Swift代码崩溃而无法正常工作

时间:2017-08-08 10:24:54

标签: swift function sprite-kit

将代码添加到我的update(_ currentTime: TimeInterval)函数后,我的应用程序代码继续崩溃。有没有更好的方式表达我的代码,所以它不会崩溃?

import SpriteKit
import GameplayKit

class GameScene: SKScene {

var startScreen = SKSpriteNode()
var Ball = SKSpriteNode()
var playerPaddle = SKSpriteNode()
var computerPaddle = SKSpriteNode()
var playerScore = SKLabelNode()
var comScore = SKLabelNode()

override func didMove(to view: SKView) {

    startScreen = childNode(withName: "startScreen") as! SKSpriteNode
    Ball = childNode(withName: "Ball") as! SKSpriteNode
    playerPaddle = childNode(withName: "playerPaddle") as! SKSpriteNode
    computerPaddle = childNode(withName: "computerPaddle") as! SKSpriteNode
    playerScore = childNode(withName: "playerScore") as! SKLabelNode
    comScore = childNode(withName: "comScore") as! SKLabelNode

    let bodyBorder = SKPhysicsBody(edgeLoopFrom: self.frame)
    bodyBorder.friction = 0
    bodyBorder.restitution = 1
    self.physicsBody = bodyBorder

    Ball.physicsBody?.applyImpulse(CGVector(dx:20, dy:10))
}

func gameBegin() {
    playerScore.text = String(0)
    comScore.text = String(0)
}

func playerPoint() {
    var comScoreInt: Int = Int(comScore.text!)!
    comScoreInt += 1
    comScore.text = String(comScoreInt)
    Ball.position = (CGPoint(x:0, y:0))
    Ball.physicsBody?.applyImpulse(CGVector(dx:-20,dy:-10))
}

func comPoint() {
    var playerScoreInt: Int = Int(playerScore.text!)!
    playerScoreInt += 1
    playerScore.text = String(playerScoreInt)
    Ball.physicsBody?.applyImpulse(CGVector(dx:20,dy:10))
    Ball.position = (CGPoint(x:0, y:0))

}

func pointCount() {
    computerPaddle.run(SKAction.moveTo(y: Ball.position.y, duration: 0.5))
    if Ball.position.x <= playerPaddle.position.x - 42 {
        playerPoint()
    } else if Ball.position.x >= computerPaddle.position.x + 42 {
        comPoint()
    }

}

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {
        let location = touch.location(in: self)

        playerPaddle.run(SKAction.moveTo(y: location.y, duration: 0.1))
    }
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    for touch in touches {
        let location = touch.location(in: self)

        playerPaddle.run(SKAction.moveTo(y: location.y, duration: 0))
    }
}


override func update(_ currentTime: TimeInterval) {
   pointCount()
}
}

我是SpriteKit的新手,所以我不知道如何提高这段代码的效率。非常感谢帮助!

编辑:

速度非常慢,可以通过几分钟来识别得分和球的位置。 playerScore / comScore.text代码没有任何问题,在gamescene.sks中设置为0

3 个答案:

答案 0 :(得分:0)

我认为问题是playerScore.textcomScore.text可能是nil,当您尝试强制解包时,应用会崩溃。在代码中,您要为comScore.text中的playerScore.textfunc gameBegin()分配值。但它并没有被称为任何地方。尝试调用该函数可能是didMoveto view函数。

答案 1 :(得分:0)

我认为问题在于铸造这条线

Int(playerScore.text!)! and Int(comScore.text!)!

相反,你必须像这样使用

Int(comScore.text?) ?? 0
Int(playerScore.text?) ?? 0

答案 2 :(得分:0)

关于您的崩溃,您忘记为playerScorecomScore提供值(您可以在gameBegin函数内调用函数didMove)并且编译器可能会崩溃到线:

var comScoreInt: Int = Int(comScore.text!)!

因为comScore文字为空。

我认为函数pointCount()可以通过以下方式更正:

func pointCount() {
        if computerPaddle.action(forKey: "moveTo") == nil {
            computerPaddle.run(SKAction.moveTo(y: Ball.position.y, duration: 0.5), withKey:"moveTo")
            if Ball.position.x <= playerPaddle.position.x - 42 {
                playerPoint()
            } else if Ball.position.x >= computerPaddle.position.x + 42 {
                comPoint()
            }
        }
    }

此更正仅在computerPaddle没有任何先前的“ moveTo ”执行时才限制此操作的执行..