Arrays 如何在Swift阵列中存储游戏级对象?

Arrays 如何在Swift阵列中存储游戏级对象?,arrays,swift,object,Arrays,Swift,Object,我想为我的游戏创建一个包含游戏级对象信息的数组。但我一直在用这些信息创建一个合适的数组,以便稍后在循环中运行这个数组,以便在加载此关卡时放置所有游戏对象 这是我的阵列: let level1 = [ ( id: 1, position: CGPointMake(0.5, 0.8), impulse: CGVectorMake(-40, 0) ) ] let level2 = [ ( id: 1,

我想为我的游戏创建一个包含游戏级对象信息的数组。但我一直在用这些信息创建一个合适的数组,以便稍后在循环中运行这个数组,以便在加载此关卡时放置所有游戏对象

这是我的阵列:

let level1 =
[
    (
        id: 1,
        position: CGPointMake(0.5, 0.8),
        impulse: CGVectorMake(-40, 0)
    )
]
let level2 =
[
    (
        id: 1,
        position: CGPointMake(0.5, 0.8),
        impulse: CGVectorMake(-40, 0)
    ),
    (
        id: 2,
        position: CGPointMake(0.5, 0.8),
        impulse: CGVectorMake(-40, 0)
    )
]
这是我的负载水平函数:

func loadLevel(levelNumber: Int = 1) {
    var level = [[String:AnyObject]]()

    switch(levelNumber) {
    case 1:
        level = level1 //Cannot assign a value of type '[(id: Int, position: CGPoint, impulse: CGVector)]' to a value of type '[([String: AnyObject])]'
    case 2:
        level = level2 //Cannot assign a value of type '[(id: Int, position: CGPoint, impulse: CGVector)]' to a value of type '[([String: AnyObject])]'
    case 3:
        level = level3 //Cannot assign a value of type '[(id: Int, position: CGPoint, impulse: CGVector)]' to a value of type '[([String: AnyObject])]'
    default:
        level = level1 //Cannot assign a value of type '[(id: Int, position: CGPoint, impulse: CGVector)]' to a value of type '[([String: AnyObject])]'
    }

    for s in level {
        var newShip = Ship(ship: ships[s.id! - 1], position: s.position)
        self.addChild(newShip)
        ship.physicsBody?.applyImpulse(s.impulse)
    }
}
我甚至不知道这是否是保存/编辑级别对象信息的好方法

当我使用:

var level = [id:Int, position:CGPoint, impulse:CGVector]() //Use of unresolved identifier 'id'

级别变量的类型错误。它不是一个字典数组。它是一个命名元组数组。尝试这样声明级别:

var level:[(id: Int, position: CGPoint, impulse: CGVector)]
如果将所有级别放在一个大数组中,则可以使用数组索引访问每个级别,而不需要大的switch语句。我建议在声明数组时告诉Swift数组的类型:

let levels: [[(id: Int, position: CGPoint, impulse: CGVector)]] = [
    // level 1
    [
        (
            id: 1,
            position: CGPointMake(0.5, 0.8),
            impulse: CGVectorMake(-40, 0)
        )
    ],
    // level 2
    [
        (
            id: 1,
            position: CGPointMake(0.5, 0.8),
            impulse: CGVectorMake(-40, 0)
        ),
        (
            id: 2,
            position: CGPointMake(0.5, 0.8),
            impulse: CGVectorMake(-40, 0)
        )
    ]
]

func loadLevel(levelNumber: Int = 1) {
    // Subtract 1 since array indices start at 0.  This will crash with Array
    // index out of range if the level doesn't exist.  Take proper precautions.
    let level = levels[levelNumber - 1]

    for s in level {
        var newShip = Ship(ship: ships[s.id - 1], position: s.position)
        self.addChild(newShip)
        ship.physicsBody?.applyImpulse(s.impulse)
    }
}
或者,您可以将级别设置为以级别编号为键的字典:


很模糊。你的问题是什么?@kostek,我添加了错误消息。已编辑。这是一个命名元组数组。呵呵,是的-我读了答案的第一个版本,认为制作一个返回正确级别的函数可能是个好主意。谢谢你的回答!
let levels: [Int:[(id: Int, position: CGPoint, impulse: CGVector)]] = [
    // level 1
    1: [
        (
            id: 1,
            position: CGPointMake(0.5, 0.8),
            impulse: CGVectorMake(-40, 0)
        )
    ],
    // level 2
    2: [
        (
            id: 1,
            position: CGPointMake(0.5, 0.8),
            impulse: CGVectorMake(-40, 0)
        ),
        (
            id: 2,
            position: CGPointMake(0.5, 0.8),
            impulse: CGVectorMake(-40, 0)
        )
    ]
]

func loadLevel(levelNumber: Int = 1) {
    // Unwrap the level information.  This will crash if it isn't a valid
    // level number.  Take proper precautions.
    let level = levels[levelNumber]!

    for s in level {
        var newShip = Ship(ship: ships[s.id - 1], position: s.position)
        self.addChild(newShip)
        ship.physicsBody?.applyImpulse(s.impulse)
    }
}