所以,我正在创建一个游戏,我正在尝试为英雄编码物理边界,所以他不会只是在发射lol时落在地板上,所以我实现了我的场景,我正在尝试创建一个alpha掩码纹理物理体在我的“desertForeground”上,我没有得到任何错误,但它不断崩溃,我得到这个错误,调试并没有告诉我太多,它只是基本上说无效指令但不告诉我为什么是错的。 任何人都可以帮助我吗?我很擅长快速编写物理机构
import SpriteKit
enum BodyType:UInt32 {
case hero = 01
case bullet1 = 010
case enemy1 = 0100
case enemy2 = 01000
case enemy3 = 010000
case desertForegroundCase = 02
}
class GameScene: SKScene, SKPhysicsContactDelegate {
let desertBackground = SKSpriteNode (imageNamed: "RZ-
DesertBackground.png")
let desertForeground = SKSpriteNode (imageNamed: "RZ-
DesertForeground.png")
let desertgully = SKSpriteNode (imageNamed: "RZ-DesertGully.png")
override func didMoveToView(view: SKView) {
CreateScene()
}
func CreateScene (){
desertForeground.position = CGPoint(x: 570 , y: 102)
desertForeground.size = CGSize (width: 1136, height: 200)
desertForeground.zPosition = 1
let desertForegroundTexture = SKTexture()
let desertForegroundBody = SKPhysicsBody(texture:
desertForegroundTexture, size: CGSize(width: 1136, height: 200))
desertForeground.texture = desertForegroundTexture
desertForegroundBody.dynamic = true
desertForegroundBody.affectedByGravity = false
desertForegroundBody.allowsRotation = false
desertForegroundBody.categoryBitMask =
BodyType.desertForegroundCase.rawValue
desertForegroundBody.contactTestBitMask = BodyType.enemy1.rawValue
| BodyType.enemy2.rawValue | BodyType.enemy3.rawValue |
BodyType.soldierL.rawValue | BodyType.soldierT.rawValue
desertForeground.physicsBody = desertForegroundBody
}
}
答案 0 :(得分:1)
问题在于如何填充desertForegroundTexture
。
替换此
let desertForegroundTexture = SKTexture()
用这个
let desertForegroundTexture = SKTexture(imageNamed: "YOUR_IMAGE_NAME")
答案 1 :(得分:0)
当您尝试从空纹理创建physicBody
时出现问题:
/**
Creates a body from the alpha values in the supplied texture.
@param texture the texture to be interpreted
@param size of the generated physics body
*/
@available(iOS 8.0, *)
public /*not inherited*/ init(texture: SKTexture, size: CGSize)
事实上,例如,如果您尝试创建这样的SKSpriteNode
,则不会发生这种情况:
let desertForegroundTexture = SKTexture()
desertForeground = SKSpriteNode(texture: desertForegroundTexture, size:CGSize(width: 1136, height: 200))