Ios SpriteKit:在展开时意外发现零,可以';t实现多个菜单场景
我试图呈现一个包含两个按钮的菜单作为初始场景:Ios SpriteKit:在展开时意外发现零,可以';t实现多个菜单场景,ios,swift,sprite-kit,Ios,Swift,Sprite Kit,我试图呈现一个包含两个按钮的菜单作为初始场景:播放,积分。单击“播放”时,我想用4个按钮呈现另一个菜单场景:tutorial、easy、hard、back 该策略只是将按钮创建为SKSpriteNode对象,并在touchsbegind功能中处理点击 在我的menuScene.sks文件中,我正确地放置并命名了我的节点。在这里,您可以查看链接到此场景的menuScene.swift文件: import SpriteKit class menuScene: SKScene { var play
播放
,积分
。单击“播放”时,我想用4个按钮呈现另一个菜单场景:tutorial
、easy
、hard
、back
该策略只是将按钮创建为
SKSpriteNode
对象,并在touchsbegind
功能中处理点击在我的
menuScene.sks
文件中,我正确地放置并命名了我的节点。在这里,您可以查看链接到此场景的menuScene.swift
文件:
import SpriteKit
class menuScene: SKScene {
var playButton:SKSpriteNode!
var creditsButton:SKSpriteNode!
override func didMove(to view: SKView) {
playButton = self.childNode(withName: "playButton") as! SKSpriteNode
creditsButton = self.childNode(withName: "creditsButton") as! SKSpriteNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// transition is defined in Helper.swift
let touch = touches.first
if let location = touch?.location(in: self){
let nodesArray = self.nodes(at: location)
if nodesArray.first?.name == "playButton" {
let nextScene = difScene(size: self.size)
self.view?.presentScene(nextScene, transition: transition)
} else if nodesArray.first?.name == "creditsButton" {
let nextScene = creditsScene(size: self.size)
self.view?.presentScene(nextScene, transition: transition)
}
}
}
}
如果可能有用,这是我的GameViewController.swift
:
import SpriteKit
class difScene: SKScene {
var tutButton:SKSpriteNode!
var easyButton:SKSpriteNode!
var hardButton:SKSpriteNode!
var backButton:SKSpriteNode!
override func didMove(to view: SKView) {
tutButton = self.childNode(withName: "tutButton") as! SKSpriteNode // error
easyButton = self.childNode(withName: "easyButton") as! SKSpriteNode
hardButton = self.childNode(withName: "hardButton") as! SKSpriteNode
backButton = self.childNode(withName: "backButton") as! SKSpriteNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let transition = SKTransition.push(with: .down, duration: 0.2)
let touch = touches.first
if let location = touch?.location(in: self){
let nodesArray = self.nodes(at: location)
if nodesArray.first?.name == "tutButton" {
let nextScene = GameScene(size: self.size)
self.view?.presentScene(nextScene, transition: transition)
}
if nodesArray.first?.name == "easyButton" {
let nextScene = difScene(size: self.size)
self.view?.presentScene(nextScene, transition: transition)
}
if nodesArray.first?.name == "hardButton" {
let nextScene = difScene(size: self.size)
self.view?.presentScene(nextScene, transition: transition)
}
if nodesArray.first?.name == "backButton" {
let nextScene = menuScene(size: self.size)
self.view?.presentScene(nextScene, transition: transition)
}
}
}
}
import UIKit
import SpriteKit
import GameplayKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GKScene(fileNamed: "menuScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! menuScene? {
// Set the scale mode to scale to fit the window
sceneNode.scaleMode = .aspectFill
// Present the scene
if let view = self.view as! SKView? {
view.presentScene(sceneNode)
view.ignoresSiblingOrder = true
view.showsFPS = false
view.showsNodeCount = false
}
}
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override var prefersStatusBarHidden: Bool {
return true
}
}
我得到的错误是:
线程1:致命错误:在展开可选值时意外发现nil
我知道这不是唯一的错误。我用谷歌搜索,看了教程,并试图从其他StackOverflow线程中获得解决方案,但未能克服这一点 错误在这一行
tutButton = self.childNode(withName: "tutButton") as! SKSpriteNode // error
因为没有名为“tutButton”的子节点,所以强制将其强制转换为SKSpriteNode
会导致错误
当按下播放按钮时,您调用此代码:
let nextScene = difScene(size: self.size)
self.view?.presentScene(nextScene, transition: transition)
这将初始化一个新的difScene
,并显示它,它反过来调用上面正在崩溃的代码行
您是否有相应的sks
文件用于添加在didMove
中引用的四个按钮的difScene
如果是这样,您需要像在菜单场景中一样,使用sks
文件初始化difScene
:
let scene = GKScene(fileNamed: "difScene")
如果没有,则需要创建这四个按钮节点,并以编程方式将它们作为子节点添加到场景中
旁注:在Swift中,惯例是以大写字母开头命名类型。你的
menuScene
应该是menuScene
,你的difScene
应该是difScene
。这将使其他人更容易阅读和理解您的代码。很抱歉,这是我Java时代的习惯。。。我有相应的difScene.sks文件,所有按钮都已放置。我应该在GameViewController中的哪个位置初始化difScene?@CevatMertDökümcü您可以在当前所在的位置初始化它(let nextScene=difScene(size:self.size)
),但是您需要使用fileNamed
而不是size
调用初始值设定项。哦,好的,初始化后我应该如何调整大小?我尝试过使用“nextScene?.size=self.size”,但没有成功。我目前正在成功地进行第二次世界大战,但它比intended@CevatMertDökümcü是否设置新场景的scaleMode
?使用GameViewController.swift
中的代码作为参考。