我在类中定义了一个SKTextures数组:
def matrixMul(A, B):
TB = zip(*B)
return [[sum(ea*eb for ea,eb in zip(a,b)) for b in TB] for a in A]
def pivotize(m):
#Creates the pivoting matrix for m.
n = len(m)
ID = [[float(i == j) for i in range(n)] for j in range(n)]
for j in range(n):
row = max(range(j, n), key=lambda i: abs(m[i][j]))
if j != row:
ID[j], ID[row] = ID[row], ID[j]
return ID
def lu(A):
#Decomposes a nxn matrix A by PA=LU and returns L, U and P.
n = len(A)
L = [[0.0] * n for i in range(n)]
U = [[0.0] * n for i in range(n)]
P = pivotize(A)
A2 = matrixMul(P, A)
for j in range(n):
L[j][j] = 1.0
for i in range(j+1):
s1 = sum(U[k][j] * L[i][k] for k in range(i))
U[i][j] = A2[i][j] - s1
for i in range(j, n):
s2 = sum(U[k][j] * L[i][k] for k in range(j))
L[i][j] = (A2[i][j] - s2) / U[j][j]
return (L)
A = np.array([[1,1,3],[5,3,1],[2,3,1]])
b = np.array([2,3,-1])
print('LU factorization: ', lu(A))
A = np.array([[1,1,3],[5,3,1],[2,3,1]])
b = np.array([2,3,-1])
print('Internal solver : ', np.linalg.solve(A,b))
然后我在同一个类中有一个函数返回该数组的元素:
var walking: Array<SKTexture> = []
我在代码的另一部分使用该函数,以便为我的角色设置动画:
func running() -> SKTexture{
self.counter_run += self.counter_run
if (self.counter_run >= 2){
self.counter_run = 0
}
return self.walking[counter_run]
}
但是我收到了这个错误:
override func update(_ currentTime: TimeInterval) {
player.texture = koopa.walking()
}
答案 0 :(得分:2)
您正尝试将数组function Entry(props) {
return (
<div>
<h3>{props.name}</h3>
</div>
);
}
class App extends Component {
RenderEntry(id) {
const data = request(id);
console.log(request(id)); // undefined
console.log(data); // undefined
return <Entry name={data.name}/>
}
render() {
return (
this.RenderEntry(8000)
);
}
}
function request(id) {
const base = 'https://url.com/'
const request = new XMLHttpRequest();
request.open('GET', base + id, true);
request.onload = function() {
if (this.status >= 200 && this.status < 400) {
// Success!
const data = JSON.parse(this.response);
// console.log(data);
return data;
} else {
console.log('We reached our target server, but it returned an error!');
}
};
request.onerror = function() {
console.log('There was a connection error of some sort');
};
request.send();
}
分配给节点纹理,类型为walking
。
根据您要实现的目标,为节点设置一个SKTexture
纹理:
walking
或使用动作:
player.texture = walking[counter_run]
编辑: 您的方法的纹理动画取决于您可能不想要的帧速率。因此我建议使用后者。