我有两个在游戏开始时出现的矩形,但一旦开始,重力就会将它们拉下来。我在下面的单独的“Floor.swift”类中得到了代码。我还有一个“BitMaskCategories.swift”文件,其中包含以下信息。
let ballCategory : UInt32 = 0x1 << 1
let avoidCategory : UInt32 = 0x1 << 2
let floorCategory : UInt32 = 0x1 << 3
let pointCategory : UInt32 = 0x1 << 4
let lifeCategory : UInt32 = 0x1 << 5
这是我的“Floor.swift”课程
import Foundation
import SpriteKit
class Floor: SKNode {
override init() {
super.init()
let leftWall = SKSpriteNode(color: UIColor.brown, size: CGSize(width: 50, height: 300))
leftWall.position = CGPoint(x: 0, y: 100)
leftWall.physicsBody!.isDynamic = false
leftWall.physicsBody = SKPhysicsBody(rectangleOf: leftWall.size)
self.addChild(leftWall)
let rightWall = SKSpriteNode(color: UIColor.brown, size: CGSize(width: 50, height: 300))
rightWall.position = CGPoint(x: 100, y: 200)
rightWall.physicsBody!.isDynamic = false
rightWall.physicsBody = SKPhysicsBody(rectangleOf: rightWall.size)
self.addChild(rightWall)
// self.physicsBody?.affectedByGravity = false
// self.physicsBody?.isDynamic = false
// Set the bit mask properties
self.physicsBody?.categoryBitMask = balloonCategory
self.physicsBody?.contactTestBitMask = nailDropCategory | pointCategory | lifeCategory
//self.physicsBody?.collisionBitMask = balloonCategory
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemted")
}
}
为什么我会收到错误,“线程1:致命错误:在解开可选值时意外发现nil”但是当我使用“?”时代替 ”!”该应用程序工作,但矩形下降。我需要那条线,以便他们不要这样做,我甚至不知道这有多大意义。
答案 0 :(得分:3)
您正尝试分配:.isDynamic = false
在对象初始化之前,
你应该移动leftWall.physicsBody!.isDynamic = false
leftWall.physicsBody = SKPhysicsBody(rectangleOf: leftWall.size)
之后的
和rightWall.physicsBody!.isDynamic = false
相同,移动它
:rightWall.physicsBody = SKPhysicsBody(rectangleOf: rightWall.size)
所以你的代码可能是:
let leftWall = SKSpriteNode(color: UIColor.brown, size: CGSize(width: 50, height: 300))
leftWall.position = CGPoint(x: 0, y: 100)
leftWall.physicsBody = SKPhysicsBody(rectangleOf: leftWall.size)
leftWall.physicsBody!.isDynamic = false
self.addChild(leftWall)
let rightWall = SKSpriteNode(color: UIColor.brown, size: CGSize(width: 50, height: 300))
rightWall.position = CGPoint(x: 100, y: 200)
rightWall.physicsBody = SKPhysicsBody(rectangleOf: rightWall.size)
rightWall.physicsBody!.isDynamic = false
self.addChild(rightWall)