首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >线程1: Signal SIGABRT sprite套件

线程1: Signal SIGABRT sprite套件
EN

Stack Overflow用户
提问于 2016-06-25 17:13:15
回答 1查看 96关注 0票数 0

我正在尝试在x方向上生成多个节点,然后在y方向上作为一个单元生成它们。我在x方向上生成了节点。我创建了一个包含在x方向上移动的节点的父节点,并尝试在y方向上移动父节点。我在AppDelegate中一直得到“Thread1: Signal SIGABRT”。这是正确的方法吗?

这是我到目前为止所知道的:

代码语言:javascript
复制
     func addCloud() {
    var i = arc4random_uniform(2)
  // RandomCloud
    Cloud = SKSpriteNode(imageNamed: "Cloud\(i)")

    // Position
     Cloud.size = CGSize(width: self.size.width/3.5, height: self.size.height/12)
    Cloud.position = CGPointMake(self.frame.size.width*0.1 , self.frame.size.height*0.65)

    var radius = CGFloat(Cloud.size.width/2)
    Cloud.physicsBody = SKPhysicsBody(circleOfRadius: radius)
    Cloud.physicsBody?.categoryBitMask = PhysicsCategory.Cloud
    Cloud.physicsBody?.collisionBitMask = PhysicsCategory.character
    Cloud.physicsBody?.contactTestBitMask = PhysicsCategory.character
    Cloud.physicsBody?.dynamic = false
    Cloud.physicsBody?.affectedByGravity = false
     Cloud.zPosition = 4
     allCloud.addChild(Cloud)
    Cloud.runAction(move) }

    func add1(){
    var i = arc4random_uniform(2)
    Cloud1 = SKSpriteNode(imageNamed: "Cloud\(i)")
    Cloud1.position = CGPointMake(self.frame.size.width*0.5 , self.frame.size.height*0.65)
    Cloud1.size = CGSize(width: self.size.width/3.5, height: self.size.height/12)
   Cloud1.zPosition = 4
    var radius = CGFloat(Cloud1.size.width/2)
    Cloud1.physicsBody = SKPhysicsBody(circleOfRadius: radius)
    Cloud1.physicsBody?.categoryBitMask = PhysicsCategory.Cloud
    Cloud1.physicsBody?.collisionBitMask = PhysicsCategory.character
    Cloud1.physicsBody?.contactTestBitMask = PhysicsCategory.character
    Cloud1.physicsBody?.dynamic = false
    Cloud1.physicsBody?.affectedByGravity = false
     allCloud.addChild(Cloud1)
    Cloud1.runAction(move1)}
     func add2(){
    var i = arc4random_uniform(2)
    Cloud2 = SKSpriteNode(imageNamed: "Cloud\(i)")
    Cloud2.position = CGPointMake(self.frame.size.width*0.9 , self.frame.size.height*0.65)
    Cloud2.size = CGSize(width: self.size.width/3.5, height: self.size.height/12)
    Cloud2.zPosition = 4
    var radius = CGFloat(Cloud2.size.width/2)
    Cloud2.physicsBody = SKPhysicsBody(circleOfRadius: radius)
    Cloud2.physicsBody?.categoryBitMask = PhysicsCategory.Cloud
    Cloud2.physicsBody?.collisionBitMask = PhysicsCategory.character
    Cloud2.physicsBody?.contactTestBitMask = PhysicsCategory.character
    Cloud2.physicsBody?.dynamic = false
    Cloud2.physicsBody?.affectedByGravity = false
     allCloud.addChild(Cloud2)
    Cloud2.runAction(move2)


}

func add3() {
    var i = arc4random_uniform(2)
    Cloud3 = SKSpriteNode(imageNamed: "Cloud\(i)")
    Cloud3.position = CGPointMake(self.frame.size.width + Cloud3.size.width/2 , self.frame.size.height*0.65)
    Cloud3.size = CGSize(width: self.size.width/3.5, height: self.size.height/12)
    Cloud3.zPosition = 4
    var radius = CGFloat(Cloud3.size.width/2)
    Cloud3.physicsBody = SKPhysicsBody(circleOfRadius: radius)
    Cloud3.physicsBody?.categoryBitMask = PhysicsCategory.Cloud
    Cloud3.physicsBody?.collisionBitMask = PhysicsCategory.character
    Cloud3.physicsBody?.contactTestBitMask = PhysicsCategory.character
    Cloud3.physicsBody?.dynamic = false
    Cloud3.physicsBody?.affectedByGravity = false
    allCloud.addChild(Cloud3)
    Cloud3.runAction(move3)


}
func add4() {
    var i = arc4random_uniform(2)
    Cloud4 = SKSpriteNode(imageNamed: "Cloud\(i)")
    Cloud4.position = CGPointMake(self.frame.size.width + Cloud4.size.width/2 , self.frame.size.height*0.65)
    Cloud4.size = CGSize(width: self.size.width/3.5, height: self.size.height/12)
   Cloud4.zPosition = 4
    var radius = CGFloat(Cloud4.size.width/2)
    Cloud4.physicsBody = SKPhysicsBody(circleOfRadius: radius)
    Cloud4.physicsBody?.categoryBitMask = PhysicsCategory.Cloud
    Cloud4.physicsBody?.collisionBitMask = PhysicsCategory.character
    Cloud4.physicsBody?.contactTestBitMask = PhysicsCategory.character
    Cloud4.physicsBody?.dynamic = false
    Cloud4.physicsBody?.affectedByGravity = false
    allCloud.addChild(Cloud4)

    Cloud4.runAction(move4)


}
func add5() {
    var i = arc4random_uniform(2)
    Cloud5 = SKSpriteNode(imageNamed: "Cloud\(i)")
    Cloud5.position = CGPointMake(self.frame.size.width + Cloud5.size.width/2 , self.frame.size.height*0.65)
   Cloud5.size = CGSize(width: self.size.width/3.5, height: self.size.height/12)
    Cloud5.zPosition = 4
    var radius = CGFloat(Cloud5.size.width/2)
    Cloud5.physicsBody = SKPhysicsBody(circleOfRadius: radius)
    Cloud5.physicsBody?.categoryBitMask = PhysicsCategory.Cloud
    Cloud5.physicsBody?.collisionBitMask = PhysicsCategory.character
    Cloud5.physicsBody?.contactTestBitMask = PhysicsCategory.character
    Cloud5.physicsBody?.dynamic = false
    Cloud5.physicsBody?.affectedByGravity = false
    allCloud.addChild(Cloud5)
    Cloud5.runAction(move5)

}

func add6() {
    var i = arc4random_uniform(2)
   Cloud6 = SKSpriteNode(imageNamed: "Cloud\(i)")
    Cloud6.position = CGPointMake(self.frame.size.width + Cloud6.size.width/2 , self.frame.size.height*0.65)
    Cloud6.size = CGSize(width: self.size.width/3.5, height: self.size.height/12)
    Cloud6.zPosition = 4
    var radius = CGFloat(Cloud6.size.width/2)
    Cloud6.physicsBody = SKPhysicsBody(circleOfRadius: radius)
    Cloud6.physicsBody?.categoryBitMask = PhysicsCategory.Cloud
    Cloud6.physicsBody?.collisionBitMask = PhysicsCategory.character
    Cloud6.physicsBody?.contactTestBitMask = PhysicsCategory.character
    Cloud6.physicsBody?.dynamic = false
    Cloud6.physicsBody?.affectedByGravity = false
    Cloud6.runAction(move6)
     allCloud.addChild(Cloud6)
}

func addall (){

self.addChild(allCloud)
    allCloud.runAction(move7)
}
func spawnCloudX() {


    var remove = SKAction.runBlock({self.allCloud.removeFromParent()})



    var distance = CGFloat(self.frame.size.width + Cloud.size.width/2)
    var distance1 = CGFloat(self.frame.size.width + Cloud1.size.width/2)
     var distance2 = CGFloat(self.frame.size.width + Cloud2.size.width/2)
     var distance3 = CGFloat(self.frame.size.width + Cloud3.size.width/2)
     var distance4 = CGFloat(self.frame.size.width + Cloud4.size.width/2)
     var distance5 = CGFloat(self.frame.size.width + Cloud5.size.width/2)
     var distance6 = CGFloat(self.frame.size.width + Cloud6.size.width/2)



    var add:SKAction = SKAction.runBlock({
        () in
        self.addCloud()})
    var add1:SKAction = SKAction.runBlock({
        () in
        self.add1()})
    var add2:SKAction = SKAction.runBlock({
        () in
        self.add2()})
    var add3:SKAction = SKAction.runBlock({
        () in
        self.add3()})
    var add4:SKAction = SKAction.runBlock({
        () in
        self.add4()})
    var add5:SKAction = SKAction.runBlock({
        () in
        self.add5()})
    var add6:SKAction = SKAction.runBlock({
        () in
        self.add6})

    var removea = SKAction.removeFromParent()


    var movex = SKAction.moveToX(-distance, duration: 5)
    var movex1 = SKAction.moveToX(-distance1, duration: 6.5)
    var movex2 = SKAction.moveToX(-distance2, duration: 8)
    var movex3 = SKAction.moveToX(-distance3, duration: 10)
    var movex4 = SKAction.moveToX(-distance4, duration: 10)
    var movex5 = SKAction.moveToX(-distance5, duration: 10)
    var movex6 = SKAction.moveToX(-distance6, duration: 10)



    var delay = SKAction.waitForDuration(2)
   var spawn = SKAction.sequence([add3,delay,add4,delay,add5,delay,add6])
    self.runAction(add)
    self.runAction(add1)
    self.runAction(add2)
    var spawnforever = SKAction.repeatActionForever(spawn)
    self.runAction(spawnforever)


    move = SKAction.sequence([movex,removea])
    move1 = SKAction.sequence([movex1,removea])
    move2 = SKAction.sequence([movex2,removea])
    move3 = SKAction.sequence([movex3,removea])
    move4 = SKAction.sequence([movex4,removea])
    move5 = SKAction.sequence([movex5,removea])
    move6 = SKAction.sequence([movex6,removea])

            var distance7 = CGFloat(self.frame.size.height + allCloud.size.height/2)
    var movey7 = SKAction.moveToY(distance7, duration: 5)

    var addall: SKAction = SKAction.runBlock({
        () in
        self.addall() })
    var delayY = SKAction.waitForDuration(1)
    var spawnY = SKAction.sequence([addall,delayY])
    var spawnYforever = SKAction.repeatAction(spawnY, count: 2)
    move7 = SKAction.sequence([movey7,removea])

    self.runAction(spawnYforever)


}

抱歉,代码太长了。谢谢,

EN

回答 1

Stack Overflow用户

发布于 2016-06-26 09:54:56

试试这段代码,看看它是否适合你。

代码语言:javascript
复制
spawnClouds()

func createCloud() -> SKSpriteNode {

    let i = arc4random_uniform(2) + 1
    let randomPos = arc4random_uniform(200)

    let cloud = SKSpriteNode(imageNamed: "cloud\(i)")
    cloud.position = CGPointMake(self.size.width + cloud.size.width / 2 - CGFloat(50 + randomPos) , self.size.height * 0.65 - CGFloat(50 + randomPos))
    cloud.zPosition = 4000
    let radius = CGFloat(cloud.size.width / 2)
    cloud.physicsBody = SKPhysicsBody(circleOfRadius: radius)
    cloud.physicsBody?.categoryBitMask = PhysicsCategory.Cloud
    cloud.physicsBody?.collisionBitMask = PhysicsCategory.Hero
    cloud.physicsBody?.contactTestBitMask = PhysicsCategory.Hero
    cloud.physicsBody?.dynamic = false
    cloud.physicsBody?.affectedByGravity = false
    addChild(cloud)

    return cloud
}

func spawnClouds() {

    for _ in 0..<5 {

        let addAndMoveCloud = SKAction.runBlock({
            let randomDuration = CGFloat(arc4random_uniform(2)) / 5 + 10
            let cloud = self.createCloud()
            cloud.runAction(SKAction.moveTo(CGPoint(x: -cloud.size.width, y: self.size.height + cloud.size.height), duration: NSTimeInterval(randomDuration)), completion: { cloud.removeFromParent()
            })
        })

        let delay = SKAction.waitForDuration(2)
        let spawnClouds = SKAction.sequence([addAndMoveCloud, delay])

        runAction(SKAction.repeatActionForever(spawnClouds))
    }
}
票数 0
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/38026839

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档