Swift代码崩溃且不工作
将代码添加到我的Swift代码崩溃且不工作,swift,function,sprite-kit,Swift,Function,Sprite Kit,将代码添加到我的更新(\uCurrentTime:TimeInterval)功能后,我的应用程序代码继续崩溃。有没有更好的方法来表达我的代码,这样它就不会崩溃 import SpriteKit import GameplayKit class GameScene: SKScene { var startScreen = SKSpriteNode() var Ball = SKSpriteNode() var playerPaddle = SKSpriteNode() var computer
更新(\uCurrentTime:TimeInterval)
功能后,我的应用程序代码继续崩溃。有没有更好的方法来表达我的代码,这样它就不会崩溃
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var startScreen = SKSpriteNode()
var Ball = SKSpriteNode()
var playerPaddle = SKSpriteNode()
var computerPaddle = SKSpriteNode()
var playerScore = SKLabelNode()
var comScore = SKLabelNode()
override func didMove(to view: SKView) {
startScreen = childNode(withName: "startScreen") as! SKSpriteNode
Ball = childNode(withName: "Ball") as! SKSpriteNode
playerPaddle = childNode(withName: "playerPaddle") as! SKSpriteNode
computerPaddle = childNode(withName: "computerPaddle") as! SKSpriteNode
playerScore = childNode(withName: "playerScore") as! SKLabelNode
comScore = childNode(withName: "comScore") as! SKLabelNode
let bodyBorder = SKPhysicsBody(edgeLoopFrom: self.frame)
bodyBorder.friction = 0
bodyBorder.restitution = 1
self.physicsBody = bodyBorder
Ball.physicsBody?.applyImpulse(CGVector(dx:20, dy:10))
}
func gameBegin() {
playerScore.text = String(0)
comScore.text = String(0)
}
func playerPoint() {
var comScoreInt: Int = Int(comScore.text!)!
comScoreInt += 1
comScore.text = String(comScoreInt)
Ball.position = (CGPoint(x:0, y:0))
Ball.physicsBody?.applyImpulse(CGVector(dx:-20,dy:-10))
}
func comPoint() {
var playerScoreInt: Int = Int(playerScore.text!)!
playerScoreInt += 1
playerScore.text = String(playerScoreInt)
Ball.physicsBody?.applyImpulse(CGVector(dx:20,dy:10))
Ball.position = (CGPoint(x:0, y:0))
}
func pointCount() {
computerPaddle.run(SKAction.moveTo(y: Ball.position.y, duration: 0.5))
if Ball.position.x <= playerPaddle.position.x - 42 {
playerPoint()
} else if Ball.position.x >= computerPaddle.position.x + 42 {
comPoint()
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
playerPaddle.run(SKAction.moveTo(y: location.y, duration: 0.1))
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
playerPaddle.run(SKAction.moveTo(y: location.y, duration: 0))
}
}
override func update(_ currentTime: TimeInterval) {
pointCount()
}
}
导入SpriteKit
导入游戏工具包
类游戏场景:SKScene{
var startScreen=SKSpriteNode()
var Ball=SKSpriteNode()
var playerPaddle=SKSpriteNode()
var computerpaile=SKSpriteNode()
var playerScore=SKLabelNode()
var comScore=SKLabelNode()
覆盖func didMove(到视图:SKView){
startScreen=childNode(名称为:“startScreen”)为!SKSpriteNode
Ball=childNode(名称为“Ball”)as!SKSpriteNode
playerPaddle=childNode(名称为:“playerPaddle”)as!SKSpriteNode
ComputerPaile=childNode(名称为:“ComputerPaile”)作为!SKSpriteNode
playerScore=childNode(名称为:“playerScore”)作为!SKLabelNode
comScore=childNode(名称为:“comScore”)作为!SKLabelNode
让bodyBorder=SKPhysicsBody(edgeLoopFrom:self.frame)
bodyBorder.摩擦力=0
bodyBorder.Restoration=1
self.physicsBody=bodyBorder
Ball.physicsBody?applyImpulse(CGVector(dx:20,dy:10))
}
func gameBegin(){
playerScore.text=字符串(0)
comScore.text=字符串(0)
}
func playerPoint(){
var comScoreInt:Int=Int(comScore.text!)!
comScoreInt+=1
comScore.text=字符串(comScoreInt)
Ball.position=(CGPoint(x:0,y:0))
球.物理体?.applyImpulse(CGVector(dx:-20,dy:-10))
}
func comPoint(){
var playerScoreInt:Int=Int(playerScore.text!)!
playerScoreInt+=1
playerScore.text=字符串(playerScoreInt)
Ball.physicsBody?applyImpulse(CGVector(dx:20,dy:10))
Ball.position=(CGPoint(x:0,y:0))
}
func pointCount(){
电脑划桨。跑步(SKAction。moveTo(y:球。位置。y,持续时间:0.5))
如果Ball.position.x=计算机拨杆位置.x+42{
comPoint()
}
}
覆盖func TouchesBegind(Touchs:Set,带有事件:UIEvent?){
接触{
让位置=触摸。位置(in:self)
playerPaddle.run(SKAction.moveTo(y:location.y,duration:0.1))
}
}
覆盖功能触摸移动(touchs:Set,带有事件:UIEvent?){
接触{
让位置=触摸。位置(in:self)
playerPaddle.run(SKAction.moveTo(y:location.y,duration:0))
}
}
覆盖函数更新(uCurrentTime:TimeInterval){
点计数()
}
}
我是SpriteKit的新手,所以我不知道如何使这段代码更有效率。非常感谢您的帮助
编辑:
速度非常慢,需要几分钟才能识别分数和球的位置。playerScore/comScore.text代码没有问题,它在游戏场景中被设置为0。sks我认为问题在于
playerScore.text
或comScore.text
可能是nil
,当你试图强制打开它时,应用程序崩溃。在代码中,您为func gameBegin()
中的comScore.text
和playerScore.text
赋值。但它并没有在任何地方被称为。试着在maybedidmove中调用那个函数来查看函数。我认为问题在于这一行的转换
Int(playerScore.text!)! and Int(comScore.text!)!
相反,你必须像这样使用
Int(comScore.text?) ?? 0
Int(playerScore.text?) ?? 0
关于崩溃,您忘记给playerScore
和comScore
(您可以在didMove
函数中调用函数gameBegin
),编译器可能会崩溃到以下行:
var comScoreInt: Int = Int(comScore.text!)!
因为comScore
文本为空
我认为函数pointCount()
可以通过以下方法更正:
func pointCount() {
if computerPaddle.action(forKey: "moveTo") == nil {
computerPaddle.run(SKAction.moveTo(y: Ball.position.y, duration: 0.5), withKey:"moveTo")
if Ball.position.x <= playerPaddle.position.x - 42 {
playerPoint()
} else if Ball.position.x >= computerPaddle.position.x + 42 {
comPoint()
}
}
}
func pointCount(){
如果计算机浆动作(forKey:“moveTo”)==nil{
电脑划桨。跑步(SKAction.moveTo(y:Ball.position.y,持续时间:0.5),按键:“moveTo”)
如果Ball.position.x=计算机拨杆位置.x+42{
comPoint()
}
}
}
只有当ComputerPable
没有任何以前的“moveTo”执行时,此更正才会限制此操作的执行。我认为问题在于pointCount函数在何处发生崩溃以及出现了什么错误?你添加了什么导致崩溃的代码?它每次都会崩溃吗?@JaydeepVyas-我想你发现了什么…:-)Int(playerScore.text!)!问题是,这段代码速度不慢,也不会崩溃,但是,它没有为我记录一个点,只是来回跳转