Swift 为什么不能使用SKShapenode的子类?
我在这里使用了一个名为Swift 为什么不能使用SKShapenode的子类?,swift,inheritance,sprite-kit,Swift,Inheritance,Sprite Kit,我在这里使用了一个名为敌方的子类,它继承自SKShapeNode,这里的问题是当我检查子弹和敌方之间的碰撞时,我获取敌方的健康状况它说在展开时发现了零 这是我的密码: private func drawEnemy() { let (color, edge) = randomColorandEdge() let nextEnemyPosition = determineNextEnemyPosition(edge: Int(edge)) let en
敌方
的子类,它继承自SKShapeNode
,这里的问题是当我检查子弹
和敌方
之间的碰撞时,我获取敌方的健康状况
它说在展开时发现了零
这是我的密码:
private func drawEnemy() {
let (color, edge) = randomColorandEdge()
let nextEnemyPosition = determineNextEnemyPosition(edge: Int(edge))
let enemyPosition = spawnAtRandomPosition(edge: nextEnemyPosition)
let enemyCircle = Enemy(scene: self, color: color, radius: globalRadius, position: enemyPosition)
let enemy = enemyCircle.drawEnemy()
world.addChild(enemy)
numberOfEnemies += 1
enemy.name = String(numberOfEnemies)
runToCenter(enemy: enemy)
}
func didBegin(_ contact: SKPhysicsContact) {
if (contact.bodyB.categoryBitMask == bodyType.bullet.rawValue) && (contact.bodyA.categoryBitMask == bodyType.enemy.rawValue) {
let hitter = contact.bodyB.node as? SKShapeNode
let enemy = contact.bodyA.node as? Enemy
hitter?.removeFromParent()
let health = enemy?.getHealth()
if health! > 0 {
enemy?.setHealth(amount: health! - 1)
}else {
enemy?.removeFromParent()
}
}
}
这是我的敌人
课程:
class Enemy: SKShapeNode {
private var health: Int = 5
private var color: SKColor!
private var radius: CGFloat!
private var s: SKScene!
private var pos: CGPoint!
private var enemy: SKShapeNode!
init(scene: SKScene, color: SKColor, radius: CGFloat, position: CGPoint) {
self.color = color
self.radius = radius
self.health = 5
self.s = scene
self.pos = position
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func setHealth(amount: Int) {
self.health = amount
}
func getHealth() -> Int {
return self.health
}
func drawEnemy() -> SKShapeNode {
enemy = SKShapeNode(circleOfRadius: radius)
enemy.fillColor = color
enemy.glowWidth = 0.5
enemy.strokeColor = color
enemy.physicsBody = SKPhysicsBody(circleOfRadius: radius)
enemy.physicsBody?.affectedByGravity = false
enemy.physicsBody?.isDynamic = true
enemy.physicsBody?.collisionBitMask = GameScene.bodyType.player.rawValue
enemy.physicsBody?.categoryBitMask = GameScene.bodyType.enemy.rawValue
enemy.physicsBody?.contactTestBitMask = GameScene.bodyType.player.rawValue
enemy.physicsBody?.usesPreciseCollisionDetection = true
enemy.position = pos
return enemy
}
}
当我检查health
是否大于0
或不在didbeagin
函数中时,会出现错误您没有正确地进行子类化,您将您的敌方对象用作工厂和实例,请将2分开
工厂:
public class EnemyFactory
{
public func createEnemy(color: SKColor, radius: CGFloat, position: CGPoint) -> Enemy{
let enemy = Enemy(circleOfRadius: radius)
enemy.setup(color:color, radius: radius, position: position)
return enemy
}
}
实例类:
public class Enemy: SKShapeNode {
static let Factory = EnemyFactory()
public var health: Int = 5
func setup (color: SKColor, radius: CGFloat, position: CGPoint) {
self.position = position
fillColor = color
glowWidth = 0.5
self.health = 5
strokeColor = color
let physicsBody = SKPhysicsBody(circleOfRadius: radius)
physicsBody.affectedByGravity = false
physicsBody.isDynamic = true
physicsBody.collisionBitMask = GameScene.bodyType.player.rawValue
physicsBody.categoryBitMask = GameScene.bodyType.enemy.rawValue
physicsBody.contactTestBitMask = GameScene.bodyType.player.rawValue
physicsBody.usesPreciseCollisionDetection = true
self.physicsBody = physicsBody
}
override init(){
super.init()
}
required public init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
我有一些自由:我删除了局部冗余变量,比如颜色和场景,你可以直接从对象中获取这些变量,不需要另一个变量来保存它们。您也不需要getter和setter,Swift已经为您完成了这项工作。您没有正确地进行子类化,您正在使用您的敌人对象作为工厂和实例,将它们分开
工厂:
public class EnemyFactory
{
public func createEnemy(color: SKColor, radius: CGFloat, position: CGPoint) -> Enemy{
let enemy = Enemy(circleOfRadius: radius)
enemy.setup(color:color, radius: radius, position: position)
return enemy
}
}
实例类:
public class Enemy: SKShapeNode {
static let Factory = EnemyFactory()
public var health: Int = 5
func setup (color: SKColor, radius: CGFloat, position: CGPoint) {
self.position = position
fillColor = color
glowWidth = 0.5
self.health = 5
strokeColor = color
let physicsBody = SKPhysicsBody(circleOfRadius: radius)
physicsBody.affectedByGravity = false
physicsBody.isDynamic = true
physicsBody.collisionBitMask = GameScene.bodyType.player.rawValue
physicsBody.categoryBitMask = GameScene.bodyType.enemy.rawValue
physicsBody.contactTestBitMask = GameScene.bodyType.player.rawValue
physicsBody.usesPreciseCollisionDetection = true
self.physicsBody = physicsBody
}
override init(){
super.init()
}
required public init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
我有一些自由:我删除了局部冗余变量,比如颜色和场景,你可以直接从对象中获取这些变量,不需要另一个变量来保存它们。你也不需要getter和setter,Swift已经为你做了。你没有正确的子类化,你的敌人是SKShapeNode类型,而不是敌人敌人=SKShapeNode(circleOfRadius:radius)
是的,但是如果我把它设为敌人,我怎么做半径?]我正在为你写一个答案你没有正确的子类化,你的敌人是SKShapeNode类型,而不是敌方敌方=SKShapeNode(circleOfRadius:radius)
是的,但如果我把它设为敌方,那么我将如何设置半径?]我正在为你写一个答案让我们来吧。让我们来吧。为什么不使用skshapenodes?他们慢了吗@Whirlwind是的,它们比较慢,而且很轻便,你真的应该使用SKSpriteNode。先学习如何使用SpriteKit,以后再担心性能会更好。我知道如何使用SpriteKit。请告诉我们。为什么不使用skshapnodes?他们慢了吗@Whirlwind是的,它们比较慢,而且很轻便,你真的应该使用SKSpriteNode。先学习如何使用SpriteKit,然后再担心性能会更好我知道如何使用它们是的