我是编程新手,因此可以确定它很简单。但是,我拥有它,因此当我触摸特定的精灵节点时,它会添加一个球和一个目标。一旦我松开手指,它将球传到目标。但是,如果我尝试在第一个球结束之前发送另一个球,则Xcode会崩溃。
请帮忙!!
错误=原因:“尝试添加已经具有父级的SKNode:
码:
//
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
if self.nodeAtPoint(touchLocation) == self.slingshot {
addBall()
addTarget()
isFingerTouching = true
}
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
/* Update to new touch location */
if isFingerTouching {
var touch = touches.anyObject() as UITouch!
var touchLocation = touch.locationInNode(self)
var previousLocation = touch.previousLocationInNode(self)
var slingholderY = slingholder.position.y + (touchLocation.y - previousLocation.y)
var slingholderX = slingholder.position.x + (touchLocation.x - previousLocation.x)
slingholderY = min(slingholderY, 155)
slingholderY = max(slingholderY, 89)
slingholderX = min(slingholderX, CGRectGetMidX(self.frame) + 40)
slingholderX = max(slingholderX, CGRectGetMidX(self.frame) - 40)
slingholder.position = CGPointMake(slingholderX, slingholderY)
leftsling.yScale = (155 / slingholder.position.y)*0.6
leftsling.xScale = (slingholder.position.x / 383)*0.6
rightsling.yScale = (155 / slingholder.position.y)*0.6
rightsling.xScale = (383 / slingholder.position.x)*0.6
slingholder.yScale = (89 / slingholder.position.y)
slingholder.xScale = (89 / slingholder.position.y)
ball.yScale = 2*(89 / slingholder.position.y)
ball.xScale = 2*(89 / slingholder.position.y)
ball.position = slingholder.position
slingholder.zRotation = 0.3*((slingholder.position.x - 383)/40)
target.position.x = 768 - (9.57 * (slingholder.position.x - 343))
target.position.y = max(10, 300)
target.position.y = (self.frame.size.height - self.scoreboard.size.height - 300) + (9.85 * (89 - slingholder.position.y) + 150)
}
}
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
sendBall()
isFingerTouching = false
}
//Check if bird reaches right or left side
func checkIfBirdReachesOtherSide () {
for child in self.children {
if(child.position.x > self.frame.width+20) {
self.removeChildrenInArray([child])
}
if(child.position.x < -20) {
self.removeChildrenInArray([child])
}
}
}
func addBall () {
ball.position = CGPointMake(CGRectGetMidX(self.frame), 155)
ball.xScale = 1.0
ball.yScale = 1.0
ball.zPosition = 4
self.addChild(ball)
}
func addTarget () {
target.position = CGPoint(x: CGRectGetMidX(self.frame), y: slingholder.position.y + 200)
target.zPosition = 4
self.addChild(target)
}
func sendBall () {
let moveToTarget = SKAction.moveTo(CGPointMake(target.position.x, target.position.y), duration: 0.5)
let scaleBallUp = SKAction.scaleBy(1.0, duration: 0.2)
let scaleBallDown = SKAction.scaleBy(0.3, duration: 0.3)
let delay = SKAction.waitForDuration(2)
let remove = SKAction.removeFromParent()
let sequence = SKAction.sequence([scaleBallUp, scaleBallDown, remove])
let ballGroupAction = SKAction.group([moveToTarget, sequence])
ball.runAction(ballGroupAction)
target.runAction(remove)
let moveSlingholder = SKAction.moveTo(CGPointMake(CGRectGetMidX(self.frame), 155), duration:1, delay: 0, usingSpringWithDamping: 0.1, initialSpringVelocity: 10.0)
let scaleSling = SKAction.scaleXTo(0.6, y: 0.6, duration: 1, delay: 0, usingSpringWithDamping: 0.1, initialSpringVelocity: 10.0)
let scaleSlingHolder = SKAction.scaleXTo(0.6, y: 0.6, duration: 1, delay: 0.2, usingSpringWithDamping: 0.1, initialSpringVelocity: 10.0)
let rotateSlingholder = SKAction.rotateToAngle(0, duration: 1, delay: 0, usingSpringWithDamping: 0.1, initialSpringVelocity: 10.0)
let slingHolderBundledMovement = SKAction.group([moveSlingholder, rotateSlingholder, scaleSlingHolder])
slingholder.runAction(slingHolderBundledMovement)
leftsling.runAction(scaleSling)
rightsling.runAction(scaleSling)
}
}
//
最佳答案
您的问题出在addTarget
和addBall
方法中。
您只能将一个SKNode添加到一个父节点。然后,每次触摸屏幕时,您都会添加相同的目标和相同的球。因此,您应该只添加一次球和目标,并且每次都更新位置。
因此,您可以在didMoveToView
方法中添加两个节点:
addChild(ball)
addChild(target)
并且仅更新方法中的位置等,而无需在每次调用该方法时再次添加位置。