【发布时间】:2017-05-24 18:40:21
【问题描述】:
我正在使用 SpriteKit,并且正在加载一个 SceneKit 文件,该文件包含许多带有自定义类的精灵。场景实际上从未加载,因为它到达第一个自定义类并从 required init?(coder:) 初始化程序中抛出 fatalerror。虽然自定义类实现了一个初始化器,但我无法确定为什么它选择该初始化器而不是我提供的初始化器。
自定义类:
class Bat: SKSpriteNode, GameSprite {
var initialSize: CGSize = CGSize(width: 44, height: 24)
var textureAtlas: SKTextureAtlas = SKTextureAtlas(named: "Enemies")
var flyAnimation = SKAction()
init() {
super.init(texture: nil, color: .clear, size: initialSize)
self.physicsBody = SKPhysicsBody(circleOfRadius: size.width / 2)
self.physicsBody?.affectedByGravity = false
createAnimations()
self.run(flyAnimation)
}
required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") }
func createAnimations() {
let flyFrames: [SKTexture] = [textureAtlas.textureNamed("bat"),
textureAtlas.textureNamed("bat-fly")]
let flyAction = SKAction.animate(with: flyFrames, timePerFrame: 0.12)
flyAnimation = SKAction.repeatForever(flyAction)
}
func onTap() {}
}
下面是尝试加载场景然后循环遍历子元素并初始化它们的代码:
遭遇经理:
class EncounterManager {
// Store encounter file names
let encounterNames: [String] = [
"EncounterA"
]
// Each encounter is a node, store an array
var encounters: [SKNode] = []
init() {
// Loop through each encounter scene and create a node for the encounter
for encounterFileName in encounterNames {
let encounterNode = SKNode()
// Load the scene file into a SKScene instance and loop through the children
if let encounterScene = SKScene(fileNamed: encounterFileName) {
for child in encounterScene.children {
// Create a copy of the scene's child node to add to our encounter node
// Copy the position, name, and then add to the encounter
let copyOfNode = type(of: child).init()
copyOfNode.position = child.position
copyOfNode.name = child.name
encounterNode.addChild(copyOfNode)
}
}
// Add the populated encounter node to the array
encounters.append(encounterNode)
}
}
// This function will be called from the GameScene to add all the encounter nodes to the world node
func addEncountersToScene(gameScene: SKNode) {
var encounterPosY = 1000
for encounterNode in encounters {
// Spawn the encounters behind the action, with increasing height so they do not collide
encounterNode.position = CGPoint(x: -2000, y: encounterPosY)
gameScene.addChild(encounterNode)
// Double Y pos for next encounter
encounterPosY *= 2
}
}
}
我注意到使用断点是它永远不会超过加载场景。它在if let encounterScene = SKScene(fileNamed: encounterFileName) 行失败,错误是 Bat 类的初始化程序中的致命错误。
任何帮助理解为什么它选择一个初始化器而不是另一个将不胜感激!
【问题讨论】:
-
谢谢马丁!楼在下面的回答也解释了这一点,我将为其他登陆这里的人接受这一点。感谢您快速准确的回复!
标签: swift swift3 sprite-kit skspritenode