【发布时间】:2017-04-24 04:57:23
【问题描述】:
我正在尝试在车轮停止旋转时移动到另一个场景。我的代码如下所示。我不知道如何检测速度何时达到 0.0?
import SpriteKit
import GameplayKit
class GameplayScene: SKScene {
var player: Player?;
override func didMove(to view: SKView) {
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
}
所以从这里开始,我想在车轮停止旋转时执行以下操作:
let play_scene = Questions(fileNamed: "QuestionsScene")
play_scene?.scaleMode = .aspectFill
self.view?.presentScene(play_scene!, transition: SKTransition.doorsOpenVertical(withDuration: 1))
我现在已经编辑了这个类,它看起来如下:
import SpriteKit
import GameplayKit
class GameplayScene: SKScene, SKSceneDelegate {
var player: Player?
override func didMove(to view: SKView) {
self.delegate = self
player = self.childNode(withName: "spinner") as! Player?;
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if atPoint(location).name == "play_button" {
spin()
}
}
}
func spin () {
let random = GKRandomDistribution(lowestValue: 20, highestValue: 90)
let r = random.nextInt()
player?.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(self.frame.width))
player?.physicsBody?.affectedByGravity = false
player?.physicsBody?.isDynamic = true
player?.physicsBody?.allowsRotation = true
player?.physicsBody?.pinned = true
player?.physicsBody?.angularVelocity = CGFloat(r)
player?.physicsBody?.angularDamping = 1.0
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func didSimulatePhysics() {
if ((player?.physicsBody?.angularVelocity)! <= CGFloat(0.01))
{
print("Got it")
}
}
}
问题是我仍然收到关于 didSimulatePhysics 函数中的 if 语句的错误。我收到的错误是“线程 1:EXC_BAD_INSTRUCTION....”
【问题讨论】:
标签: ios swift sprite-kit