我在这里使用了一个名为Enemy
的子类,它继承自SKShapeNode
,这里的问题是当我检查bullet
和enemy
之间的碰撞时,我抓住敌人&# 39; s health
它说found nil while unwrapping
。
这是我的代码:
private func drawEnemy() {
let (color, edge) = randomColorandEdge()
let nextEnemyPosition = determineNextEnemyPosition(edge: Int(edge))
let enemyPosition = spawnAtRandomPosition(edge: nextEnemyPosition)
let enemyCircle = Enemy(scene: self, color: color, radius: globalRadius, position: enemyPosition)
let enemy = enemyCircle.drawEnemy()
world.addChild(enemy)
numberOfEnemies += 1
enemy.name = String(numberOfEnemies)
runToCenter(enemy: enemy)
}
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyB.categoryBitMask == bodyType.bullet.rawValue) && (contact.bodyA.categoryBitMask == bodyType.enemy.rawValue) {
let hitter = contact.bodyB.node as? SKShapeNode
let enemy = contact.bodyA.node as? Enemy
hitter?.removeFromParent()
let health = enemy?.getHealth()
if health! > 0 {
enemy?.setHealth(amount: health! - 1)
}else {
enemy?.removeFromParent()
}
}
}
这是我的Enemy
课程:
class Enemy: SKShapeNode {
private var health: Int = 5
private var color: SKColor!
private var radius: CGFloat!
private var s: SKScene!
private var pos: CGPoint!
private var enemy: SKShapeNode!
init(scene: SKScene, color: SKColor, radius: CGFloat, position: CGPoint) {
self.color = color
self.radius = radius
self.health = 5
self.s = scene
self.pos = position
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setHealth(amount: Int) {
self.health = amount
}
func getHealth() -> Int {
return self.health
}
func drawEnemy() -> SKShapeNode {
enemy = SKShapeNode(circleOfRadius: radius)
enemy.fillColor = color
enemy.glowWidth = 0.5
enemy.strokeColor = color
enemy.physicsBody = SKPhysicsBody(circleOfRadius: radius)
enemy.physicsBody?.affectedByGravity = false
enemy.physicsBody?.isDynamic = true
enemy.physicsBody?.collisionBitMask = GameScene.bodyType.player.rawValue
enemy.physicsBody?.categoryBitMask = GameScene.bodyType.enemy.rawValue
enemy.physicsBody?.contactTestBitMask = GameScene.bodyType.player.rawValue
enemy.physicsBody?.usesPreciseCollisionDetection = true
enemy.position = pos
return enemy
}
}
当我在health
函数
0
是否比didBegin
更重要时,会出现错误
答案 0 :(得分:4)
您没有正确地进行子类化,您将Enemy对象用作工厂和实例,将2分开。
厂:
public class EnemyFactory
{
public func createEnemy(color: SKColor, radius: CGFloat, position: CGPoint) -> Enemy{
let enemy = Enemy(circleOfRadius: radius)
enemy.setup(color:color, radius: radius, position: position)
return enemy
}
}
实例类:
public class Enemy: SKShapeNode {
static let Factory = EnemyFactory()
public var health: Int = 5
func setup (color: SKColor, radius: CGFloat, position: CGPoint) {
self.position = position
fillColor = color
glowWidth = 0.5
self.health = 5
strokeColor = color
let physicsBody = SKPhysicsBody(circleOfRadius: radius)
physicsBody.affectedByGravity = false
physicsBody.isDynamic = true
physicsBody.collisionBitMask = GameScene.bodyType.player.rawValue
physicsBody.categoryBitMask = GameScene.bodyType.enemy.rawValue
physicsBody.contactTestBitMask = GameScene.bodyType.player.rawValue
physicsBody.usesPreciseCollisionDetection = true
self.physicsBody = physicsBody
}
override init(){
super.init()
}
required public init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
我采取了一些自由:我删除了局部冗余变量,如颜色和场景,你可以直接从对象中获取这些,不需要另外一个变量来保存它们。你也不需要getter和setter,Swift已经为你做了这件事。