应用挂起 "let SKView as! SKView" (Swift)
App Hanging on "let SKView as! SKView" (Swift)
我正在尝试创建一个基于 SpriteKit 的游戏,并在继续之前尝试建立基本的蓝牙连接,但是我的游戏在从菜单转到 GameScene 时崩溃了,我得到了 "Could not cast value of type 'UIView' to 'SKView'" 错误。我的游戏菜单如下:
import UIKit
import MultipeerConnectivity
class TitleScreenViewController: UIViewController, MCBrowserViewControllerDelegate {
@IBOutlet weak var TitleLabel: UILabel!
@IBOutlet weak var PlayLocallyButton: UIButton!
@IBOutlet weak var PlayOnlineButton: UIButton!
@IBOutlet weak var SettingsButton: UIButton!
@IBOutlet weak var GameCenterButton: UIButton!
var appDelegate:AppDelegate!
override func viewDidLoad() {
super.viewDidLoad()
PlayLocallyButton.layer.borderColor = UIColor.blackColor().CGColor
PlayLocallyButton.layer.cornerRadius = 10
PlayLocallyButton.layer.borderWidth = 1
PlayOnlineButton.layer.borderColor = UIColor.blackColor().CGColor
PlayOnlineButton.layer.cornerRadius = 10
PlayOnlineButton.layer.borderWidth = 1
SettingsButton.layer.borderColor = UIColor.blackColor().CGColor
SettingsButton.layer.cornerRadius = 10
SettingsButton.layer.borderWidth = 1
GameCenterButton.layer.borderColor = UIColor.blackColor().CGColor
GameCenterButton.layer.cornerRadius = 10
GameCenterButton.layer.borderWidth = 1
appDelegate = UIApplication.sharedApplication().delegate as! AppDelegate
appDelegate.mpcHandler.setupPeerWithDisplayName(UIDevice.currentDevice().name)
appDelegate.mpcHandler.setupSession()
appDelegate.mpcHandler.selfAdvertise(true)
}
@IBAction func ConnectWithPlayer(sender: AnyObject) {
if appDelegate.mpcHandler.session != nil {
appDelegate.mpcHandler.setupBrowser()
appDelegate.mpcHandler.browser.delegate = self
self.presentViewController(appDelegate.mpcHandler.browser, animated: true, completion: nil)
}
}
func browserViewControllerDidFinish(browserViewController: MCBrowserViewController!) {
appDelegate.mpcHandler.browser.dismissViewControllerAnimated(true, completion: nil)
self.performSegueWithIdentifier("OverToGame", sender: self)
}
func browserViewControllerWasCancelled(browserViewController: MCBrowserViewController!) {
appDelegate.mpcHandler.browser.dismissViewControllerAnimated(true, completion: nil)
}
我的 GameViewController,菜单继续并应该呈现 GameScene,如下所示。这包含它挂起的行
import UIKit
import SpriteKit
import MultipeerConnectivity
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file as String, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController: UIViewController {
var appDelegate:AppDelegate!
override func viewDidLoad() {
super.viewDidLoad()
appDelegate = UIApplication.sharedApplication().delegate as! AppDelegate
appDelegate.mpcHandler.setupPeerWithDisplayName(UIDevice.currentDevice().name)
appDelegate.mpcHandler.setupSession()
appDelegate.mpcHandler.selfAdvertise(true)
}
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
let skView = self.view as! SKView
if skView.scene == nil {
skView.showsFPS = true
skView.showsNodeCount = true
let gameScene = GameScene(size: skView.bounds.size)
gameScene.scaleMode = SKSceneScaleMode.AspectFill
skView.presentScene(gameScene)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
我是否以正确的方式呈现场景?
您的 class GameViewController
属于 class UIViewController
。 UIViewController
的 view
属性 属于 class UIView
,而不是 SKView
.
所以当你写 let skView = self.view as! SKView
你是在说,嘿,我确定我的 self.view
应该是 SKView
类型,如 [=19] 所示=].但事实并非如此,幸运的是编译器在你 运行 你的应用程序崩溃之前阻止了你。
SKView
是 SKScene
的 view
属性 的 class
要使用 Sprite Kit 编写游戏,您必须了解 UIViewController
和 SKScene
之间的区别,祝您好运!
我正在尝试创建一个基于 SpriteKit 的游戏,并在继续之前尝试建立基本的蓝牙连接,但是我的游戏在从菜单转到 GameScene 时崩溃了,我得到了 "Could not cast value of type 'UIView' to 'SKView'" 错误。我的游戏菜单如下:
import UIKit
import MultipeerConnectivity
class TitleScreenViewController: UIViewController, MCBrowserViewControllerDelegate {
@IBOutlet weak var TitleLabel: UILabel!
@IBOutlet weak var PlayLocallyButton: UIButton!
@IBOutlet weak var PlayOnlineButton: UIButton!
@IBOutlet weak var SettingsButton: UIButton!
@IBOutlet weak var GameCenterButton: UIButton!
var appDelegate:AppDelegate!
override func viewDidLoad() {
super.viewDidLoad()
PlayLocallyButton.layer.borderColor = UIColor.blackColor().CGColor
PlayLocallyButton.layer.cornerRadius = 10
PlayLocallyButton.layer.borderWidth = 1
PlayOnlineButton.layer.borderColor = UIColor.blackColor().CGColor
PlayOnlineButton.layer.cornerRadius = 10
PlayOnlineButton.layer.borderWidth = 1
SettingsButton.layer.borderColor = UIColor.blackColor().CGColor
SettingsButton.layer.cornerRadius = 10
SettingsButton.layer.borderWidth = 1
GameCenterButton.layer.borderColor = UIColor.blackColor().CGColor
GameCenterButton.layer.cornerRadius = 10
GameCenterButton.layer.borderWidth = 1
appDelegate = UIApplication.sharedApplication().delegate as! AppDelegate
appDelegate.mpcHandler.setupPeerWithDisplayName(UIDevice.currentDevice().name)
appDelegate.mpcHandler.setupSession()
appDelegate.mpcHandler.selfAdvertise(true)
}
@IBAction func ConnectWithPlayer(sender: AnyObject) {
if appDelegate.mpcHandler.session != nil {
appDelegate.mpcHandler.setupBrowser()
appDelegate.mpcHandler.browser.delegate = self
self.presentViewController(appDelegate.mpcHandler.browser, animated: true, completion: nil)
}
}
func browserViewControllerDidFinish(browserViewController: MCBrowserViewController!) {
appDelegate.mpcHandler.browser.dismissViewControllerAnimated(true, completion: nil)
self.performSegueWithIdentifier("OverToGame", sender: self)
}
func browserViewControllerWasCancelled(browserViewController: MCBrowserViewController!) {
appDelegate.mpcHandler.browser.dismissViewControllerAnimated(true, completion: nil)
}
我的 GameViewController,菜单继续并应该呈现 GameScene,如下所示。这包含它挂起的行
import UIKit
import SpriteKit
import MultipeerConnectivity
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file as String, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
class GameViewController: UIViewController {
var appDelegate:AppDelegate!
override func viewDidLoad() {
super.viewDidLoad()
appDelegate = UIApplication.sharedApplication().delegate as! AppDelegate
appDelegate.mpcHandler.setupPeerWithDisplayName(UIDevice.currentDevice().name)
appDelegate.mpcHandler.setupSession()
appDelegate.mpcHandler.selfAdvertise(true)
}
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
let skView = self.view as! SKView
if skView.scene == nil {
skView.showsFPS = true
skView.showsNodeCount = true
let gameScene = GameScene(size: skView.bounds.size)
gameScene.scaleMode = SKSceneScaleMode.AspectFill
skView.presentScene(gameScene)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
我是否以正确的方式呈现场景?
您的 class GameViewController
属于 class UIViewController
。 UIViewController
的 view
属性 属于 class UIView
,而不是 SKView
.
所以当你写 let skView = self.view as! SKView
你是在说,嘿,我确定我的 self.view
应该是 SKView
类型,如 [=19] 所示=].但事实并非如此,幸运的是编译器在你 运行 你的应用程序崩溃之前阻止了你。
SKView
是 SKScene
view
属性 的 class
要使用 Sprite Kit 编写游戏,您必须了解 UIViewController
和 SKScene
之间的区别,祝您好运!