Swift SpriteKit平铺贴图未加载平铺

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

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 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
    }
}