Reputation: 21
I cant find a fix for the problem, Perhaps Im not implementing it right. I just get a blank white screen when i run it. I have tried different methods that I've seen on this site but none of them work. The error is highlighted on "fatalError("init(coder:) has not been implemented")". is there something obvious that Im missing?
import SpriteKit
import GameplayKit
import CoreMotion
class GameScene: SKScene {
let gameArea: CGRect
override init(size: CGSize) {
let maxAspectRatio: CGFloat = 16.0/9.0
let playableWidth = size.height / maxAspectRatio
let margin = (size.width - playableWidth) / 2
gameArea = CGRect(x: margin, y: 0, width: playableWidth, height: size.height)
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var Red = SKSpriteNode(imageNamed: "red")
var motionManager = CMMotionManager()
var destX:CGFloat = 0.0
override func didMove(to view: SKView) {
let background = SKSpriteNode(imageNamed: "stars")
background.size = self.size
background.zPosition = 0
//background.setScale(1)
background.position = CGPoint(x: 0, y: 0)
self.addChild(background)
Red.setScale(0.25)
Red.position = CGPoint(x: 0 , y: -500)
self.addChild(Red)
Red.zPosition = 2
if motionManager.isAccelerometerAvailable == true {
motionManager.startAccelerometerUpdates(to: OperationQueue.current!, withHandler:{
data, error in
let currentX = self.Red.position.x
self.destX = currentX + CGFloat((data?.acceleration.x)! * 100)
})
if Red.position.x > gameArea.maxX{
Red.position.x = gameArea.maxX
}
if Red.position.x < gameArea.maxX{
Red.position.x = gameArea.maxX
}
}
}
override func update(_ currentTime: CFTimeInterval) {
let action = SKAction.moveTo(x: destX, duration: 1)
self.Red.run(action)
}
func firebullet (){
let bullet = SKSpriteNode(imageNamed: "gul")
bullet.setScale(0.1)
bullet.position = Red.position
bullet.zPosition = 1
self.addChild(bullet)
let moveBullet = SKAction.moveTo(y: self.size.height + bullet.self.size.height, duration: 1)
let deleteBullet = SKAction.removeFromParent()
let Bulletsequence = SKAction.sequence([moveBullet, deleteBullet])
bullet.run(Bulletsequence)
}
override func touchesBegan(_ touches: Set<UITouch>,with event: UIEvent?) {
firebullet ()
}
}
Upvotes: 2
Views: 618
Reputation: 1135
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
Instead of
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
Upvotes: 4
Reputation: 3499
I just tested your code in Playground with some additions and it's working fine. Check this out.
import SpriteKit
import PlaygroundSupport
class GameScene: SKScene {
let gameArea: CGRect
override init(size: CGSize) {
let maxAspectRatio: CGFloat = 16.0/9.0
let playableWidth = size.height / maxAspectRatio
let margin = (size.width - playableWidth) / 2
gameArea = CGRect(x: margin, y: 0, width: playableWidth, height: size.height)
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
// Create the SpriteKit View
let view = SKView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
// Create the scene and add it to the view
let scene = GameScene(size: CGSize(width: 500, height: 500))
scene.scaleMode = SKSceneScaleMode.aspectFit
scene.backgroundColor = .white
view.presentScene(scene)
// Add a red box to the scene
let redBox = SKSpriteNode(color: SKColor.red, size: CGSize(width: 200, height: 200))
redBox.position = CGPoint(x: 250, y: 250)
redBox.run(SKAction.repeatForever(SKAction.rotate(byAngle: -5, duration: 5)))
scene.addChild(redBox)
// Show in assistant editor
PlaygroundPage.current.liveView = view
PlaygroundPage.current.needsIndefiniteExecution = true
Upvotes: 0