相关代码:
导入SpriteKit
类GameScene:SKScene {
//1
let warrior = SKSpriteNode(imageNamed: "warr")
var healthBoss = SKLabelNode(text: "Boss HP: 25")
override func didMove(to view: SKView){
gameScene = self
//2
setupLayers()
spawnWarr(at: warriorposition)
spawnBoss(at: bossposition)
setupLabels()
backgroundColor = SKColor.blue
}
func setupLayers() {
objectsLayer = SKNode()
objectsLayer.name = "Objects Layer"
addChild(objectsLayer)
}
func spawnWarr(at: CGPoint) {
let newWarr = warriorclass()
newWarr.position = at
self.addChild(newWarr)
}
func spawnBoss(at: CGPoint) {
let newBoss = bossclass()
newBoss.position = at
self.addChild(newBoss)
}
func setupLabels() {
healthBoss.position = CGPoint(x: size.width * 0.5, y: size.height * 0.1)
healthBoss.fontColor = whiteColor
healthBoss.fontName = "Copperplate"
healthBoss.text = "Boss HP: \(spawnedBoss.health)"
\具体在这里使用(spawnedBoss.health)是我得到的地方“exc_bad_instruction(code = exc_i386_invop subcode = 0x0)”
healthBoss.fontSize = 22
healthBoss.zPosition = layers.uistuff
objectsLayer.addChild(healthBoss)
}
bossclass.swift文件 -
导入UIKit 导入SpriteKit
class bossclass:character,pTargetable {
var health = 25
var maxhealth = 25
override init() {
super.init()
scorePoints = 5
let texture = texturesBoss
let xSize = texture.size().width*bossscale
let ySize = texture.size().height*bossscale
let size = CGSize(width: xSize, height: ySize)
self.name = "boss"
let top = SKSpriteNode (texture: texture, size: size)
top.zPosition = layers.raiders
top.color = SKColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
top.colorBlendFactor = 1.0
self.addChild(top)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func takeDamage(damage: Int) {
health -= damage
print("You lost \(damage) hit points")
if health <= 0 {
die()
print("You are dead now")
}
}
}
global.swift文件包括: var spawnedBoss:bossclass!
和协议:
协议pTargetable {
var health: Int { get set }
func takeDamage(damage: Int)
}
所以我能看到的问题是没有问题。我想也许在我催生老板之前我引用了老板的健康状况,但看着代码看起来并不是那样。也许有一个更容易的解决方案,让老板健康栏更新损坏?
任何帮助将不胜感激。谢谢。
答案 0 :(得分:0)
当你写道:
var spawnedBoss: bossclass!
你向Swift承诺,如果它是零并且它不应该强迫你检查,你永远不会尝试使用spawnedBoss。
然后你写道:
healthBoss.text = "Boss HP: \(spawnedBoss.health)"
此时spawnedBoss
可能是零。
所以,我会改变:
var spawnedBoss: bossclass!
到
var spawnedBoss: bossclass?
然后添加所有正确的nil检查以清除您将获得的编译器错误。当你清除它们时(不是用!,而是使用if let
或??),那么你可以确定只有当它不是零时才使用spawnedBoss。