I have a SpriteKit game I am building and I am loading a level from a multidimensional array. The loadlevel function works the first time. It does fail if I do a println
of the physicsBody
above the physicsBody
assignment (after the initialization of the physicBody). When I remove all the tiles with removeChildrenInArray
the secondtime I run load level it throws an error saying fatal error: unexpectedly found nil while unwrapping an Optional
and it points to line right below the println
below. And the println
indicates that it is the physicsBody
that is nil
. In my mind there is no reason a freshly initialize PhysicsBody
should ever be nil
. The println
prints physicsBody nil
. I have no idea why the physicsBody
would be nil
. I am just trying to reset the level by removing all block nodes and adding new ones in the original place according to the level map.
func loadLevel() {
var levels = Levels().data
var frameSize = view.frame.size
var thisLevel = levels[currentLevel]
println("running load level")
for (rowIndex,row) in enumerate(thisLevel) {
for (colIndex,col) in enumerate(row) {
if col == 4 {
continue
}
println("COL: \(col)")
var tile = SKSpriteNode(texture: SKTexture(imageNamed: "brick_\(tileMap[col])"))
tile.name = "tile_\(rowIndex)_\(colIndex)"
tile.position.y = frameSize.height - (tile.size.height * CGFloat(rowIndex)) - (tile.size.height/2)
tile.position.x = tile.size.width * CGFloat(colIndex) + (tile.size.width/2)
var physicsBody = SKPhysicsBody(rectangleOfSize: tile.size)
tile.physicsBody = physicsBody
tile.physicsBody.affectedByGravity = false
tile.physicsBody.categoryBitMask = ColliderType.Block.toRaw()
tile.physicsBody.contactTestBitMask = ColliderType.Ball.toRaw()
tile.physicsBody.collisionBitMask = ColliderType.Ball.toRaw()
scene.addChild(tile)
tileCount++
}
}
}
Here is my ColliderType
enum ColliderType:UInt32 {
case Paddle = 1
case Block = 2
case Wall = 3
case Ball = 4
}
This is my reset function contents:
func reset() {
tileCount = 0
var removeTiles = [SKSpriteNode]()
// remove all the tiles
for child in scene.children {
var a_tile = child as SKSpriteNode
if a_tile.name.hasPrefix("tile_") {
a_tile.removeFromParent()
a_tile.name = ""
removeTiles.append(a_tile)
}
}
removeTiles.removeAll(keepCapacity: false)
ball!.position = CGPoint(x: 200, y: 200)
ballVel = CGPoint(x: 0, y: -5)
currentLevel++
loadLevel()
lost = false
won = false
}
Here is my Level
structs
struct Tile {
let map = ["blue","green","purple","red"]
}
struct Levels {
let data = [
[
[4,4,0,4,0,4,0,4,0,4,0,4,0,0,4,4],
[4,4,1,4,1,4,1,4,1,4,1,4,1,1,4,4],
[4,4,2,4,2,4,2,4,2,4,2,4,2,2,4,4],
[4,4,3,4,3,4,3,4,3,4,3,4,3,3,4,4]
],
[
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[2,2,2,2,2,2,2,4,2,2,2,2,2,2,2,2],
[3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3]
]
]
}
If this is a bug in Swift I am trying to figure out a way around so I can just make this work.
Looks like SKPhysicsBody
is instantiated with an empty size. Try to create the physics body object with an explicit size, like so:
var physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(100, 100))
Alternatively, you can set the size directly on the SKSpriteNode
or use one of its constructors that take a CGSize construct like initWithTexture:color:size:
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