Ios 0 \u专用\u fatalerrorMessage(StaticString、StaticString、StaticString、UInt、标志:UInt32)->;永不-斯皮特基特
我正在创建一个游戏,在那里我会遇到以下错误: 0\u专用\u fatalerrorMessage(StaticString、StaticString、StaticString、UInt、标志:UInt32)->Never 以下是我认为坠机原因的代码:Ios 0 \u专用\u fatalerrorMessage(StaticString、StaticString、StaticString、UInt、标志:UInt32)->;永不-斯皮特基特,ios,swift,sprite-kit,Ios,Swift,Sprite Kit,我正在创建一个游戏,在那里我会遇到以下错误: 0\u专用\u fatalerrorMessage(StaticString、StaticString、StaticString、UInt、标志:UInt32)->Never 以下是我认为坠机原因的代码: func goToCongratsScene() { if countTouches > 5 { let gameScene:GameScene = GameScene(size: self.size) let
func goToCongratsScene() {
if countTouches > 5 {
let gameScene:GameScene = GameScene(size: self.size)
let transition = SKTransition.reveal(with: SKTransitionDirection.down, duration: 0)
gameScene.scaleMode = SKSceneScaleMode.aspectFill
self.view!.presentScene(gameScene, transition: transition)
}
}
游戏场景
我很难在问题中重现你的问题,所以我只是为你重写了它。这里有一个简单的游戏。。。您在主屏幕上轻触六次以赢得。。。然后,它会在1.5秒(您的延迟)后自动使您失败 在游戏结束屏幕上,点击重置 如果在主屏幕上拖动而不是点击,则会立即丢失 如果你需要的话,我很乐意解释一切。希望有帮助:
import SpriteKit
// Give us some functions that we can use in all of our scenes (inheritance):
extension SKScene {
// We don't need to use `self` anywhere for now,
// because `size` and `view` are are already members of `SKScene`.
func goToGameOverScene() {
let scene = GameOver(size: size)
scene.scaleMode = .resizeFill
view!.ignoresSiblingOrder = true
view!.presentScene(scene)
}
func goToCongratsScene() {
let congratsScene = Congrats(size: size)
let transition = SKTransition.reveal(with: SKTransitionDirection.down,
duration: 0)
congratsScene.scaleMode = .aspectFill
view!.presentScene(congratsScene, transition: transition)
}
func goToGameScene() {
let gameScene = GameScene(size: size)
gameScene.scaleMode = .aspectFill
view!.presentScene(gameScene)
}
func makeLabel(text: String) {
let label = SKLabelNode(fontNamed: "AppleSDGothicNeo-Bold")
label.text = text
label.fontSize = 22
label.fontColor = SKColor.blue
label.position = CGPoint(x: size.width / 2, y: size.height / 2)
addChild(label)
}
}
class GameOver: SKScene {
override func didMove(to view: SKView) {
makeLabel(text: "Game Over!! Muahahaha!")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
goToGameScene()
}
}
class Congrats: SKScene {
override func didMove(to view: SKView) {
backgroundColor = SKColor(red: CGFloat(248),
green: CGFloat(248),
blue: CGFloat(248),
alpha: CGFloat(255))
backgroundColor = SKColor.black // Not sure which color you wanted :)
makeLabel(text: "you won... or did you?")
run(.sequence([
.wait(forDuration: 1.5),
.run() { self.goToGameOverScene() } // We have to use `self` here because in closure.
]))
}
}
class GameScene: SKScene {
var countTouches = 0
override func didMove(to view: SKView) {
makeLabel(text: "Tap six times to 'win'~!")
}
// Six taps to win!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
countTouches += 1
if countTouches > 5 { goToCongratsScene() }
}
// Game over if you move your finger!
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
goToGameOverScene()
}
}
导入SpriteKit
//给我们一些可以在所有场景中使用的函数(继承):
扩展SKScene{
//我们现在不需要在任何地方使用self,
//因为'size'和'view'已经是'SKScene'的成员。
func goToGameOverScene(){
让场景=游戏结束(大小:大小)
scene.scaleMode=.resizeFill
查看!.ignoresSiblingOrder=true
查看!.presentScene(场景)
}
func Gotocongratscene(){
让我们祝贺你=祝贺(大小:大小)
let transition=SKTransition.discover(带:SKTransitionDirection.down,
持续时间:0)
恭喜你.scaleMode=.aspectFill
view!.presentScene(恭喜,过渡:过渡)
}
func goToGameScene(){
让游戏场景=游戏场景(大小:大小)
gameScene.scaleMode=.aspectFill
查看!.presentScene(游戏场景)
}
func makeLabel(文本:字符串){
let label=SKLabelNode(fontname:“appledgothicneo Bold”)
label.text=文本
label.fontSize=22
label.fontColor=SKColor.blue
label.position=CGPoint(x:size.width/2,y:size.height/2)
addChild(标签)
}
}
类游戏结束:SKScene{
覆盖func didMove(到视图:SKView){
makeLabel(文字:“游戏结束!!哈哈哈!”)
}
覆盖func TouchesBegind(Touchs:Set,带有事件:UIEvent?){
goToGameScene()
}
}
全班祝贺:SKScene{
覆盖func didMove(到视图:SKView){
背景色=SKColor(红色:CGFloat(248),
绿色:CGFloat(248),
蓝色:CGFloat(248),
阿尔法:CGFloat(255))
backgroundColor=SKColor.black//不确定要哪种颜色:)
makeLabel(文本:“你赢了……还是你赢了?”)
按顺序运行([
.等待(持续时间:1.5),
.run(){self.goToGameOverScene()}//我们必须在这里使用'self',因为在闭包中。
]))
}
}
类游戏场景:SKScene{
var=0
覆盖func didMove(到视图:SKView){
makeLabel(文本:“点击六次以“赢”~!”)
}
//六次轻击获胜!
覆盖func TouchesBegind(Touchs:Set,带有事件:UIEvent?){
计数+=1
如果countTouchs>5{gotocongratscene()}
}
//如果你动一下手指,游戏就结束了!
覆盖功能触摸移动(touchs:Set,带有事件:UIEvent?){
goToGameOverScene()
}
}
我认为您的问题来自于尝试交换didMoveToView
和闭包内部的场景。。。而使用self
会很快变得混乱
在这里,我只是将所有内容隔开,赋予它自己的功能,这样你就可以更容易地跟踪哪里移动到哪里。在代码中添加一些断点,以检测应用程序崩溃的代码块。例如,调用“didMove”或崩溃发生在我添加断点之前,并且开始玩游戏时,在该部分中会显示他们的断点添加断点,直到到达导致应用程序崩溃的那一行。然后你点击“转到下一个断点”,当它崩溃时,你知道问题在哪一行。
import SpriteKit
// Give us some functions that we can use in all of our scenes (inheritance):
extension SKScene {
// We don't need to use `self` anywhere for now,
// because `size` and `view` are are already members of `SKScene`.
func goToGameOverScene() {
let scene = GameOver(size: size)
scene.scaleMode = .resizeFill
view!.ignoresSiblingOrder = true
view!.presentScene(scene)
}
func goToCongratsScene() {
let congratsScene = Congrats(size: size)
let transition = SKTransition.reveal(with: SKTransitionDirection.down,
duration: 0)
congratsScene.scaleMode = .aspectFill
view!.presentScene(congratsScene, transition: transition)
}
func goToGameScene() {
let gameScene = GameScene(size: size)
gameScene.scaleMode = .aspectFill
view!.presentScene(gameScene)
}
func makeLabel(text: String) {
let label = SKLabelNode(fontNamed: "AppleSDGothicNeo-Bold")
label.text = text
label.fontSize = 22
label.fontColor = SKColor.blue
label.position = CGPoint(x: size.width / 2, y: size.height / 2)
addChild(label)
}
}
class GameOver: SKScene {
override func didMove(to view: SKView) {
makeLabel(text: "Game Over!! Muahahaha!")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
goToGameScene()
}
}
class Congrats: SKScene {
override func didMove(to view: SKView) {
backgroundColor = SKColor(red: CGFloat(248),
green: CGFloat(248),
blue: CGFloat(248),
alpha: CGFloat(255))
backgroundColor = SKColor.black // Not sure which color you wanted :)
makeLabel(text: "you won... or did you?")
run(.sequence([
.wait(forDuration: 1.5),
.run() { self.goToGameOverScene() } // We have to use `self` here because in closure.
]))
}
}
class GameScene: SKScene {
var countTouches = 0
override func didMove(to view: SKView) {
makeLabel(text: "Tap six times to 'win'~!")
}
// Six taps to win!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
countTouches += 1
if countTouches > 5 { goToCongratsScene() }
}
// Game over if you move your finger!
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
goToGameOverScene()
}
}