我试图将Swift 1中的this github代码转换为Swift2。这就像this video一样。
我翻译的Rope.swift看起来像这样:
//
// Rope.swift
// SKSwiftRopeDemo
//
// Created by Jeremy Higgins on 6/10/14.
// Copyright (c) 2014 Digital Buckeye. All rights reserved.
//
import SpriteKit
class Rope : SKNode {
var ropeTexture : String
var node1 : SKNode
var node2 : SKNode
var parentScene : SKScene
init(parentScene scene : SKScene, node node1 : SKNode, node node2 : SKNode, texture tex : String) {
self.ropeTexture = tex
self.node1 = node1
self.node2 = node2
self.parentScene = scene
super.init()
self.name = "rope"
self.createRope()
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func createRope() {
// Calculate distance & angle
let deltaX = node2.position.x - node1.position.x
let deltaY = node2.position.y - (node1.position.y + (node1.frame.size.height / 2))
let total = deltaX * deltaX + deltaY * deltaY
let distance = Float(sqrtf(Float(total)))
let height = Float(SKSpriteNode(imageNamed: "Rope").size.height - 1.0)
let p = (distance / height)
var points = Int(p)
points -= 1;
let vX = CGFloat(deltaX) / CGFloat(points)
let vY = CGFloat(deltaY) / CGFloat(points)
let vector = CGPoint(x: vX, y: vY)
var previousNode : SKSpriteNode?
let angle = atan2f(Float(deltaY), Float(deltaX))
for i in 0...points {
var x = self.node1.position.x
var y = self.node1.position.y + (self.node1.frame.size.height / 2)
y += vector.y * CGFloat(i)
x += vector.x * CGFloat(i)
let ropePiece = SKSpriteNode(imageNamed: self.ropeTexture)
ropePiece.name = "rope"
ropePiece.position = CGPoint(x: x, y: y)
ropePiece.zRotation = CGFloat(angle + 1.57)
ropePiece.zPosition = -1
ropePiece.physicsBody = SKPhysicsBody(rectangleOfSize: ropePiece.size)
ropePiece.physicsBody?.collisionBitMask = 2
ropePiece.physicsBody?.categoryBitMask = 2
ropePiece.physicsBody?.contactTestBitMask = 2
self.parentScene.addChild(ropePiece)
if let pNode = previousNode {
let pin = SKPhysicsJointPin.jointWithBodyA(pNode.physicsBody!, bodyB: ropePiece.physicsBody!, anchor: CGPoint(x: CGRectGetMidX(ropePiece.frame), y: CGRectGetMidY(ropePiece.frame)))
self.parentScene.physicsWorld.addJoint(pin)
} else {
if i == 0 {
let pin = SKPhysicsJointPin.jointWithBodyA(self.node1.physicsBody!, bodyB: ropePiece.physicsBody!, anchor: CGPoint(x: CGRectGetMidX(self.node1.frame), y: CGRectGetMaxY(self.node1.frame)))
self.parentScene.physicsWorld.addJoint(pin)
}
}
previousNode = ropePiece
}
if let pNode = previousNode {
let pin = SKPhysicsJointPin.jointWithBodyA(self.node2.physicsBody!, bodyB: pNode.physicsBody!, anchor: CGPoint(x: CGRectGetMidX(pNode.frame), y: CGRectGetMidY(pNode.frame)))
self.parentScene.physicsWorld.addJoint(pin)
}
}
func destroyRope() {
self.parentScene.enumerateChildNodesWithName("rope", usingBlock: { node, stop in
node.removeFromParent()
})
}
}
而GameScene.swift部分变成这样:
//
// GameScene.swift
// Hop Hope
//
// Created by Sergio on 5/2/16.
// Copyright (c) 2016. All rights reserved.
//
import SpriteKit
struct PhysicsCategory {
static let Player : UInt32 = 0x1 << 1
static let Ground : UInt32 = 0x1 << 2
static let Rope : UInt32 = 0x1 << 3
}
class GameScene: SKScene {
var Ground = SKSpriteNode()
var Rope = SKSpriteNode()
var Player = SKSpriteNode()
let szPlayer = 60
var anchor = SKSpriteNode()
var aplayer = SKSpriteNode()
override func didMoveToView(view: SKView) {
// Physics border around screen
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
// Static Body
self.anchor = SKSpriteNode(color: UIColor.redColor(), size: CGSize(width: 50, height: 50))
self.anchor.position = CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height - anchor.size.height)
self.anchor.physicsBody = SKPhysicsBody(rectangleOfSize: anchor.frame.size)
self.anchor.physicsBody?.dynamic = false
self.anchor.physicsBody?.collisionBitMask = 1
self.anchor.physicsBody?.categoryBitMask = 1
self.anchor.physicsBody?.contactTestBitMask = 1
self.addChild(self.anchor)
// Dynamic Body
self.aplayer = SKSpriteNode(color: UIColor.greenColor(), size: CGSize(width: 50, height: 50))
self.aplayer.position = CGPoint(x: aplayer.size.width * 2, y: self.frame.size.height / 2)
self.aplayer.physicsBody = SKPhysicsBody(rectangleOfSize: aplayer.frame.size)
self.aplayer.physicsBody?.collisionBitMask = 1
self.aplayer.physicsBody?.categoryBitMask = 1
self.aplayer.physicsBody?.contactTestBitMask = 1
self.addChild(self.aplayer)
// Create Rope
var rope = Rope(parentScene: self, node: self.aplayer, node: self.anchor, texture: "Rope")
var label = SKLabelNode(text: "Tap on screen to move block")
label.fontColor = UIColor.blackColor()
label.position = CGPoint(x: self.frame.size.width / 2, y: 200)
self.addChild(label)
////////////////////////////////// rest of the code
问题是
var rope = Rope(parentScene: self, node: self.aplayer, node: self.anchor, texture: "Rope")
给出错误无法调用非功能类型“SKSpriteNode”的值 这是唯一的错误,其余代码和文件都很好,而且我不知道如何解决此问题。我已经尝试过将Rope.swift中的所有
SKNode
更改为SKSpriteNode
,但这只会带来更多错误。 最佳答案
您已经声明了一个名为Rope
的变量,以及一个名为Rope
的类:
var Rope = SKSpriteNode()
因此,稍后创建绳索时:
var rope = Rope(parentScene: self, node: self.aplayer, node: self.anchor, texture: "Rope")
Swift认为您正在尝试将变量
Rope
用作函数指针,而SKSpriteNode
无法做到这一点。注意:对于变量和变量,应使用以小写字母开头的名称,对于类和结构,应使用以大写字母开头的名称。如果您遵守了该约定,那么您就不会遇到这个问题。