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swift - skphysical 到 skspritenode 错误

转载 作者:行者123 更新时间:2023-11-30 13:46:09 26 4
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代码如下:

import SpriteKit
import CoreMotion

struct PhysicsCatagory {
static let Player :UInt32 = 0x1 << 0
static let shark :UInt32 = 0x1 << 1
static let jellyfish :UInt32 = 0x1 << 2
}

class GameScene: SKScene, SKPhysicsContactDelegate {

var Player = SKSpriteNode()
var game = true
var playerPos = false
var ScoreCount = 0
let myLabel = SKLabelNode(fontNamed: "3D-Thirteen-Pixel-Fonts")
var HighScore = 0
let DisplayScore = SKLabelNode(fontNamed: "3D-Thirteen-Pixel-Fonts")
let LeaderBoardScore = SKLabelNode(fontNamed: "3D-Thirteen-Pixel-Fonts")
let LeaderBoardHighscore = SKLabelNode(fontNamed: "3D-Thirteen-Pixel-Fonts")
var CheckGameState = false
let playButton = SKSpriteNode(imageNamed: "Play")
let Scores = SKSpriteNode(imageNamed: "LeaderBoard")
var PlayerUpState = false
var PlayerDownState = false
var ifPlayerDrawJustCalled = false
var TextureAtlas = SKTextureAtlas()
var TextureArray = [SKTexture]()
var TextureAtlas2 = SKTextureAtlas()
var TextureArray2 = [SKTexture]()
var TextureAtlas3 = SKTextureAtlas()
var TextureArray3 = [SKTexture]()
var motionManager: CMMotionManager!
var fishYpos = 115.0
let shark = SKSpriteNode(imageNamed: "shark")
let jellyfish = SKSpriteNode(imageNamed: "jellyfish")



override func didMoveToView(view: SKView) {

print("called")

motionManager = CMMotionManager()
motionManager.startGyroUpdates()
motionManager.gyroUpdateInterval = 0.02




backgroundColor = UIColor(red: 0.0, green: 7.0, blue: 1.0, alpha: 1.0)
let HighscoreDefault = NSUserDefaults.standardUserDefaults()
if(HighscoreDefault.valueForKey("Highscore") != nil){
HighScore = HighscoreDefault.valueForKey("Highscore") as! Int
}


TextureAtlas = SKTextureAtlas(named: "Images")
TextureArray.append(SKTexture(imageNamed: "win_1.png"))
TextureArray.append(SKTexture(imageNamed: "win_2.png"))
TextureArray.append(SKTexture(imageNamed: "win_3.png"))
TextureArray.append(SKTexture(imageNamed: "win_4.png"))


TextureAtlas3 = SKTextureAtlas(named: "Images")
TextureArray3.append(SKTexture(imageNamed: "jellyfish_1.png"))
TextureArray3.append(SKTexture(imageNamed: "jellyfish_2.png"))
TextureArray3.append(SKTexture(imageNamed: "jellyfish_3.png"))
TextureArray3.append(SKTexture(imageNamed: "jellyfish_4.png"))
TextureArray3.append(SKTexture(imageNamed: "jellyfish_5.png"))
TextureArray3.append(SKTexture(imageNamed: "jellyfish_6.png"))
TextureArray3.append(SKTexture(imageNamed: "jellyfish_7.png"))
TextureArray3.append(SKTexture(imageNamed: "jellyfish_8.png"))


TextureAtlas2 = SKTextureAtlas(named: "Images")
TextureArray2.append(SKTexture(imageNamed: "shark_1.png"))
TextureArray2.append(SKTexture(imageNamed: "shark_2.png"))
TextureArray2.append(SKTexture(imageNamed: "shark_3.png"))
TextureArray2.append(SKTexture(imageNamed: "shark_4.png"))
TextureArray2.append(SKTexture(imageNamed: "shark_5.png"))
TextureArray2.append(SKTexture(imageNamed: "shark_6.png"))




Player = SKSpriteNode(imageNamed: TextureAtlas.textureNames[0])



self.physicsWorld.contactDelegate = self

Player.zPosition = 10.0




Player.position = CGPoint(x: 80, y: fishYpos)
Player.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 30, height: 30))
Player.physicsBody?.dynamic = false
Player.physicsBody?.affectedByGravity = false


myLabel.text = "\(ScoreCount)"
myLabel.fontSize = 70
myLabel.position = CGPointMake(CGRectGetMidX(self.frame), frame.size.height-150)
myLabel.zPosition = 18.0
addChild(myLabel)

addChild(Player)

Player.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(TextureArray, timePerFrame: 0.20)))


var BubbleTimer = NSTimer.scheduledTimerWithTimeInterval(1, target:self,selector: "addBubble", userInfo: nil, repeats: true)
var Gyro = NSTimer.scheduledTimerWithTimeInterval(0.02, target:self,selector: "gyroFunction", userInfo: nil, repeats: true)
var MainTimer1 = NSTimer.scheduledTimerWithTimeInterval(1, target:self,selector: "RunTimeTimer", userInfo: nil, repeats: true)
var sharkTimer = NSTimer.scheduledTimerWithTimeInterval(0.70, target: self, selector: "RunSharkTimer", userInfo: nil, repeats: true)
var jellyfishTimer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: "RunJellyfishTimer", userInfo: nil, repeats: true)
}





func addBubble(){

let randomNum1 = Int(arc4random_uniform(3))

if(randomNum1 == 2){
let randomNum2 = Int(arc4random_uniform(2))
if(randomNum2 == 1){
let Bubble1 = SKSpriteNode(imageNamed: "Bubble1")
Bubble1.position.x = Player.position.x+9
Bubble1.position.y = Player.position.y
Bubble1.zPosition = 2.0
addChild(Bubble1)
Bubble1.runAction(SKAction.moveToY( frame.size.height+20, duration: 3.0))
}
if(randomNum2 == 0){
let Bubble2 = SKSpriteNode(imageNamed: "Bubble2")
Bubble2.position.x = Player.position.x+9
Bubble2.position.y = Player.position.y
Bubble2.zPosition = 3.0
addChild(Bubble2)
Bubble2.runAction(SKAction.moveToY( frame.size.height+20, duration: 3.0))

}
}
}


func RunTimeTimer(){
if(game == true){
timer()
}
}

func RunSharkTimer(){
if(game == true){
addShark()
}
}

func RunJellyfishTimer(){
if(game == true){
addJellyfish()
}
}

func gyroFunction(){

if let gyro_y = motionManager.gyroData?.rotationRate.y {
if(fishYpos+gyro_y*(-10) > 115){
if(CGFloat(fishYpos+gyro_y*(-10)) < frame.size.height-115){

fishYpos = fishYpos+gyro_y*(-10)

let fishAction = SKAction.moveToY(CGFloat(fishYpos), duration: 0.05)
Player.runAction(fishAction)


}
}
}
}





func didBeginContact(contact: SKPhysicsContact) {

let firstBody = contact.bodyA as! SKSpriteNode
let secondBody = contact.bodyB as! SKSpriteNode




if(((firstBody.name == "Player") && (secondBody.name == "shark")) || (firstBody.name == "shark") && (secondBody.name == "Player") || ((firstBody.name == "Player") && (secondBody.name == "jellyfish")) || (firstBody.name == "jellyfish") && (secondBody.name == "Player")){


game = false
if(CheckGameState == false){

playButton.xScale = 1.9
playButton.yScale = 1.9
playButton.zPosition = 12.0
playButton.position = CGPoint(x: frame.midX-50, y: frame.midY-140)
playButton.name = "playButton"
playButton.userInteractionEnabled = false
addChild(playButton)
if(ScoreCount>HighScore){
HighScore = ScoreCount
let HighscoreDefault = NSUserDefaults.standardUserDefaults()
HighscoreDefault.setInteger(HighScore, forKey: "Highscore")
}

LeaderBoardScore.text = "\(ScoreCount)"
LeaderBoardHighscore.text = "\(HighScore)"

LeaderBoardHighscore.position = CGPoint(x: frame.midX+30 , y: frame.midY+5)
LeaderBoardHighscore.xScale = 2.0
LeaderBoardHighscore.yScale = 2.0
LeaderBoardHighscore.zPosition = 15.0
LeaderBoardHighscore.fontColor = UIColor.purpleColor()
LeaderBoardScore.position = CGPoint(x: frame.midX+60 , y: frame.midY+72)
LeaderBoardScore.fontColor = UIColor.purpleColor()
LeaderBoardScore.xScale = 2.0
LeaderBoardScore.zPosition = 15.0
LeaderBoardScore.yScale = 2.0
addChild(LeaderBoardHighscore)
addChild(LeaderBoardScore)
Scores.xScale = 2
Scores.yScale = 2
Scores.zPosition = 11.0
Scores.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(Scores)
CheckGameState = true

}
}

}




func addShark(){

Player.physicsBody?.collisionBitMask = PhysicsCatagory.shark
Player.physicsBody?.contactTestBitMask = PhysicsCatagory.shark
Player.name = "Player"
Player.physicsBody?.dynamic = true
Player.physicsBody?.affectedByGravity = false

let randomNumShark = arc4random_uniform(2)
if(randomNumShark == 1){
let shark = SKSpriteNode(imageNamed: "shark_1.png")


shark.position.x = frame.size.width
let PositionY = arc4random_uniform(UInt32(frame.size.height))
shark.position.y = CGFloat(PositionY)
addChild(shark)
let sharkGoForward = SKAction.moveToX(CGFloat(-1100), duration: 1.5)
shark.runAction(sharkGoForward)
shark.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: shark.size.width, height:shark.size.height))
shark.physicsBody?.categoryBitMask = PhysicsCatagory.Player
shark.physicsBody?.contactTestBitMask = PhysicsCatagory.Player
shark.physicsBody?.collisionBitMask = PhysicsCatagory.Player
shark.physicsBody?.dynamic = true
shark.physicsBody?.affectedByGravity = false
shark.name = "shark"
shark.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(TextureArray2, timePerFrame: 0.05)))


}

}

func addJellyfish(){
Player.physicsBody?.collisionBitMask = PhysicsCatagory.jellyfish
Player.physicsBody?.contactTestBitMask = PhysicsCatagory.jellyfish
Player.name = "Player"
Player.physicsBody?.dynamic = true
Player.physicsBody?.affectedByGravity = false


let randomNumJelly = arc4random_uniform(2)
if(randomNumJelly == 1){
let jellyfish = SKSpriteNode(imageNamed: "jellyfish")
jellyfish.position.y = 0
let PositionX = arc4random_uniform(UInt32(frame.size.width))
jellyfish.position.x = CGFloat(PositionX)
addChild(jellyfish)
let jellyfishGoUp = SKAction.moveToY(CGFloat(frame.size.height+100), duration: 2.0)
jellyfish.runAction(jellyfishGoUp)
jellyfish.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: jellyfish.size.width, height:jellyfish.size.height))
jellyfish.physicsBody?.categoryBitMask = PhysicsCatagory.Player
jellyfish.physicsBody?.contactTestBitMask = PhysicsCatagory.Player
jellyfish.physicsBody?.collisionBitMask = PhysicsCatagory.Player
jellyfish.physicsBody?.dynamic = true
jellyfish.physicsBody?.affectedByGravity = false
jellyfish.name = "jellyfish"
jellyfish.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(TextureArray3, timePerFrame: 0.05)))

}






}











func timer(){
if(game == true){

ScoreCount++
myLabel.text = "\(ScoreCount)"
}
}



func rePositionPlayer(){
Player.removeFromParent()
Player.position = CGPoint(x: 80, y: 220)
addChild(Player)
}


override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {


for touch in (touches ) {

let location = touch.locationInNode(self)

if(game == false){
if playButton.containsPoint(location){
game = true
LeaderBoardHighscore.removeFromParent()
LeaderBoardScore.removeFromParent()
playButton.removeFromParent()
Scores.removeFromParent()
CheckGameState = false
rePositionPlayer()
ScoreCount = 0
fishYpos = 220
}
}


if(game == true){

}
}
}

override func update(currentTime: CFTimeInterval) {

}
}

我的错误在行

let secondbody = contact.bodyB as! SKSpriteNode

上面写着

can cast SKPhysicsBody to unrealted SKSpriteNode

如何解决这个问题?

最佳答案

尝试说let secondarybody.node = contact.bodyB as! SKSpriteNode

关于swift - skphysical 到 skspritenode 错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34911785/

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