相关代码:
导入 SpriteKit
游戏场景类:SKScene {
//1
let warrior = SKSpriteNode(imageNamed: "warr")
var healthBoss = SKLabelNode(text: "Boss HP: 25")
override func didMove(to view: SKView){
gameScene = self
//2
setupLayers()
spawnWarr(at: warriorposition)
spawnBoss(at: bossposition)
setupLabels()
backgroundColor = SKColor.blue
}
func setupLayers() {
objectsLayer = SKNode()
objectsLayer.name = "Objects Layer"
addChild(objectsLayer)
}
func spawnWarr(at: CGPoint) {
let newWarr = warriorclass()
newWarr.position = at
self.addChild(newWarr)
}
func spawnBoss(at: CGPoint) {
let newBoss = bossclass()
newBoss.position = at
self.addChild(newBoss)
}
func setupLabels() {
healthBoss.position = CGPoint(x: size.width * 0.5, y: size.height * 0.1)
healthBoss.fontColor = whiteColor
healthBoss.fontName = "Copperplate"
healthBoss.text = "Boss HP: \(spawnedBoss.health)"
\特别是这里使用 (spawnedBoss.health) 是我得到“exc_bad_instruction (code=exc_i386_invop subcode=0x0)”的地方
healthBoss.fontSize = 22
healthBoss.zPosition = layers.uistuff
objectsLayer.addChild(healthBoss)
}
bossclass.swift 文件-
导入 UIKit 导入 SpriteKit
类老板类:角色,pTargetable {
var health = 25
var maxhealth = 25
override init() {
super.init()
scorePoints = 5
let texture = texturesBoss
let xSize = texture.size().width*bossscale
let ySize = texture.size().height*bossscale
let size = CGSize(width: xSize, height: ySize)
self.name = "boss"
let top = SKSpriteNode (texture: texture, size: size)
top.zPosition = layers.raiders
top.color = SKColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)
top.colorBlendFactor = 1.0
self.addChild(top)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func takeDamage(damage: Int) {
health -= damage
print("You lost \(damage) hit points")
if health <= 0 {
die()
print("You are dead now")
}
}
global.swift 文件包括: var spawnedBoss: bossclass!
和协议(protocol):
协议(protocol) pTargetable {
var health: Int { get set }
func takeDamage(damage: Int)
因此,据我所知,问题是没有。我想也许我在生成 boss 之前引用了 boss 的健康状况,但查看代码似乎并非如此。也许有一个更简单的解决方案来让 Boss 健康栏随伤害更新?
如有任何帮助,我们将不胜感激。谢谢。
最佳答案
当你写的时候:
var spawnedBoss: bossclass!
您向 Swift promise ,如果它为 nil,您将永远不会尝试使用 spawnedBoss,并且它不应该强制您检查。
然后你写道:
healthBoss.text = "Boss HP: \(spawnedBoss.health)"
此时 spawnedBoss
可能为 nil。
所以,我会改变:
var spawnedBoss: bossclass!
到
var spawnedBoss: bossclass?
然后添加对 nil 的所有正确检查,以清除您将得到的编译器错误。当您全部清除它们时(不是使用 !,而是使用 if let
或 ??),那么您可以确定仅当 spawnedBoss 不是 nil 时才使用它。
关于ios - 尝试更新文本(特别是游戏中老板的健康状况)并获得 "exc_bad_instruction (code=exc_i386_invop subcode=0x0)",我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/46434056/