
}
}
}
goal = self.childNodeWithName("goal") as? SKSpriteNode
至少我在将您的代码与教程中的示例项目进行比较时看到了差异。