我正在使用Swift創建一個基本的宇宙飛船遊戲,並且一切都運行良好,直到我嘗試添加一個功能,其中每當用戶滑動時飛船升起。我添加了一個UISwipeGestureRecognizer並在我的GameViewController中將它與一個IBAction連接起來,然後我打算在我的GameScene中調用一個方法來使這個宇宙飛船向上移動。我的GameScene返回零,當我嘗試在GameViewController中使用它
import UIKit
import SpriteKit
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController: UIViewController {
let scene: GameScene!
@IBAction func swipeUp(sender: UISwipeGestureRecognizer){
scene.movePlaneUp()
}
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
let skView = self.view as SKView
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
override func shouldAutorotate() -> Bool {
return false
}
override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
一切編譯和但是應用程序運行,每當我試圖向上輕掃,我得到一個致命的錯誤:意外發現零,同時上線展開一個可選值
scene.movePlaneUp()
我明白髮生錯誤的原因是場景的值爲零,但是如何讓場景實際上具有GameScene的值?
這裏是我的代碼GameScene:
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let bg = SKSpriteNode(imageNamed: "Background")
bg.size = self.frame.size
bg.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
self.addChild(bg)
let sprite = SKSpriteNode(imageNamed: "Spaceship")
sprite.xScale = 0.6
sprite.yScale = 0.5
sprite.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMinY(self.frame)+CGRectGetMaxY(sprite.frame))
sprite.name = "spaceship"
self.addChild(sprite)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
var t = touches.allObjects[0]
let location = t.locationInNode(self)
let action = SKAction.moveToX(location.x, duration:0.1)
let n = self.childNodeWithName("spaceship")
n?.runAction(action)
let bullet = SKSpriteNode(imageNamed: "Spaceship")
bullet.xScale = 0.05
bullet.yScale = 0.05
bullet.position = CGPoint(x: location.x, y: 200+bullet.position.y)
bullet.runAction(SKAction.moveToY(1000, duration: 0.75))
self.addChild(bullet)
}
func movePlaneUp(){
let n = childNodeWithName("spaceship")
n?.removeAllActions()
let action = SKAction.moveBy(CGVector(dx: 0, dy: 100), duration: 1)
n?.runAction(action)
}
}