Ios 使用segues实现游戏,重新启动时崩溃。敏捷的
我正在开发一个船和石头碰撞的游戏。当船与石头相撞时,游戏结束了。我为船和石头的交点实现了intersects()方法。对于我收集的每一枚硬币,我将分数增加+1。当船和石头相撞时,我正在表演一段赛格。执行segue,并使用重新启动选项显示游戏分数。一切都很顺利,直到我重新启动游戏,当游戏重新启动时,出现了一些问题。以下是问题: 首先,游戏是平稳的,当碰撞发生时,但当我选择重新启动时,会显示GameOver控制器 问题#1当船撞到石头时,会显示两次segue,然后重新启动 问题#2当我第三次比赛时,它没有检测到交叉口,并且抛出了一个错误 这是错误的屏幕截图 我可以第一次玩这个游戏,但是当我重新开始时我不能玩这个游戏。重新启动时游戏无法正常运行 当使用segues时会发生这种情况,当我使用UIAlertView时,游戏运行平稳。我想实现segues 这是ViewController.swiftIos 使用segues实现游戏,重新启动时崩溃。敏捷的,ios,iphone,swift,touchesbegan,Ios,Iphone,Swift,Touchesbegan,我正在开发一个船和石头碰撞的游戏。当船与石头相撞时,游戏结束了。我为船和石头的交点实现了intersects()方法。对于我收集的每一枚硬币,我将分数增加+1。当船和石头相撞时,我正在表演一段赛格。执行segue,并使用重新启动选项显示游戏分数。一切都很顺利,直到我重新启动游戏,当游戏重新启动时,出现了一些问题。以下是问题: 首先,游戏是平稳的,当碰撞发生时,但当我选择重新启动时,会显示GameOver控制器 问题#1当船撞到石头时,会显示两次segue,然后重新启动 问题#2当我第三次比赛时,
func movingStone() {
stone = UIImageView(image: UIImage(named: "stones.png"))
stone.frame = CGRect(x: 0, y: 0, width: 5.0, height: 5.0)
stone.bounds = CGRect(x:0, y:0, width: 5.0, height:5.0)
stone.contentMode = .center;
stone.layer.position = CGPoint(x: boat.center.x - 5, y: 0.0)
stone.transform = CGAffineTransform(rotationAngle: 3.142)
self.view.insertSubview(stone, aboveSubview: myView)
UIView.animate(withDuration: 5, delay: 0, options: UIViewAnimationOptions.curveLinear, animations: { () -> Void in
self.stone.frame.origin.y = self.view.bounds.height + self.stone.frame.height + 10
}) { (success:Bool) -> Void in
self.stone.removeFromSuperview()
self.movingStone()
}
}
func movingFood() {
food = UIImageView(image: UIImage(named: "fishcoin2.png"))
food.frame = CGRect(x: 0, y: 0, width: 5.0, height: 5.0)
var stone3 = leftS + arc4random() % rightS
food.bounds = CGRect(x:0, y:0, width: 5.0, height: 5.0)
food.contentMode = .center;
food.layer.position = CGPoint(x: boat.center.x + 20, y: 0.0)
food.transform = CGAffineTransform(rotationAngle: 3.142)
self.view.insertSubview(food, aboveSubview: myView)
UIView.animate(withDuration: 5, delay: 0, options: UIViewAnimationOptions.curveLinear, animations: { () -> Void in
self.food.frame.origin.y = self.view.bounds.height + self.food.frame.height - 50
}) { (success:Bool) -> Void in
self.food.removeFromSuperview()
self.movingFood()
}
}
func intersectsAt(tap2 : Timer) {
if(boat.layer.presentation()?.frame.intersects((food.layer.presentation()?.frame)!))!{
food.layer.isHidden = true
coins = +1
collectedCoin.text = "\(coins)"
if coins > 100 {
super.performSegue(withIdentifier: "GameOverIdentifier", sender: self)
}
}
if(boat.layer.presentation()?.frame.intersects((stone.layer.presentation()?.frame)!))! {
stopGame()
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "GameOverIdentifier" {
let gameOver = segue.destination as? GameOver
gameOver?.coin = coins
}
}
func stopGame() {
tapTimer2.invalidate()
boat.image = UIImage(named: "wreckboat.png")
super.performSegue(withIdentifier: "GameOverIdentifier", sender: self)
}
这是GameOver.swift,它有重新启动按钮,实现了与上一个控制器的切换
import UIKit
class GameOver: UIViewController {
var coin = Int()
var restart : ViewController!
@IBOutlet weak var go: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
go.text = "\(self.coin)"
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@IBAction func restartGame(_ sender: Any) {
performSegue(withIdentifier: "goBack", sender: self)
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "goBack" {
if let back = segue.destination as? ViewController {
back.startGame()
}
}
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
我想问题是当我使用touchesbeated和touchesMoved时
任何建议都是有价值的
谢谢。从您的代码中,我可以看到您触发了从ViewController.swift到GameOver.swift的序列,这是正常的,这意味着您正在演示GameOverViewController。问题是你不应该从GameOverViewController切换回你的ViewController。你必须关闭你的GameOverViewController 在重启功能中
@IBAction func restartGame(_ sender: Any) {
self.dismiss(animated: true, completion: nil)
}
我看到的第二个问题是,您试图从prepare for segue调用函数
您不应该使用此序列返回到ViewController
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "goBack" {
if let back = segue.destination as? ViewController {
// this is wrong
back.startGame()
}
}
}
您可以使用unwindSegue、delegate、notification。。。要触发startGame()函数,hI将修复此问题,但为什么当我按restart时,segue会执行两次,即segue to GameOverVC?下一次它抛出一个图像中的错误。是因为GameOver中的segue吗?那么你的意思是在segue的主体中错误地调用了StartName()方法?那么,这会导致代码崩溃?我必须放松,但是如何调用StartName()在调用StartName()时,我执行了一次检查(标识符:“unwindto”,发送方:self)从prepareForSegue它认为它永远没有机会执行startName()函数,因为prepareForSegue发生在视图控制器有机会加载之前。我正在使用重新启动按钮返回,所以当我按下重新启动按钮时,它应该启动游戏。如何解决这个问题!?