我正在创建一个游戏,出现此错误:
0_specialized _fatalerrorMessage(StaticString,StaticString,StaticString,UInt,标志:UInt32)->从不
这是我认为崩溃所在的代码:
func goToCongratsScene() {
if countTouches > 5 {
let gameScene:GameScene = GameScene(size: self.size)
let transition = SKTransition.reveal(with: SKTransitionDirection.down, duration: 0)
gameScene.scaleMode = SKSceneScaleMode.aspectFill
self.view!.presentScene(gameScene, transition: transition)
}
}
游戏场景
import UIKit
import SpriteKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
backgroundColor = UIColor(red: CGFloat(248), green: CGFloat(248), blue: CGFloat(248), alpha: CGFloat(255)) //SKColor
var message = "Good Job! "
let label = SKLabelNode(fontNamed: "AppleSDGothicNeo-Bold")
label.text = message
label.fontSize = 22
label.fontColor = SKColor.blue
self.backgroundColor = SKColor.black
label.position = CGPoint(x: size.width / 2, y: size.height / 2)
addChild(label)
run(SKAction.sequence([
SKAction.wait(forDuration: 1.0),
SKAction.run(){
var scene = GameOver(size: self.size)
let skView = self.view! as SKView
skView.ignoresSiblingOrder = true
scene.scaleMode = .resizeFill
scene.size = skView.bounds.size
skView.presentScene(scene)
}
]))
}
}
最佳答案
我在重新创建问题时遇到了困难,因此我只为您重写了问题。这是一个简单的游戏...在主屏幕上点击六次即可获胜...然后它会在1.5秒(您的延迟)后自动使您输
在游戏上方的屏幕上,点击以重置。
如果在主屏幕上拖动而不是点击,则会立即丢失。
如果您需要,我可以很乐意解释。希望能帮助到你:
import SpriteKit
// Give us some functions that we can use in all of our scenes (inheritance):
extension SKScene {
// We don't need to use `self` anywhere for now,
// because `size` and `view` are are already members of `SKScene`.
func goToGameOverScene() {
let scene = GameOver(size: size)
scene.scaleMode = .resizeFill
view!.ignoresSiblingOrder = true
view!.presentScene(scene)
}
func goToCongratsScene() {
let congratsScene = Congrats(size: size)
let transition = SKTransition.reveal(with: SKTransitionDirection.down,
duration: 0)
congratsScene.scaleMode = .aspectFill
view!.presentScene(congratsScene, transition: transition)
}
func goToGameScene() {
let gameScene = GameScene(size: size)
gameScene.scaleMode = .aspectFill
view!.presentScene(gameScene)
}
func makeLabel(text: String) {
let label = SKLabelNode(fontNamed: "AppleSDGothicNeo-Bold")
label.text = text
label.fontSize = 22
label.fontColor = SKColor.blue
label.position = CGPoint(x: size.width / 2, y: size.height / 2)
addChild(label)
}
}
class GameOver: SKScene {
override func didMove(to view: SKView) {
makeLabel(text: "Game Over!! Muahahaha!")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
goToGameScene()
}
}
class Congrats: SKScene {
override func didMove(to view: SKView) {
backgroundColor = SKColor(red: CGFloat(248),
green: CGFloat(248),
blue: CGFloat(248),
alpha: CGFloat(255))
backgroundColor = SKColor.black // Not sure which color you wanted :)
makeLabel(text: "you won... or did you?")
run(.sequence([
.wait(forDuration: 1.5),
.run() { self.goToGameOverScene() } // We have to use `self` here because in closure.
]))
}
}
class GameScene: SKScene {
var countTouches = 0
override func didMove(to view: SKView) {
makeLabel(text: "Tap six times to 'win'~!")
}
// Six taps to win!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
countTouches += 1
if countTouches > 5 { goToCongratsScene() }
}
// Game over if you move your finger!
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
goToGameOverScene()
}
}
我认为您的问题来自尝试在
didMoveToView
和闭包内部交换场景...并且像这样使用self
可能会很快使您感到困惑。在这里,我只是将所有内容隔开,赋予它自己的功能,因此您可以按照自己的意愿移动到更容易的位置。
关于ios - 0_specialized _fatalerrorMessage(StaticString,StaticString,StaticString,UInt,标志:UInt32)->从不-SpriteKit,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/41575674/