我正在使用SpriteKit,並且我正在加載一個SceneKit文件,該文件包含一些使用自定義類的sprites。場景從未實際加載,因爲它到達第一個自定義類並從required init?(coder:)
初始值設定項引發fatalerror
。雖然自定義類實現了一個初始化器,但我無法確定爲什麼它會選擇我提供的初始化器。當我提供init()函數時,爲什麼會調用init(coder :)
自定義類:
class Bat: SKSpriteNode, GameSprite {
var initialSize: CGSize = CGSize(width: 44, height: 24)
var textureAtlas: SKTextureAtlas = SKTextureAtlas(named: "Enemies")
var flyAnimation = SKAction()
init() {
super.init(texture: nil, color: .clear, size: initialSize)
self.physicsBody = SKPhysicsBody(circleOfRadius: size.width/2)
self.physicsBody?.affectedByGravity = false
createAnimations()
self.run(flyAnimation)
}
required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") }
func createAnimations() {
let flyFrames: [SKTexture] = [textureAtlas.textureNamed("bat"),
textureAtlas.textureNamed("bat-fly")]
let flyAction = SKAction.animate(with: flyFrames, timePerFrame: 0.12)
flyAnimation = SKAction.repeatForever(flyAction)
}
func onTap() {}
}
這裏是試圖通過孩子來加載場景,然後循環並進行初始化代碼:
遭遇經理:
class EncounterManager {
// Store encounter file names
let encounterNames: [String] = [
"EncounterA"
]
// Each encounter is a node, store an array
var encounters: [SKNode] = []
init() {
// Loop through each encounter scene and create a node for the encounter
for encounterFileName in encounterNames {
let encounterNode = SKNode()
// Load the scene file into a SKScene instance and loop through the children
if let encounterScene = SKScene(fileNamed: encounterFileName) {
for child in encounterScene.children {
// Create a copy of the scene's child node to add to our encounter node
// Copy the position, name, and then add to the encounter
let copyOfNode = type(of: child).init()
copyOfNode.position = child.position
copyOfNode.name = child.name
encounterNode.addChild(copyOfNode)
}
}
// Add the populated encounter node to the array
encounters.append(encounterNode)
}
}
// This function will be called from the GameScene to add all the encounter nodes to the world node
func addEncountersToScene(gameScene: SKNode) {
var encounterPosY = 1000
for encounterNode in encounters {
// Spawn the encounters behind the action, with increasing height so they do not collide
encounterNode.position = CGPoint(x: -2000, y: encounterPosY)
gameScene.addChild(encounterNode)
// Double Y pos for next encounter
encounterPosY *= 2
}
}
}
我注意到使用斷點雖然它永遠不會過去加載場景。它在行if let encounterScene = SKScene(fileNamed: encounterFileName)
上失敗,錯誤是來自Bat類的初始化程序中的致命錯誤。
任何幫助理解爲什麼它會選擇一個初始化器將不勝感激!
謝謝馬丁! Lou在下面的答案也解釋說,我將接受那些在這裏降落的人。感謝您的快速和準確的迴應! – SamG