Swift SpriteKit平铺贴图未加载平铺
我已经为此工作了好几天了。我已经在关卡编辑器中创建了一个平铺贴图。它可以很好地加载到我的代码中,但是当我在tile上迭代时,没有一个显示为具有定义。不知道我做错了什么 一切正常,但它不会加载平铺定义Swift SpriteKit平铺贴图未加载平铺,swift,sprite-kit,sktilemapnode,Swift,Sprite Kit,Sktilemapnode,我已经为此工作了好几天了。我已经在关卡编辑器中创建了一个平铺贴图。它可以很好地加载到我的代码中,但是当我在tile上迭代时,没有一个显示为具有定义。不知道我做错了什么 一切正常,但它不会加载平铺定义 “导入SpriteKit” 协议EventListenerNode{ func didmovetosene() } typealias TileCoordinates=(列:Int,行:Int) 类游戏场景:SKScene{ var car=CarNode() var保持加速=错误 var m
“导入SpriteKit”
协议EventListenerNode{
func didmovetosene()
}
typealias TileCoordinates=(列:Int,行:Int)
类游戏场景:SKScene{
var car=CarNode()
var保持加速=错误
var mainCamera=SKCameraNode()
var hub=SKNode()
var levelHolder:SKNode!
覆盖func didMove(到视图:SKView){
levelHolder=childNode(名称为“levelHolder”)
结构物理分类{
静态let None:UInt32=0
静态let车体:UInt32=0b1//0001或1
静态let接地:UInt32=0b10//0010或2
静态轮胎:UInt32=0b100//0100或4
}
//此代码向添加到符合EventListenerNode协议的场景中的所有节点发送消息
枚举子节点(使用名称:“//*”,使用:{node,u}in
如果让eventListenerNode=节点为?eventListenerNode{
eventListenerNode.didMoveToScene()
//打印(“调用所有节点。didMoveToScene”)
}
})
car=childNode(名称://car)as!CarNode
mainCamera=childNode(名称://Camera)为!SKCameraNode
摄像机=主摄像机
///*负载级别1*/
让resourcePath=Bundle.main.path(forResource:“TestLevel”,类型为“sks”)
让level=SKReferenceNode(url:url(fileURLWithPath:resourcePath!))
levelHolder.addChild(级别)
将levelTileNode=childNode(名称://levelTileNode)设为!SKTileMapNode
var splinePoints=createGroundWith(tileNode:levelTileNode)
让地面=SKShapeNode(样条点:&样条点,
计数:splinePoints.count)
地面。线宽=5
ground.physicsBody=SKPhysicsBody(edgeChainFrom:ground.path!)
地面。物理体?恢复=0.75
地面.physicsBody?.isDynamic=假
//将两个节点添加到场景中
场景?.addChild(地面)
////////////////////////////试验///////////////////
}
覆盖函数更新(uCurrentTime:TimeInterval){
如果保持加速{
汽车加速
}
让carPosition=car.scene?.convert(car.position,from:car.parent!)
main camera.position=carPosition!
}
覆盖func TouchesBegind(Touchs:Set,带有事件:UIEvent?){
接触{
让位置=触摸。位置(in:self)
让touchNode=atPoint(位置)
如果touchNode.name==“气体”{
保持加速=真
}
}
}
覆盖函数touchesend(touchs:Set,带有事件:UIEvent?){
接触{
让位置=触摸。位置(in:self)
让touchNode=atPoint(位置)
如果touchNode.name==“气体”{
保持加速=错误
}
}
}
/*
func createSplineFrom(tileNode:SKTileMapNode)->[CGPoint]{
打印(“输入CreateSpeline函数”)
var arrayOfPoints=[CGPoint]()
设tileMap=tileNode
让tileSize=tileMap.tileSize
设halfWidth=CGFloat(tileMap.numberOfColumns)/2.0*tileSize.width
让半高=CGFloat(tileMap.numberOfRows)/2.0*tileSize.height
对于0中的列..[CGPoint]{
var arrayOfPoints=[CGPoint]()
打印(“内部createGround”)
设groundMap=tileNode
让tileSize=groundMap.tileSize
设halfWidth=CGFloat(groundMap.numberOfColumns)/2.0*tileSize.width
让半高=CGFloat(groundMap.numberOfRows)/2.0*tileSize.height
对于0中的行,…所以我算出了。tileset有一个“OnDemand”资源标签。由于我没有意识到这一点,游戏没有从游戏场景中自动加载互动程序。总是一些简单的东西。谢谢你的编辑,但为什么否决?我已经研究了几天为什么tileMap.definition没有返回一些东西。我试着直接在游戏场景中加载场景,结果没有变化。我“我在每个方块上都添加了额外的瓷砖,以查看某个瓷砖是否有问题。我只是不知道该怎么回答这个问题。我已经看过了所有苹果公司关于这个问题的文档,但什么都没有。不知道为什么有人投了反对票,我只给了你更多的标签来帮助你解决问题。”
'import SpriteKit
protocol EventListenerNode {
func didMoveToScene()
}
typealias TileCoordinates = (column: Int, row: Int)
class GameScene: SKScene {
var car = CarNode()
var holdingAcceleration = false
var mainCamera = SKCameraNode()
var hub = SKNode()
var levelHolder: SKNode!
override func didMove(to view: SKView) {
levelHolder = childNode(withName: "levelHolder")
struct PhysicsCategory {
static let None: UInt32 = 0
static let CarBody: UInt32 = 0b1 // 0001 or 1
static let Ground: UInt32 = 0b10 // 0010 or 2
static let Tires: UInt32 = 0b100 // 0100 or 4
}
// This code sends a message to all nodes added to scene that conform to the EventListenerNode protocol
enumerateChildNodes(withName: "//*", using: { node, _ in
if let eventListenerNode = node as? EventListenerNode {
eventListenerNode.didMoveToScene()
//print("calling to all nodes. didMoveToScene")
}
})
car = childNode(withName: "//Car") as! CarNode
mainCamera = childNode(withName: "//Camera") as! SKCameraNode
camera = mainCamera
// /* Load Level 1 */
let resourcePath = Bundle.main.path(forResource: "TestLevel", ofType: "sks")
let level = SKReferenceNode (url: URL (fileURLWithPath: resourcePath!))
levelHolder.addChild(level)
let levelTileNode = childNode(withName: "//levelTileNode") as! SKTileMapNode
var splinePoints = createGroundWith(tileNode:levelTileNode)
let ground = SKShapeNode(splinePoints: &splinePoints,
count: splinePoints.count)
ground.lineWidth = 5
ground.physicsBody = SKPhysicsBody(edgeChainFrom: ground.path!)
ground.physicsBody?.restitution = 0.75
ground.physicsBody?.isDynamic = false
// Add the two nodes to the scene
scene?.addChild(ground)
////////////////////////////Test///////////////////
}
override func update(_ currentTime: TimeInterval) {
if holdingAcceleration{
car.accelerate()
}
let carPosition = car.scene?.convert(car.position, from: car.parent!)
mainCamera.position = carPosition!
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self)
let touchNode = atPoint(location)
if touchNode.name == "Gas"{
holdingAcceleration = true
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self)
let touchNode = atPoint(location)
if touchNode.name == "Gas"{
holdingAcceleration = false
}
}
}
/*
func createSplineFrom(tileNode: SKTileMapNode)->[CGPoint]{
print("entered the createSpline function")
var arrayOfPoints = [CGPoint]()
let tileMap = tileNode
let tileSize = tileMap.tileSize
let halfWidth = CGFloat(tileMap.numberOfColumns) / 2.0 * tileSize.width
let halfHeight = CGFloat(tileMap.numberOfRows) / 2.0 * tileSize.height
for col in 0..<tileMap.numberOfColumns {
print("in column \(col) of \(tileMap.numberOfColumns)")
for row in 0..<tileMap.numberOfRows {
//print("col: \(col) row: \(row)")
if let tileDefinition = tileMap.tileDefinition(atColumn: col, row: row)
{
print("tileDefinition is found. Holy cow")
let isEdgeTile = tileDefinition.userData?["groundFriction"] as? Int //uncomment this if needed, see article notes
if (isEdgeTile != 0) {
let tileArray = tileDefinition.textures
//let tileTexture = tileArray[0]
let x = CGFloat(col) * tileSize.width - halfWidth + (tileSize.width/2)
let y = CGFloat(row) * tileSize.height - halfHeight + (tileSize.height/2)
_ = CGRect(x: 0, y: 0, width: tileSize.width, height: tileSize.height)
arrayOfPoints.append(CGPoint(x: x, y: y))
//let tileNode = SKNode()
//tileNode.position = CGPoint(x: x, y: y)
}
}
}
}
print(arrayOfPoints.count)
return arrayOfPoints
}
*/
func tile(in tileMap: SKTileMapNode, at coordinates: TileCoordinates) -> SKTileDefinition? {
return tileMap.tileDefinition(atColumn: coordinates.column, row: coordinates.row)
}
func createGroundWith(tileNode:SKTileMapNode) -> [CGPoint] {
var arrayOfPoints = [CGPoint]()
print("inside createGround")
let groundMap = tileNode
let tileSize = groundMap.tileSize
let halfWidth = CGFloat(groundMap.numberOfColumns) / 2.0 * tileSize.width
let halfHeight = CGFloat(groundMap.numberOfRows) / 2.0 * tileSize.height
for row in 0..<groundMap.numberOfRows {
for column in 0..<groundMap.numberOfColumns {
// 2
guard let tileDefinition = tile(in: groundMap, at: (column, row))
else { continue }
print("inside tileDefinitioin")
let isEdgeTile = tileDefinition.userData?["groundFriction"] as? Int
if (isEdgeTile != 0) {
let tileArray = tileDefinition.textures
//let tileTexture = tileArray[0]
let x = CGFloat(column) * tileSize.width - halfWidth + (tileSize.width/2)
let y = CGFloat(row) * tileSize.height - halfHeight + (tileSize.height/2)
_ = CGRect(x: 0, y: 0, width: tileSize.width, height: tileSize.height)
arrayOfPoints.append(CGPoint(x: x, y: y))
}
// 4
//bugsNode.name = "Bugs"
//addChild(bugsNode)
// 5
//bugsMap.removeFromParent()
}
}
return arrayOfPoints
}
}