将图像分配给 SKShapeNode 作为球 - Spritekit 游戏
Assigning an image to a SKShapeNode as a Ball - Spritekit Game
我想在我的 Swift 2 Sprite-kit 游戏中为我的球添加图像。我有一个 make()
球函数,它没有错误,但是在游戏场景中,当调用该方法时,我不断收到此错误:
"无法将 SKShapeNode' 分配给类型球!
我不知道如何修复并且是 Swift 的新手。
// ----- GameScene.Swift ----
class GameScene: SKScene, GameDelegate, SKPhysicsContactDelegate {
// ball part one
var ball: Ball!
let ballSpeedX = CGFloat(500)
}
override func didMoveToView(view: SKView) {
// ball
ball = Ball.make() // error!!!
ball.position.x = CGRectGetMidX(self.frame)
ball.position.y = CGRectGetMidY(self.frame)
ball.physicsBody!.categoryBitMask = CollideType.Ball.toMask()
ball.physicsBody!.collisionBitMask = CollideType.toMask([.Scene, .Ceil, .Floor]) | boards.usedCollideMasks
ball.physicsBody!.contactTestBitMask = CollideType.toMask([.Scene, .Ceil, .Floor]) | boards.usedCollideMasks
ball.hidden = true
self.addChild(ball)
}
这是 Ball.swift 其中 make()
是:
//Ball. Swift
//imports...
class Ball: SKShapeNode {
var speedXFirst = CGFloat(0)
var speedXSecond = CGFloat(0)
var lastFloor = -1
var xSpeed: CGFloat {
get {
return speedXFirst + speedXSecond
}
}
var lastBoardNumber = 0
private override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
static func make()-> SKShapeNode {
let textureBall : SKTexture! = SKTexture(imageNamed:"colorBall.png")
let ballSize: CGSize = textureBall.size()
var ball = SKShapeNode.init(circleOfRadius: ballSize.width/2)
ball.fillTexture = textureBall
ball.strokeColor = UIColor.clearColor()
ball.name = "ball"
ball.zPosition = 1
ball.fillColor = UIColor.redColor() // use the color you want
return ball
}
func freezeX() {
self.speedXFirst = 0
self.speedXSecond = 0
}
}
您遇到此问题是因为您尝试将常规初始化和自定义 SKShapeNode
(由您的 make()
方法构建)分配给不相同的类型 Ball
SKShapeNode
类型(subclassed 与特定的初始化)。
您可以像这样自定义您的 球 class:
class Ball: SKShapeNode {
var speedXFirst = CGFloat(0)
var speedXSecond = CGFloat(0)
var lastFloor = -1
private var radius: CGFloat!
var xSpeed: CGFloat {
get {
return speedXFirst + speedXSecond
}
}
var lastBoardNumber = 0
init(imageNamed: String){
super.init()
let textureBall : SKTexture! = SKTexture.init(imageNamed:imageNamed)
let ballSize: CGSize = textureBall.size()
self.radius = ballSize.width/2
self.path = CGPathCreateWithEllipseInRect(CGRect(origin: CGPointZero, size: CGSize(width: radius*2, height: radius*2)), nil)
self.strokeColor = UIColor.clearColor()
self.name = "ball"
self.zPosition = 1
self.fillTexture = textureBall
self.fillColor = UIColor.redColor() // use the color you want
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func freezeX() {
self.speedXFirst = 0
self.speedXSecond = 0
}
}
所以当你在你的场景中时,你可以这样调用它:
var ball: Ball!
ball = Ball(imageNamed:"colorBall.png")
我想在我的 Swift 2 Sprite-kit 游戏中为我的球添加图像。我有一个 make()
球函数,它没有错误,但是在游戏场景中,当调用该方法时,我不断收到此错误:
"无法将 SKShapeNode' 分配给类型球!
我不知道如何修复并且是 Swift 的新手。
// ----- GameScene.Swift ----
class GameScene: SKScene, GameDelegate, SKPhysicsContactDelegate {
// ball part one
var ball: Ball!
let ballSpeedX = CGFloat(500)
}
override func didMoveToView(view: SKView) {
// ball
ball = Ball.make() // error!!!
ball.position.x = CGRectGetMidX(self.frame)
ball.position.y = CGRectGetMidY(self.frame)
ball.physicsBody!.categoryBitMask = CollideType.Ball.toMask()
ball.physicsBody!.collisionBitMask = CollideType.toMask([.Scene, .Ceil, .Floor]) | boards.usedCollideMasks
ball.physicsBody!.contactTestBitMask = CollideType.toMask([.Scene, .Ceil, .Floor]) | boards.usedCollideMasks
ball.hidden = true
self.addChild(ball)
}
这是 Ball.swift 其中 make()
是:
//Ball. Swift
//imports...
class Ball: SKShapeNode {
var speedXFirst = CGFloat(0)
var speedXSecond = CGFloat(0)
var lastFloor = -1
var xSpeed: CGFloat {
get {
return speedXFirst + speedXSecond
}
}
var lastBoardNumber = 0
private override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
static func make()-> SKShapeNode {
let textureBall : SKTexture! = SKTexture(imageNamed:"colorBall.png")
let ballSize: CGSize = textureBall.size()
var ball = SKShapeNode.init(circleOfRadius: ballSize.width/2)
ball.fillTexture = textureBall
ball.strokeColor = UIColor.clearColor()
ball.name = "ball"
ball.zPosition = 1
ball.fillColor = UIColor.redColor() // use the color you want
return ball
}
func freezeX() {
self.speedXFirst = 0
self.speedXSecond = 0
}
}
您遇到此问题是因为您尝试将常规初始化和自定义 SKShapeNode
(由您的 make()
方法构建)分配给不相同的类型 Ball
SKShapeNode
类型(subclassed 与特定的初始化)。
您可以像这样自定义您的 球 class:
class Ball: SKShapeNode {
var speedXFirst = CGFloat(0)
var speedXSecond = CGFloat(0)
var lastFloor = -1
private var radius: CGFloat!
var xSpeed: CGFloat {
get {
return speedXFirst + speedXSecond
}
}
var lastBoardNumber = 0
init(imageNamed: String){
super.init()
let textureBall : SKTexture! = SKTexture.init(imageNamed:imageNamed)
let ballSize: CGSize = textureBall.size()
self.radius = ballSize.width/2
self.path = CGPathCreateWithEllipseInRect(CGRect(origin: CGPointZero, size: CGSize(width: radius*2, height: radius*2)), nil)
self.strokeColor = UIColor.clearColor()
self.name = "ball"
self.zPosition = 1
self.fillTexture = textureBall
self.fillColor = UIColor.redColor() // use the color you want
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func freezeX() {
self.speedXFirst = 0
self.speedXSecond = 0
}
}
所以当你在你的场景中时,你可以这样调用它:
var ball: Ball!
ball = Ball(imageNamed:"colorBall.png")