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我在躺下并从背部手术中恢复时正在学习 SpriteKit。感谢您帮助我理解为什么会出现此错误。

我有一个精灵“zombie1”,我可以通过计时器调用它,它会一遍又一遍地生成,然后在屏幕上毫无问题地移动,直到我尝试添加 riotShield Sprite。一旦我这样做了,它会在第二次调用 func 并且第一个 riotShield 已经存在时崩溃:

    func addZ1ArmoredShield()     {
    zombie1Mask = SKSpriteNode(texture: zombie1Texture)
    var TextureAtlas = SKTextureAtlas()
    var TextureArray = [SKTexture]()
    TextureAtlas = SKTextureAtlas(named: "ZombieArmored")
    for i in 1...TextureAtlas.textureNames.count{
        let Name = "armoredZombie_\(i)"
        TextureArray.append(SKTexture(imageNamed: Name))
    }
    zombie1 = SKSpriteNode(imageNamed: TextureAtlas.textureNames[0] as String)
    zombie1.name = "monster"
    zombie1.position = CGPointMake(globalVariables.skScene.frame.size.width + 50, CGFloat(randomStartPosition()))
    let moveZombie1 = SKAction.moveToX(0, duration: spawnSpeed1()   )
    let removeZombie1 = SKAction.removeFromParent()
    let moveAndRemoveZombie1 = SKAction.sequence([moveZombie1, removeZombie1])
    zombie1.runAction(moveAndRemoveZombie1)       zombie1.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(TextureArray, timePerFrame: 0.1)))

    zombie1.physicsBody = SKPhysicsBody(texture: zombie1MaskTexture, size: zombie1Mask.size)
    zombie1.physicsBody!.dynamic = true
    zombie1.physicsBody!.affectedByGravity = false
    zombie1.physicsBody!.charge = 50
    zombie1.physicsBody!.usesPreciseCollisionDetection = true
    zombie1.physicsBody!.categoryBitMask = ColliderType.monster2HPContact.rawValue
    zombie1.physicsBody!.contactTestBitMask = ColliderType.bulletContact.rawValue|ColliderType.bottemEdge.rawValue|ColliderType.topEdge.rawValue|ColliderType.monster2HPContact.rawValue|ColliderType.heroTop.rawValue
    zombie1.physicsBody!.collisionBitMask = ColliderType.bottemEdge.rawValue|ColliderType.topEdge.rawValue
    zombie1.physicsBody!.fieldBitMask = ColliderType.monsterContact.rawValue
    zombie1.physicsBody!.mass = 2
    zombie1.physicsBody!.allowsRotation = false



    riotShield.name = "RiotShield"
    riotShield.color = SKColor.blackColor()
    riotShield.size = CGSizeMake(2, 25)
    riotShield.position = CGPoint(x: (zombie1.position.x + 80  ), y: (zombie1.position.y + 40 ))
    riotShield.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(2, 25))
    riotShield.physicsBody!.categoryBitMask = ColliderType.riotShieldContact.rawValue
    riotShield.physicsBody!.contactTestBitMask = ColliderType.bulletContact.rawValue
    riotShield.physicsBody!.dynamic = true
    riotShield.physicsBody!.affectedByGravity = false
    riotShield.physicsBody!.usesPreciseCollisionDetection = true


    let riotShieldJoint = SKPhysicsJointFixed.jointWithBodyA(zombie1.physicsBody!, bodyB: riotShield.physicsBody!, anchor: CGPoint(x: (zombie1.position.x + 10  ), y: zombie1.position.y + 10 ))




    globalVariables.currentScene.addChild(zombie1)
    globalVariables.currentScene.addChild(riotShield)
    globalVariables.currentScene.physicsWorld.addJoint(riotShieldJoint)




}//end function

我不明白的是,我的zombie1 怎么会创建一个 SKSpritenode 的实例,但我的 riotShield 却被视为试图添加到同一个父级的单个精灵。我已经阅读了大量有关此错误的帖子,并且我想我了解原因(riotShield 未作为实例添加)。我只是不明白这两个精灵之间的区别以及当我以基本相同的方式添加它们时它们的行为不同。

感谢您的时间和您可能提供的任何帮助。

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1 回答 1

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基于单亲问题并查看我添加“riotShield”节点的方式,我发现这是我使用 SKSpritenode 作为 shapenode 的方式,这显然改变了它的行为。

通过将 riotShield 添加为如下图像,一切正常。

riotShield.name = "RiotShield"
riotShield = SKSpriteNode(imageNamed: "riotShield1")
riotShield.position = CGPoint(x: (zombie1.position.x + 80  ), y: (zombie1.position.y + 40 ))
riotShield.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(2, 25))
riotShield.physicsBody!.categoryBitMask = ColliderType.riotShieldContact.rawValue
riotShield.physicsBody!.contactTestBitMask = ColliderType.bulletContact.rawValue
riotShield.physicsBody!.dynamic = true
riotShield.physicsBody!.affectedByGravity = false
riotShield.physicsBody!.usesPreciseCollisionDetection = true

感谢所有发布其他问题并回复我的人。

于 2016-04-01T01:48:18.777 回答