Sprite kit 将图像指定给SKShapeNode作为球-精灵游戏

Sprite kit 将图像指定给SKShapeNode作为球-精灵游戏,sprite-kit,swift2,sprite,skshapenode,Sprite Kit,Swift2,Sprite,Skshapenode,我正在尝试在我的Swift 2精灵套件游戏中为我的球添加一个图像。我有一个make()ball函数,如果没有错误,那么在游戏场景中,当调用该方法时,我会不断收到此错误: “无法将SKShapeNode”指定给类型Ball! 我不知道如何修复,对斯威夫特来说是个新手 // ----- GameScene.Swift ---- class GameScene: SKScene, GameDelegate, SKPhysicsContactDelegate { // ball part one

我正在尝试在我的Swift 2精灵套件游戏中为我的球添加一个图像。我有一个
make()
ball函数,如果没有错误,那么在游戏场景中,当调用该方法时,我会不断收到此错误:

“无法将SKShapeNode”指定给类型Ball!

我不知道如何修复,对斯威夫特来说是个新手

// ----- GameScene.Swift ----
class GameScene: SKScene, GameDelegate, SKPhysicsContactDelegate {
   // ball part one
   var ball: Ball!
   let ballSpeedX = CGFloat(500)
}

 override func didMoveToView(view: SKView) {
    // ball
    ball = Ball.make() // error!!!
    ball.position.x = CGRectGetMidX(self.frame)
    ball.position.y = CGRectGetMidY(self.frame)
    ball.physicsBody!.categoryBitMask = CollideType.Ball.toMask()
    ball.physicsBody!.collisionBitMask = CollideType.toMask([.Scene, .Ceil, .Floor]) | boards.usedCollideMasks
    ball.physicsBody!.contactTestBitMask = CollideType.toMask([.Scene, .Ceil, .Floor]) | boards.usedCollideMasks
    ball.hidden = true
    self.addChild(ball)
 }
这是Ball.swift,其中
make()
是:

//Ball. Swift

//imports...

class Ball: SKShapeNode {

  var speedXFirst = CGFloat(0)
var speedXSecond = CGFloat(0)
var lastFloor = -1

var xSpeed: CGFloat {
    get {
        return speedXFirst + speedXSecond
    }
}

var lastBoardNumber = 0

private override init() {
    super.init()
}

required init?(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
}

static func make()-> SKShapeNode {

    let textureBall : SKTexture! = SKTexture(imageNamed:"colorBall.png")
    let ballSize: CGSize = textureBall.size()
    var ball = SKShapeNode.init(circleOfRadius: ballSize.width/2)
    ball.fillTexture = textureBall
    ball.strokeColor = UIColor.clearColor()
    ball.name = "ball"
    ball.zPosition = 1
    ball.fillColor = UIColor.redColor() // use the color you want
    return ball
 }

 func freezeX() {
    self.speedXFirst = 0
    self.speedXSecond = 0
}

}出现此问题是因为您试图将常规初始化和自定义的
SKShapeNode
(由
make()
方法生成)分配给与
SKShapeNode
类型不同的
Ball
类型(使用特定的init子类)

你可以像这样定制你的类:

class Ball: SKShapeNode {
    var speedXFirst = CGFloat(0)
    var speedXSecond = CGFloat(0)
    var lastFloor = -1
    private var radius: CGFloat!

    var xSpeed: CGFloat {
        get {
            return speedXFirst + speedXSecond
        }
    }
    var lastBoardNumber = 0

    init(imageNamed: String){
        super.init()
        let textureBall : SKTexture! = SKTexture.init(imageNamed:imageNamed)
        let ballSize: CGSize = textureBall.size()
        self.radius = ballSize.width/2
        self.path = CGPathCreateWithEllipseInRect(CGRect(origin: CGPointZero, size: CGSize(width: radius*2, height: radius*2)), nil)
        self.strokeColor = UIColor.clearColor()
        self.name = "ball"
        self.zPosition = 1
        self.fillTexture = textureBall
        self.fillColor = UIColor.redColor() // use the color you want
    }
    required init(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    func freezeX() {
        self.speedXFirst = 0
        self.speedXSecond = 0
    }
}
var ball: Ball!
ball = Ball(imageNamed:"colorBall.png")
因此,当你在场景中时,你可以这样称呼它:

class Ball: SKShapeNode {
    var speedXFirst = CGFloat(0)
    var speedXSecond = CGFloat(0)
    var lastFloor = -1
    private var radius: CGFloat!

    var xSpeed: CGFloat {
        get {
            return speedXFirst + speedXSecond
        }
    }
    var lastBoardNumber = 0

    init(imageNamed: String){
        super.init()
        let textureBall : SKTexture! = SKTexture.init(imageNamed:imageNamed)
        let ballSize: CGSize = textureBall.size()
        self.radius = ballSize.width/2
        self.path = CGPathCreateWithEllipseInRect(CGRect(origin: CGPointZero, size: CGSize(width: radius*2, height: radius*2)), nil)
        self.strokeColor = UIColor.clearColor()
        self.name = "ball"
        self.zPosition = 1
        self.fillTexture = textureBall
        self.fillColor = UIColor.redColor() // use the color you want
    }
    required init(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    func freezeX() {
        self.speedXFirst = 0
        self.speedXSecond = 0
    }
}
var ball: Ball!
ball = Ball(imageNamed:"colorBall.png")

谢谢,有了所有这些代码,在我的游戏场景中
ball=ball(imagename:“colorBall.png”)
抛出错误:预期的声明。我做了,我也做了游戏场景,它抛出了预期的声明错误非常奇怪,可能你还有其他问题。如果有用,从这里下载项目更新:我打开了该项目,发现我犯了一个错误,我修复了它,当我运行它时,它会出现在启动屏幕上,然后抛出此错误:致命错误:在展开可选值时意外发现nil,尝试删除!after ball,但这导致了“no initilizers”错误抱歉,我不明白,因为我的项目运行正常,您谈论的是我的项目还是您的项目?您是否声明了var ball:ball?