游戏仅在 iPhone X 和 iPhone 8 Plus 上崩溃
Game crash only on iPhone X and iPhone 8 Plus
我正在开发游戏,游戏在所有 iPhones 和 iPad 上运行完美,预计 iPhone X 和 iPhone 8 Plus
当我将精灵添加到场景时游戏崩溃(仅在 iPhone X 和 iPhone 8 Plus 上)因为精灵已经添加到场景中,在其他 iPhone 上应用程序没有崩溃,我认为错误出在我的计时器中,也许错误是 iPhone 模拟器?你怎么看?
代码:
class GameScene: SKScene, SKPhysicsContactDelegate {
var finger = SKSpriteNode(imageNamed: "Finger") //Finger to swipe the biscuit
var biscuit = SKSpriteNode(imageNamed: "Biscuit")
var glass = SKSpriteNode(imageNamed: "Glass")
var defaultbiscuitpos:CGPoint = CGPoint()
var defaultfingerpos:CGPoint = CGPoint()
/*** Drag Biscuit vars ***/
var touchpoint:CGPoint = CGPoint()
var istouching:Bool = false
var fadeoutfinger = SKAction()
var fadeinfinger = SKAction()
var fingergroup = SKAction()
var burnanimtion = SKAction()
var movefinger = SKAction()
let fingertimer:String = "fingertimer"
var isGameover:Bool = false
//Game mode enum
enum gamemode {
case dip
case ready
case out
case gameover
}
//Game mode (Dip,Ready,Out or game over by enum) **Now is Dip
var mymode = gamemode.dip
override func didMove(to view: SKView) {
//Finger
finger.name = "Finger"
finger.position = CGPoint(x: biscuit.position.x + finger.frame.width, y: biscuit.position.y)
defaultfingerpos = finger.position
finger.alpha = 1.0
finger.zPosition = 5
//Start finger timer to make animation
createTimer(name: fingeranimation, waitt: 3.0, sprite: finger, actioname: fingertimer)
}
//Finger timer func
func fingeranimation () {
//Check if timer is over 4 seconds and the title is dip
if mymode == gamemode.dip {
//Add finger to screen
addChild(finger)
//Set fade in animation for finger
fadeinfinger = SKAction.fadeIn(withDuration: 2.0)
//Set move animation for finger
movefinger = SKAction.moveTo(y: glass.frame.midX, duration: 2.0)
//Set fade out animation for finger
fadeoutfinger = SKAction.fadeOut(withDuration: 2.0)
fingergroup = SKAction.group([fadeinfinger,movefinger,fadeoutfinger])
finger.run(fingergroup, completion: {
//Remove finger from screen
self.finger.removeFromParent()
//Return the finger to apper and return the finger to default position
self.finger.alpha = 1.0
self.finger.position = self.defaultfingerpos
})
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first! as UITouch
let location = touch.location(in: self)
//Tap on biscuit
if biscuit.contains(location) && mymode != gamemode.gameover {
touchpoint = location
istouching = true
biscuit.physicsBody?.pinned = false
//Stop the finger animation timer
stopTimer(actioname: fingertimer, sprite: finger)
}
}
//Make timer function
func createTimer (name:@escaping os_block_t , waitt:TimeInterval, sprite:SKSpriteNode?,actioname: String) {
let myaction = SKAction.sequence([SKAction.wait(forDuration: waitt), SKAction.run(name)])
run(SKAction.repeatForever(myaction), withKey: actioname)
}
//Stop timer function
func stopTimer(actioname:String, sprite:SKSpriteNode?) {
removeAction(forKey: actioname)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if istouching && isGameover == false {
let dt:CGFloat = 1.0/15
let distance = CGVector(dx: touchpoint.x - biscuit.position.x, dy: touchpoint.y - biscuit.position.y * 1.65)
let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
self.biscuit.physicsBody!.velocity = velocity
}
}
}
此问题现已随着 Xcode 9.1 的发布得到解决。
我正在开发游戏,游戏在所有 iPhones 和 iPad 上运行完美,预计 iPhone X 和 iPhone 8 Plus
当我将精灵添加到场景时游戏崩溃(仅在 iPhone X 和 iPhone 8 Plus 上)因为精灵已经添加到场景中,在其他 iPhone 上应用程序没有崩溃,我认为错误出在我的计时器中,也许错误是 iPhone 模拟器?你怎么看?
代码:
class GameScene: SKScene, SKPhysicsContactDelegate {
var finger = SKSpriteNode(imageNamed: "Finger") //Finger to swipe the biscuit
var biscuit = SKSpriteNode(imageNamed: "Biscuit")
var glass = SKSpriteNode(imageNamed: "Glass")
var defaultbiscuitpos:CGPoint = CGPoint()
var defaultfingerpos:CGPoint = CGPoint()
/*** Drag Biscuit vars ***/
var touchpoint:CGPoint = CGPoint()
var istouching:Bool = false
var fadeoutfinger = SKAction()
var fadeinfinger = SKAction()
var fingergroup = SKAction()
var burnanimtion = SKAction()
var movefinger = SKAction()
let fingertimer:String = "fingertimer"
var isGameover:Bool = false
//Game mode enum
enum gamemode {
case dip
case ready
case out
case gameover
}
//Game mode (Dip,Ready,Out or game over by enum) **Now is Dip
var mymode = gamemode.dip
override func didMove(to view: SKView) {
//Finger
finger.name = "Finger"
finger.position = CGPoint(x: biscuit.position.x + finger.frame.width, y: biscuit.position.y)
defaultfingerpos = finger.position
finger.alpha = 1.0
finger.zPosition = 5
//Start finger timer to make animation
createTimer(name: fingeranimation, waitt: 3.0, sprite: finger, actioname: fingertimer)
}
//Finger timer func
func fingeranimation () {
//Check if timer is over 4 seconds and the title is dip
if mymode == gamemode.dip {
//Add finger to screen
addChild(finger)
//Set fade in animation for finger
fadeinfinger = SKAction.fadeIn(withDuration: 2.0)
//Set move animation for finger
movefinger = SKAction.moveTo(y: glass.frame.midX, duration: 2.0)
//Set fade out animation for finger
fadeoutfinger = SKAction.fadeOut(withDuration: 2.0)
fingergroup = SKAction.group([fadeinfinger,movefinger,fadeoutfinger])
finger.run(fingergroup, completion: {
//Remove finger from screen
self.finger.removeFromParent()
//Return the finger to apper and return the finger to default position
self.finger.alpha = 1.0
self.finger.position = self.defaultfingerpos
})
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first! as UITouch
let location = touch.location(in: self)
//Tap on biscuit
if biscuit.contains(location) && mymode != gamemode.gameover {
touchpoint = location
istouching = true
biscuit.physicsBody?.pinned = false
//Stop the finger animation timer
stopTimer(actioname: fingertimer, sprite: finger)
}
}
//Make timer function
func createTimer (name:@escaping os_block_t , waitt:TimeInterval, sprite:SKSpriteNode?,actioname: String) {
let myaction = SKAction.sequence([SKAction.wait(forDuration: waitt), SKAction.run(name)])
run(SKAction.repeatForever(myaction), withKey: actioname)
}
//Stop timer function
func stopTimer(actioname:String, sprite:SKSpriteNode?) {
removeAction(forKey: actioname)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
if istouching && isGameover == false {
let dt:CGFloat = 1.0/15
let distance = CGVector(dx: touchpoint.x - biscuit.position.x, dy: touchpoint.y - biscuit.position.y * 1.65)
let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
self.biscuit.physicsBody!.velocity = velocity
}
}
}
此问题现已随着 Xcode 9.1 的发布得到解决。