Für ein Puzzle-Spiel-Projekt auf iOS, ich versuche, die SKSpriteNode Klasse von SpriteKit mit dem folgenden Code Unterklasse:ios - Swift 2.2 - SpriteKit - sublassing SKSpriteNode Klasse
class SKPuzzle: SKSpriteNode {
var name2:String = "";
}
ich andere Variablen in SKSpriteNode hinzufügen müssen wie ein anderer Name (name2) in diesem Fall. Hier ist die Verwendung I der Klasse in einem Klassentyp SKScene gemacht:
class GameScene: SKScene {
let background = SKSpriteNode(imageNamed: "BW")
var selectedNode = SKPuzzle()
override init(size: CGSize) {
super.init(size: size)
let imageNames = [sheet.Puzzle13() , sheet.Puzzle19(),sheet.Puzzle30(),
sheet.Puzzle11(), sheet.Puzzle29(), sheet.Puzzle35() ]
for i in 0..<imageNames.count {
let imageName = imageNames[i]
let sprite = SKPuzzle(texture: imageName)
sprite.name = kAnimalNodeName
sprite.name2 = "\(i)"
let offsetFraction = (CGFloat(i) + 1.0)/(CGFloat(imageNames.count) + 1.0)
sprite.position = CGPoint(x: size.width * offsetFraction, y: size.height/2)
sprite.zPosition = 1
background.addChild(sprite)
}
}
Ich habe das Sprite-Objekt aus der Unterklasse SKPuzzle weicht die neue Variable name2 enthält.
sprite.name2 = "\(i)"
Das Problem, das ich habe, ist die Variable selectedNode (erstellt mit)
var selectedNode = SKPuzzle()
später im Programm verwendet werden, enthält immer ein Nullwert für die Datennamen und name2. Wenn ich auf dem Puzzle Teilen des Spiels, bekomme ich folgende Fehlermeldung:
fatale Fehler: unexpectly Null gefunden, während einen optionalen Wert in der folgenden Funktion auspackt:
func panForTranslation(translation : CGPoint) {
let position = selectedNode.position
if selectedNode.name! == kAnimalNodeName {
selectedNode.position = CGPoint(x: position.x + translation.x * 2, y: position.y + translation.y * 2)
}
}
selectedNode scheint, die nur Null-Werte . Der Code funktioniert gut, wenn ich nur den SKSpriteNode benutze, aber mit meiner SKPuzzle-Klasse versagt habe.
Hier wird der gesamte Code des Programms ist:
import SpriteKit
import UIKit
private let kAnimalNodeName = "puzzle"
private let kdancing = "dancing"
class SKPuzzle: SKSpriteNode {
var name2:String = "";
}
class GameScene: SKScene {
let background = SKSpriteNode(imageNamed: "BW")
var selectedNode = SKPuzzle()
var selectedVideo = SKVideoNode()
override init(size: CGSize) {
super.init(size: size)
// 1
self.background.name = kdancing
self.background.anchorPoint = CGPointZero
background.zPosition = 0
self.addChild(background)
//background.play()
// 2
let sheet = Statiques()
let sprite_dancing1 = SKSpriteNode(texture: sheet.Dancing1())
let sprite_dancing2 = SKSpriteNode(texture: sheet.Dancing2())
sprite_dancing1.name = kdancing
sprite_dancing2.name = kdancing
sprite_dancing1.position = CGPoint(x: 837, y: 752)
sprite_dancing1.zPosition = 1
sprite_dancing2.position = CGPoint(x: 1241, y: 752)
sprite_dancing2.zPosition = 1
background.addChild(sprite_dancing1)
background.addChild(sprite_dancing2)
let imageNames = [sheet.Puzzle13() , sheet.Puzzle19(), sheet.Puzzle30(), sheet.Puzzle11(), sheet.Puzzle29(), sheet.Puzzle35() ]
for i in 0..<imageNames.count {
let imageName = imageNames[i]
let sprite = SKPuzzle(texture: imageName)
sprite.name = kAnimalNodeName
sprite.name2 = "\(i)"
let offsetFraction = (CGFloat(i) + 1.0)/(CGFloat(imageNames.count) + 1.0)
sprite.position = CGPoint(x: size.width * offsetFraction, y: size.height/2)
sprite.zPosition = 1
background.addChild(sprite)
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let positionInScene = touch.locationInNode(self)
selectNodeForTouch(positionInScene)
}
}
override func didMoveToView(view: SKView) {
let gestureRecognizer = UIPanGestureRecognizer(target: self, action: Selector("handlePanFrom:"))
self.view!.addGestureRecognizer(gestureRecognizer)
}
func handlePanFrom(recognizer : UIPanGestureRecognizer) {
if recognizer.state == .Began {
var touchLocation = recognizer.locationInView(recognizer.view)
touchLocation = self.convertPointFromView(touchLocation)
self.selectNodeForTouch(touchLocation)
} else if recognizer.state == .Changed {
var translation = recognizer.translationInView(recognizer.view!)
translation = CGPoint(x: translation.x, y: -translation.y)
self.panForTranslation(translation)
recognizer.setTranslation(CGPointZero, inView: recognizer.view)
} else if recognizer.state == .Ended {
}
}
func degToRad(degree: Double) -> CGFloat {
return CGFloat(degree/180.0 * M_PI)
}
func selectNodeForTouch(touchLocation : CGPoint) {
// 1
let touchedNode = self.nodeAtPoint(touchLocation)
if touchedNode is SKPuzzle {
// 2
if !selectedNode.isEqual(touchedNode) {
selectedNode.removeAllActions()
selectedNode.runAction(SKAction.rotateToAngle(0.0, duration: 0.1))
//selectedNode = touchedNode as! SKSpriteNode
// 3
if touchedNode.name! == kAnimalNodeName {
let sequence = SKAction.sequence([SKAction.rotateByAngle(degToRad(-4.0), duration: 0.1),
SKAction.rotateByAngle(0.0, duration: 0.1),
SKAction.rotateByAngle(degToRad(4.0), duration: 0.1)])
selectedNode.runAction(SKAction.repeatActionForever(sequence))
}
}
}
}
func panForTranslation(translation : CGPoint) {
let position = selectedNode.position
if selectedNode.name! == kAnimalNodeName {
selectedNode.position = CGPoint(x: position.x + translation.x * 2, y: position.y + translation.y * 2)
}
}
}
Dank durch Voraus für Ihre Hilfe, ich beginne mit Swift auf iOS zu codieren.