我创建了一个类,目前我正在尝试创建一个由36个彩色方块组成的瓦片地图,这些方块是SKSpriteNodes.我收到运行时错误,我认为问题是由于SKSpriteNodes没有正确添加到SKNode.我是SpriteKit的新手并试图在
Swift中编写它.
下面是我的地图类(我知道它当前不是Isometric)和我正在尝试使用它的GameScene类.
任何人都可以解释我哪里出错了,对于我是否以特别糟糕的方式做事的任何一般性评论都将不胜感激.
class IsometricMap {
let map = SKNode()
let mapLayout = Array<Array<Int>>()
let numColumns: Int
let numRows: Int
let tileHeight: Int
let tileWidth:Int
let grassNode: SKSpriteNode
let wallNode: SKSpriteNode
init(mapLayout: Array<Array<Int>>,numColumns: Int, numRows: Int, tileHeight: Int, tileWidth: Int) {
self.mapLayout = mapLayout
self.numColumns = numColumns
self.numRows = numRows
self.tileHeight = tileHeight
self.tileWidth = tileWidth
self.grassNode = SKSpriteNode(color: UIColor.greenColor(), size: CGSizeMake(CGFloat(tileHeight), CGFloat(tileWidth)))
self.wallNode = SKSpriteNode(color: UIColor.brownColor(), size: CGSizeMake(CGFloat(tileHeight), CGFloat(tileWidth)))
}
func drawMap() {
var tileType: Int
var columnCount = 0
var rowCount = 0
for column in mapLayout {
for row in column {
var xPos = columnCount * tileWidth
var yPos = rowCount * tileHeight
tileType = mapLayout[columnCount][rowCount]
placeTile(tileType, xPos: CGFloat(xPos), yPos: CGFloat(yPos))
++rowCount
}
++columnCount
}
}
func placeTile(tileType: Int, xPos: CGFloat, yPos: CGFloat) {
switch tileType{
case 0:
grassNode.position = CGPointMake(xPos, yPos)
map.addChild(grassNode)
case 1:
wallNode.position = CGPointMake(xPos, yPos)
map.addChild(wallNode)
default:self
println("Out of range error")
}
}
}
class GameScene: SKScene {
let simpleMap = [[1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 1],
[1, 1, 1, 1, 1, 1]]
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let myLabel = SKLabelNode(fontNamed:"Chalkduster")
myLabel.text = "Hello, World!";
myLabel.fontSize = 65;
myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
let starterMap = IsometricMap(mapLayout: simpleMap, numColumns: 6, numRows: 6, tileHeight: 50, tileWidth: 50)
starterMap.drawMap()
self.addChild(starterMap.map)
//self.addChild(myLabel)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
最佳答案 据我所知,您不断更改grassNode和wallNode的位置,然后将其重新添加到地图节点.如果我正确理解您的意图,您希望为每个placeTile重新创建grass或wallnode,并每次添加该(新创建的)节点.
我也会从SKNode继承IsometricMap,我认为不需要额外的map变量.
期望类的用户调用drawMap以使类处于一致状态也感觉很奇怪,但是没有足够的上下文来建议什么是最好的替代方案(我的第一个想法是将该功能放在init方法中)