Awe*_*eTN 7 ios sprite-kit swift
你好我正在开发一个SpriteKitSwift游戏,现在只有两个场景,一个加载场景和游戏场景.游戏场景到达数据库以在呈现之前获取信息.游戏场景中的一切都很棒.当我首先进入装载场景而不是直接进入游戏场景时,我遇到了问题.通过回调,我告诉加载场景,一旦完成数据库操作就会呈现游戏场景.然而,当我尝试呈现时,我得到了10个以上的大错误:
2015-11-12 09:48:33.880 SpaceAcademy [2373:764586]此应用程序正在从后台线程修改autolayout引擎,这可能导致引擎损坏和奇怪的崩溃.这将在将来的版本中导致异常.(后跟一堆随机信息)
现在通过一些测试我发现它是我的UIElement按钮,滑块和标签导致了这一点.但是我把它们移到了didMoveToView函数中,所以我很困惑为什么它们仍然会抛出错误,因为它们在"后台线程"中.
还奇怪的是,这些都不是致命的错误.我的控制台刚刚爆炸,并在UIElements延迟十秒后显示出来.其他奇怪的是,如果我点击我知道该按钮应该是的位置仍然会调用该函数,就像按钮实际上在那里一样.
我非常感谢摆脱控制台爆炸的解决方案,但更重要的是摆脱了出现的十秒延迟UI Elements,谢谢!
代码设置场景
let skView = view as! SKView
skView.showsFPS = false
skView.showsNodeCount = false
skView.ignoresSiblingOrder = true
let scene = GameScene(size: view.bounds.size)
scene.scaleMode = SKSceneScaleMode.ResizeFill
let loading = LoadingScene(size: view.bounds.size, newScene: scene)
skView.presentScene(loading, transition: SKTransition.crossFadeWithDuration(1))
scene.setEverythingUp(loading)
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加载场景:
import Foundation
import SpriteKit
class LoadingScene:SKScene{
var newScene:SKScene!
var oldCount = 0
var loadCount = 0{
didSet{
print(loadCount)
if loadCount == 0{
if oldCount == 1{
self.view?.presentScene(newScene)
}
}
oldCount = loadCount
}
}
init(size: CGSize, newScene:SKScene) {
self.newScene = newScene
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func didMoveToView(view: SKView) {
self.backgroundColor = UIColor.blackColor()
let imageArray = [
SKTexture(imageNamed: "Loader/Loader1.png"),
SKTexture(imageNamed: "Loader/Loader2.png"),
SKTexture(imageNamed: "Loader/Loader3.png")
]
let loader = SKSpriteNode(texture: imageArray[0])
let animation = SKAction.animateWithTextures(imageArray, timePerFrame: 0.33)
loader.runAction(SKAction.scaleBy(0.25, duration: 0))
loader.zPosition = 100
loader.runAction(SKAction.repeatActionForever(animation))
loader.position = CGPointMake(self.size.width/2, self.size.height/2)
self.addChild(loader)
}
func start(){
self.loadCount = self.loadCount + 1
}
func end(){
self.loadCount = self.loadCount - 1
}
}
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来自GameScene的代码:
func setEverythingUp(myLoadingScene: LoadingScene){
let defaults: NSUserDefaults = NSUserDefaults.standardUserDefaults()
var Id = 0
if let tempID = defaults.objectForKey("UserId") as? Int {
Id = tempID
}else{
print("newUser")
defaults.setObject(0, forKey: "UserId")
defaults.synchronize()
}
self.mySettings = Settings(UserId: Id)
self.myURLRequests = URLRequests(thesettings: self.mySettings)
///////////call back system here, start() increments number of tasks waiting to finish, end() means a task is finished
myLoadingScene.start()
myURLRequests.getFleet(self, UserId: self.mySettings.UserId, enemy: false){ () -> () in
myLoadingScene.end()
}
myLoadingScene.start()
myURLRequests.getFleet(self, UserId: self.mySettings.UserId, enemy: true){ () -> () in
myLoadingScene.end()
}
self.backgroundColor = SKColor.blackColor()
self.physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
addStars()
self.anchorPoint = CGPoint(x:self.size.width/2, y:self.size.height/2)
self.myCamera.position = CGPointMake(200, 0)
self.addChild(self.myCamera)
self.camera = self.myCamera
self.myAnchor.position = self.myCamera.position
}
override func didMoveToView(view: SKView) {
print("in view")
let pinch = UIPinchGestureRecognizer(target: self, action: Selector("PinchScale:"))
let tap = UITapGestureRecognizer(target: self, action: Selector("Tap:"))
let pan = UIPanGestureRecognizer(target: self, action: Selector("DragMove:"))
self.view?.addGestureRecognizer(pinch)
self.view?.addGestureRecognizer(tap)
self.view?.addGestureRecognizer(pan)
let fireButton = UIButton(type: .System)
fireButton.setTitle("Fire!", forState: UIControlState.Normal)
fireButton.titleLabel!.font = UIFont(name: "TrebuchetMS", size: 70)
fireButton.sizeToFit()
fireButton.frame = CGRect(x: self.size.width*0.5 - 80, y: 20, width: self.size.width*0.3, height: 30)
fireButton.addTarget(self, action: Selector("FireButtonClicked"), forControlEvents: UIControlEvents.TouchUpInside)
self.view?.addSubview(fireButton)
let alternateControls = false
let AngleLabel = UILabel()
AngleLabel.text = "Angle"
AngleLabel.font = UIFont(name: "TrebuchetMS", size: 30)
AngleLabel.textColor = UIColor.blueColor()
let AngleSlider = UISlider()
AngleSlider.addTarget(self, action: Selector("AngleSlided:"), forControlEvents: UIControlEvents.ValueChanged)
AngleSlider.maximumValue = 90
AngleSlider.minimumValue = -90
AngleSlider.value = 0
AngleSlider.continuous = true
let PowerLabel = UILabel()
PowerLabel.text = "Power"
PowerLabel.font = UIFont(name: "TrebuchetMS", size: 30)
PowerLabel.textColor = UIColor.blueColor()
let PowerSlider = UISlider()
PowerSlider.addTarget(self, action: Selector("PowerSlided:"), forControlEvents: UIControlEvents.ValueChanged)
PowerSlider.maximumValue = 0.99
PowerSlider.minimumValue = 0.1
PowerSlider.value = 0.5
PowerSlider.continuous = true
if alternateControls{
AngleLabel.frame = CGRect(x: self.size.width*0.05, y: 10, width: self.size.width*0.3, height: 60)
AngleSlider.frame = CGRect(x: self.size.width * -0.05, y: self.size.height*0.55, width: self.size.height*0.7, height: 30)
AngleSlider.transform = CGAffineTransformMakeRotation(CGFloat(M_PI) * 1.5)
PowerLabel.frame = CGRect(x: self.size.width*0.7, y: 10, width: self.size.width*0.3, height: 60)
PowerSlider.frame = CGRect(x: self.size.width * 0.65, y: self.size.height*0.55, width: self.size.height*0.7, height: 30)
PowerSlider.transform = CGAffineTransformMakeRotation(CGFloat(M_PI) * 1.5)
}else{
AngleLabel.frame = CGRect(x: self.size.width*0.21, y: self.size.height-80, width: self.size.width*0.3, height: 60)
AngleSlider.frame = CGRect(x: self.size.width * 0.025, y: self.size.height-30, width: self.size.width*0.45, height: 30)
PowerLabel.frame = CGRect(x: self.size.width*0.71, y: self.size.height-80, width: self.size.width*0.3, height: 60)
PowerSlider.frame = CGRect(x: self.size.width * 0.525, y: self.size.height-30, width: self.size.width*0.45, height: 30)
}
self.view?.addSubview(AngleLabel)
self.view?.addSubview(AngleSlider)
self.view?.addSubview(PowerLabel)
self.view?.addSubview(PowerSlider)
}
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你这样做:
myURLRequests.getFleet(self, UserId: self.mySettings.UserId, enemy: false){ () -> () in
myLoadingScene.end()
}
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myLoadingScene.end()一旦URL请求完成,可能会调用后台线程.endsets loadCount,有一个启动新视图的setter,self.view?.presentScene(newScene)
这是需要在主线程上运行的最后一块.
假设你有一个方便的函数来在主线程上运行一些东西:
func on_main_async (closure:()->()) {
dispatch_async(dispatch_get_main_queue()) {
closure()
}
}
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然后您可以将场景演示代码更改为
on_main_async() { self.view?.presentScene(newScene) }
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应该做的伎俩.
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