2016-07-03 3 views
0

は私のプロジェクトについていくつかの情報です:Xcodeの7.3: "スレッド1:EXC_BAD_ACCESS(コード= 1、アドレス= 0x0の)" ここで

import SpriteKit 
import CoreMotion 
import GameplayKit 

struct PhysicsCategory { 
static let None: UInt32    = 0 
static let Player: UInt32   = 0b1  // 1 
static let PlatformNormal: UInt32 = 0b10  // 2 
static let PlatformBreakable: UInt32 = 0b100  // 4 
static let CoinNormal: UInt32  = 0b1000 // 8 
static let CoinSpecial: UInt32  = 0b10000 // 16 
static let Edges: UInt32    = 0b100000 // 32 
static let PlatformDead: UInt32  = 0b1000000 // 64 
} 

class GameScene: SKScene, SKPhysicsContactDelegate { 

var bgNode = SKNode() 
var fgNode = SKNode() 
var background: SKNode! 
var lava: SKSpriteNode! 
var backHeight: CGFloat = 0.0 
var player: SKSpriteNode! 
let motionManager = CMMotionManager() 
let cameraNode = SKCameraNode() 

// platforms (14) 
var platform5Across: SKSpriteNode! 
var coinArrow: SKSpriteNode! 
var platformArrow: SKSpriteNode! 
var platformDiagonal: SKSpriteNode! 
var breakArrow: SKSpriteNode! 
var break5Across: SKSpriteNode! 
var breakDiagonal: SKSpriteNode! 
var coin5Across: SKSpriteNode! 
var coinDiagonal: SKSpriteNode! 
var coinCross: SKSpriteNode! 
var coinS5Across: SKSpriteNode! 
var coinSDiagonal: SKSpriteNode! 
var coinSCross: SKSpriteNode! 
var coinSArrow: SKSpriteNode! 
var platformMove: SKSpriteNode! 
var enemyPlatform: SKSpriteNode! 

var lastItemPosition = CGPointZero 
var lastItemHeight: CGFloat = 0.0 
var levelY: CGFloat = 0.0 
var isPlaying: Bool = false 
var xAcceleration = CGFloat(0) 
var lastUpdateTimeInterval: NSTimeInterval = 0 
var deltaTime: NSTimeInterval = 0 
var lerpValue = CGFloat(0.2) 

let cNa = SKAction.playSoundFileNamed("coin1", waitForCompletion:  false) 
let cSa = SKAction.playSoundFileNamed("coin4", waitForCompletion: false) 
let jA = SKAction.playSoundFileNamed("jump", waitForCompletion: false) 
let tTa = SKAction.playSoundFileNamed("tickTock", waitForCompletion: false) 
let nA = SKAction.playSoundFileNamed("nitro", waitForCompletion: false) 
let dA = SKAction.playSoundFileNamed("player_die", waitForCompletion: false) 

override func didMoveToView(view: SKView) { 
    physicsWorld.contactDelegate = self 
    physicsWorld.gravity = CGVector(dx: 0.0, dy: -20.0) 
    setCameraPosition(CGPoint(x: size.width/2, y: size.height/2)) 
    setupCoreMotion() 
    setupNodes() 
    setupLevel() 
    setupPlayer() 
} 

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) { 
    if !isPlaying { 
     bombDrop() 
    } 
} 

override func update(currentTime: NSTimeInterval) { 
    // 1 
    if lastUpdateTimeInterval > 0 { 
     deltaTime = currentTime - lastUpdateTimeInterval 
    } else { 
     deltaTime = 0 
    } 
    lastUpdateTimeInterval = currentTime 
    // 2 
    if paused { return } 
    // 3 
    if isPlaying == true { 
     updateCamera() 
     updatePlayer() 
     updateLava(deltaTime) 
     updateCollisionLava() 
    } 
    updateLevel() 
} 

func updateLevel() { 
    let cameraPos = getCameraPosition() 
    if cameraPos.y > levelY - (size.height * 0.55){ 
     createBackgroundNode() 
     while l { 
      <#code#> 
     } 
     addRandomOverlayNode() 
    } 
} 
func updatePlayer() { 
    player.physicsBody?.velocity.dx = xAcceleration * 4000.0 

    var playerPosition = convertPoint(player.position, 
             fromNode: fgNode) 
    if playerPosition.x < -player.size.width/2 { 
     playerPosition = convertPoint(CGPoint(x: size.width + 
      player.size.width/2, y: 0.0), toNode: fgNode) 
     player.position.x = playerPosition.x 
    } 
    else if playerPosition.x > size.width + player.size.width/2 { 
     playerPosition = convertPoint(CGPoint(x: 
      -player.size.width/2, y: 0.0), toNode: fgNode) 
     player.position.x = playerPosition.x 
    } 
} 
func updateCamera() { 
    let cameraTarget = convertPoint(player.position, fromNode: fgNode) 
    var targetPosition = CGPoint(x: getCameraPosition().x, y: cameraTarget.y - (scene!.view!.bounds.height * 0.40)) 
    let lavaPos = convertPoint(lava.position, fromNode: fgNode) 
    targetPosition.y = max(targetPosition.y, lavaPos.y) 
    let diff = targetPosition - getCameraPosition() 
    let lerpDiff = diff * lerpValue 
    let newPosition = getCameraPosition() + lerpDiff 
    setCameraPosition(CGPoint(x: size.width/2, y: newPosition.y)) 
} 
func updateLava(dt: NSTimeInterval) { 
    let lowerLeft = CGPoint(x: 0, y: cameraNode.position.y - (size.height/2)) 
    let visibleMinYFg = scene!.convertPoint(lowerLeft, toNode: 
     fgNode).y 
    let lavaVelocity = CGPoint(x: 0, y: 120) 
    let lavaStep = lavaVelocity * CGFloat(dt) 
    var newPosition = lava.position + lavaStep 
    newPosition.y = max(newPosition.y, (visibleMinYFg - 125.0)) 
    lava.position = newPosition 
} 

func updateCollisionLava() { 
    if player.position.y < lava.position.y + 90 { 
     boostPlayer() 
    } 
} 

func setupNodes() { 
    let worldNode = childNodeWithName("World")! 
    bgNode = worldNode.childNodeWithName("Background")! 
    background = bgNode.childNodeWithName("Overlay")!.copy() as! SKNode 
    backHeight = background.calculateAccumulatedFrame().height 
    fgNode = worldNode.childNodeWithName("Foreground")! 
    player = fgNode.childNodeWithName("Player") as! SKSpriteNode 
    lava = fgNode.childNodeWithName("Lava") as! SKSpriteNode 
    fgNode.childNodeWithName("Bomb")?.runAction(SKAction.hide()) 

    platformArrow = loadOverlayNode("PlatformArrow")// 
    platform5Across = loadOverlayNode("Platform5Across")// 
    platformDiagonal = loadOverlayNode("PlatformDiagonal")// 
    breakArrow = loadOverlayNode("BreakArrow") // 
    break5Across = loadOverlayNode("Break5Across") // -> // 
    breakDiagonal = loadOverlayNode("BreakDiagonal")// 
    coin5Across = loadOverlayNode("Coin5Across")// 
    coinDiagonal = loadOverlayNode("CoinDiagonal")// 
    coinCross = loadOverlayNode("CoinCross")// 
    coinArrow = loadOverlayNode("CoinArrow")// 
    coinS5Across = loadOverlayNode("CoinS5Across")// 
    coinSDiagonal = loadOverlayNode("CoinSDiagonal")// 
    coinSCross = loadOverlayNode("CoinSCross")// 
    coinSArrow = loadOverlayNode("CoinSArrow")// 
    platformMove = loadOverlayNode("PlatformMove")// 
    enemyPlatform = loadOverlayNode("EnemyPlatform") 

    addChild(cameraNode) 
    camera = cameraNode 
} 

func setupLevel() { 
    // Place initial platform 
    let initialPlatform = platform5Across.copy() as! SKSpriteNode 
    var itemPosition = player.position 
    itemPosition.y = player.position.y - ((player.size.height * 0.5) + (initialPlatform.size.height * 0.20)) 
    initialPlatform.position = itemPosition 
    fgNode.addChild(initialPlatform) 
    lastItemPosition = itemPosition 
    lastItemHeight = initialPlatform.size.height/2.0 

    // Create random level 
    levelY = bgNode.childNodeWithName("Overlay")!.position.y + backHeight 
    while lastItemPosition.y < levelY { 
     addRandomOverlayNode() 
    } 
} 

func setupPlayer() { 
    player.physicsBody = SKPhysicsBody(texture: player.texture!, size: player.size) 
    player.physicsBody!.dynamic = false 
    player.physicsBody!.allowsRotation = false 
    player.physicsBody!.categoryBitMask = PhysicsCategory.Player 
    player.physicsBody!.collisionBitMask = 0 
} 

func setupCoreMotion() { 
    motionManager.accelerometerUpdateInterval = 0.1 
    let queue = NSOperationQueue() 
    motionManager.startAccelerometerUpdatesToQueue(queue, withHandler: { 
    accelerometerData, error in 
     guard let accelerometerData = accelerometerData else { 
      return 
     } 
     let acceleration = accelerometerData.acceleration 
     self.xAcceleration = (CGFloat(acceleration.x) * 0.75) + (self.xAcceleration * 0.25) 
    }) 
} 

func loadOverlayNode(fileName: String) -> SKSpriteNode { 
    let overlayScene = SKScene(fileNamed: fileName)! 
    let contentTemplateNode = 
     overlayScene.childNodeWithName("Overlay") 
    return contentTemplateNode as! SKSpriteNode 
} 
//////////// Here is the problem /////////// 
////////////   \/   /////////// 
////////////   \/  /////////// 
func createOverlayNode(nodeType: SKSpriteNode, flipX: Bool) { 
/*here*/let newTile = nodeType.copy() as! SKSpriteNode/*here*/ 
    lastItemPosition.y = lastItemPosition.y + (lastItemHeight + (newTile.size.height/2.0)) 
    lastItemHeight = newTile.size.height/2.0 
    newTile.position = lastItemPosition 
    if flipX { 
     newTile.xScale = -1.0 
    } 
    fgNode.addChild(newTile) 
} 

func createBackgroundNode() { 
    let backNode = background.copy() as! SKNode 
    backNode.position = CGPoint(x: 0.0, y: levelY) 
    bgNode.addChild(backNode) 
    levelY += backHeight 
} 

func addRandomOverlayNode() { 
    let overlaySprite: SKSpriteNode! 
    var flipH = false 
    let platformPercentage = 60 

    if Int.random(min: 1, max: 100) <= platformPercentage { 
     if Int.random(min: 1, max: 100) <= 75 { 
      // Create standard platforms 75% 
      switch Int.random(min: 0, max: 3) { 
      case 0: 
       overlaySprite = enemyPlatform//platformArrow 
      case 1: 
       overlaySprite = platform5Across 
      case 2: 
       overlaySprite = platformDiagonal 
      case 3: 
       overlaySprite = platformDiagonal 
       flipH = true 
      default: 
       overlaySprite = platformArrow 
      } 
     } else { 
      // Create breakable platforms 25% 
      switch Int.random(min: 0, max: 5) { 
      case 0: 
       overlaySprite = breakArrow 
      case 1: 
       overlaySprite = break5Across 
      case 2: 
       overlaySprite = breakDiagonal 
      case 3: 
       overlaySprite = breakDiagonal 
       flipH = true 
      case 4: 
       overlaySprite = platformMove 
      case 5: 
       overlaySprite = enemyPlatform 
      default: 
       overlaySprite = breakArrow 
      } 
     } 
    } else { 
     if Int.random(min: 1, max: 100) <= 75 { 
      // Create standard coins 75% 
      switch Int.random(min: 0, max: 4) { 
      case 0: 
       overlaySprite = coinArrow 
      case 1: 
       overlaySprite = coin5Across 
      case 2: 
       overlaySprite = coinDiagonal 
      case 3: 
       overlaySprite = coinDiagonal 
       flipH = true 
      case 4: 
       overlaySprite = coinCross 
      default: 
       overlaySprite = coinArrow 
      } 
     } else { 
      // Create special coins 25% 
      switch Int.random(min: 0, max: 4) { 
      case 0: 
       overlaySprite = coinSArrow 
      case 1: 
       overlaySprite = coinS5Across 
      case 2: 
       overlaySprite = coinSDiagonal 
      case 3: 
       overlaySprite = coinSDiagonal 
       flipH = true 
      case 4: 
       overlaySprite = coinSCross 
      default: 
       overlaySprite = coinSArrow 
      } 
     } 
    } 
    createOverlayNode(overlaySprite, flipX: flipH) 
} 


func bombDrop() { 
    isPlaying = true 
    let bomb = fgNode.childNodeWithName("Bomb")! 
    let scaleUp = SKAction.scaleTo(1.25, duration: 0.25) 
    let scaleDown = SKAction.scaleTo(1.0, duration: 0.25) 
    let sequence = SKAction.sequence([scaleUp, scaleDown]) 
    let repeatSeq = SKAction.repeatActionForever(sequence) 
    let stop = SKAction.runBlock({self.removeActionForKey("bombing")}) 
    bomb.runAction(repeatSeq) 
    bomb.runAction(SKAction.unhide()) 
    runAction(tTa, withKey: "bombing") 
    runAction(SKAction.sequence([SKAction.waitForDuration(1.0), stop, SKAction.runBlock(startGame)])) 
} 

func startGame() { 
    fgNode.childNodeWithName("Bomb")!.removeFromParent() 
    fgNode.childNodeWithName("Title")!.removeFromParent() 
    player.physicsBody!.dynamic = true 
    superBoostPlayer() 
} 

func setPlayerVelocity(amount:CGFloat) { 
    let gain: CGFloat = 2.5 
    player.physicsBody!.velocity.dy = max(player.physicsBody!.velocity.dy, amount * gain) 
} 

func jumpPlayer() { 
    setPlayerVelocity(800) 
    runAction(jA) 
} 
func boostPlayer() { 
    setPlayerVelocity(1400) 
} 
func superBoostPlayer() { 
    setPlayerVelocity(2000) 
    runAction(nA) 
} 

func didBeginContact(contact: SKPhysicsContact) { 
    let other = contact.bodyA.categoryBitMask == 
     PhysicsCategory.Player ? contact.bodyB : contact.bodyA 
    switch other.categoryBitMask { 
    case PhysicsCategory.CoinNormal: 
     if let coin = other.node as? SKSpriteNode { 
      jumpPlayer() 
      explode(coin, category: "CollectNormal") 
      runAction(cNa) 
     } 
    case PhysicsCategory.PlatformNormal: 
     if let platform = other.node as? SKSpriteNode { 
      if player.physicsBody!.velocity.dy < 0 { 
       jumpPlayer() 
       wiggle(platform) 
      } 
     } 
    case PhysicsCategory.PlatformBreakable: 
     if let platform = other.node as? SKSpriteNode { 
      if player.physicsBody!.velocity.dy < 0 { 
       jumpPlayer() 
       explode(platform, category: "BrokenPlatform") 
      } 
     } 
    case PhysicsCategory.CoinSpecial: 
     if let coin = other.node as? SKSpriteNode { 
      boostPlayer() 
      explode(coin, category: "CollectSpecial") 
      runAction(cSa) 
     } 
    case PhysicsCategory.PlatformDead: 
     if let platform = other.node as? SKSpriteNode { 
      let velocityY = player.physicsBody!.velocity.dy 
      if velocityY < 0 { 
       explode(platform, category: "BrokenPlatform") 
       jumpPlayer() 
       wiggle(platform) 
      } else if velocityY > 0 { 
       explode(platform, category: "BloodingPlatform") 
       runAction(dA) 
      } 
     } 
    default: 
     break; 
    } 
} 

func overlapAmount() -> CGFloat { 
    guard let view = self.view else { 
     return 0 } 
    let scale = view.bounds.size.height/self.size.height 
    let scaledWidth = self.size.width * scale 
    let scaledOverlap = scaledWidth - view.bounds.size.width 
    return scaledOverlap/scale 
} 

func getCameraPosition() -> CGPoint { 
    return CGPoint(
     x: cameraNode.position.x + overlapAmount()/2, 
     y: cameraNode.position.y) 
} 

func setCameraPosition(position: CGPoint) { 
    cameraNode.position = CGPoint(
     x: position.x - overlapAmount()/2, 
     y: position.y) 
} 

func explode(node: SKSpriteNode, category: String) { 
    node.removeAllActions() 
    node.texture = nil 
    node.physicsBody = nil 
    let effect = SKEmitterNode(fileNamed: category)! 
    node.addChild(effect) 
    node.runAction(SKAction.sequence([SKAction.waitForDuration(1.0), SKAction.removeFromParent()])) 
} 

func wiggle(object: SKSpriteNode) { 
    let posY = object.position.y 
    let wiggle = SKAction.sequence([SKAction.moveToY(posY-50, duration: 0.1), SKAction.moveToY(posY, duration: 0.1), SKAction.moveToY(posY-10, duration: 0.05), SKAction.moveToY(posY, duration: 0.025),SKAction.moveToY(posY-5, duration: 0.01), SKAction.moveToY(posY, duration: 0.01)]) 
    object.runAction(wiggle) 
} 
} 
:それは私が を買っbookからプロジェクトだこれは私のコードです

エラーが表示された行:

func createOverlayNode(nodeType: SKSpriteNode, flipX: Bool) { 
     let newTile = nodeType.copy() as! SKSpriteNode 
     lastItemPosition.y = lastItemPosition.y + (lastItemHeight + (newTile.size.height/2.0)) 
     lastItemHeight = newTile.size.height/2.0 
     newTile.position = lastItemPosition 
     if flipX { 
      newTile.xScale = -1.0 
     } 
     fgNode.addChild(newTile) 
    } 

そして、これは、クラッシュレポートです:

Thread 0 name: Dispatch queue: com.apple.main-thread 
    Thread 0 Crashed: 
    0 libc++abi.dylib     0x0000000181e3cce4 __dynamic_cast + 52 
    1 SpriteKit      0x000000019072a098 __15-[SKNode scene]_block_invoke + 60 
    2 SpriteKit      0x000000019072a098 __15-[SKNode scene]_block_invoke + 60 
    3 SpriteKit      0x00000001906ec7e8 SKCNode::walkUp(void (SKCNode*, bool*) block_pointer, bool) + 76 
    4 SpriteKit      0x0000000190729fec -[SKNode scene] + 132 
    5 SpriteKit      0x000000019072adc8 -[SKNode removeChild:] + 76 
    6 SpriteKit      0x0000000190729d90 -[SKNode removeFromParent] + 168 
    7 SpriteKit      0x00000001906e8ddc -[SKReferenceNode copyWithZone:] + 56 
    8 CoreFoundation     0x00000001826c6b38 -[NSArray initWithArray:range:copyItems:] + 288 
    9 SpriteKit      0x00000001907293f8 -[SKNode copyWithZone:] + 896 
    10 SpriteKit      0x0000000190738bfc -[SKSpriteNode copyWithZone:] + 56 

私はこのバグを2日間修正しようとしましたが、何も変更されていないので、私は本当に有益な回答に満足しています。あなたの問題について

let newTile = nodeType 

:と

let newTile = nodeType.copy() as! SKSpriteNode 

+0

ようこそ。 –

答えて

0

変更するには、この行は

@available(iOS 2.0, *) 
public class NSObject : NSObjectProtocol { 
    public func copy() -> AnyObject 
} 

あなたはので、まだinexistent初期化されたオブジェクトのコピーメソッドを使用してみてくださいコンパイラはエラーになります。

+0

あなたの答えをありがとう。私はこれを試しましたが、今すぐすぐにクラッシュします。最初はクラスの最上位にノードを作成してからコピーし、シーンに追加する必要があります。私はそれをコピーしていない、それは "キャッチされていない例外 'NSInvalidArgumentException'の理由でアプリを終了する理由: 'Attempedは既に親を持っているSKNodeを追加するために" – itsu

+0

このエラーは、同様のノードを追加するには、まずそれを初期化してからコピーして、シーンに子として追加することができます –

+0

ノードを追加する前にremoveFromParentを使うこともできます –

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