Ios 使用segues实现游戏,重新启动时崩溃。敏捷的

Ios 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,

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.swift

   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!?