在将代码添加到我的update(_ currentTime: TimeInterval)函数后,我的应用程序的代码继续崩溃。有没有更好的方式来表达我的代码,这样它就不会崩溃?
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,所以我不知道如何让这段代码更高效。如果您能帮忙,我们将不胜感激!
编辑:
速度非常慢,需要几分钟的时间来识别分数和球的位置。playerScore/comScore.text代码没有问题,在gamescene.sks中设置为0
发布于 2017-08-08 18:33:36
我认为问题出在playerScore.text或comScore.text可能是nil,当你试图强行解开它时,应用程序崩溃了。在代码中,您将为func gameBegin()中的comScore.text和playerScore.text赋值。但它在任何地方都不会被调用。尝试在didMoveto view函数中调用该函数。
发布于 2017-08-08 18:42:07
我想问题出在这条线上
Int(playerScore.text!)! and Int(comScore.text!)!相反,您必须像这样使用
Int(comScore.text?) ?? 0
Int(playerScore.text?) ?? 0发布于 2017-08-08 20:39:22
关于您的崩溃,您忘记了为playerScore和comScore赋值(您可以在didMove函数中调用您的函数gameBegin ),编译器可能会崩溃到下面这一行:
var comScoreInt: Int = Int(comScore.text!)!因为comScore文本为空。
我认为可以使用以下命令来更正函数pointCount():
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()
}
}
}只有当computerPaddle没有任何先前的"moveTo“执行时,此更正才会限制此操作的执行。
https://stackoverflow.com/questions/45565788
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