Objective-C switch 语句的奇怪行为
Odd behavior with Objective-C switch statement
我有一款游戏使用全局整数 position
在选项菜单中导航。当为每个屏幕按下后退按钮时,它会调用一个函数 [self options]
,以重新加载原始 "options" 屏幕。我有一种感觉,这是我搞砸的非常愚蠢的事情。
现在,调用判断是否返回按钮的函数的代码是这样的:
if ([self touchIsInNode:[self childNodeWithName:@"back"] touchPoint:touchPoint]) {
// stuff should happen here
}
touchIsInNode:
是我自己的自定义方法,用于处理返回 BOOL
值的点击(如果是 YES
)。
为每个屏幕的后退按钮命名按钮 backa
、backb
、backc
等是一个可行的解决方法,但它仍然会调用每个开关盒中的代码无论 position
.
的值如何
这是我在 switch
声明中的内容:
switch (position) {
// case 0 thru 3 are unrelated to the question... 0 is for the main menu, 1 is for the original logic for the "options" screen, 2 is for the end of the game, and 3 is to skip to the end of the intro screen.
case 4:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backa"] touchPoint:touchPoint]) {
NSLog(@"store back button was pressed and [self options] is being called...");
[self options];
}
// store UI
}
case 5:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backb"] touchPoint:touchPoint]) {
NSLog(@"stats back button was pressed and [self options] is being called...");
[self options];
}
// stats UI
}
case 6:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backc"] touchPoint:touchPoint]) {
NSLog(@"about back button was pressed and [self options] is being called...");
[self options];
}
// about UI
}
case 7:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backe"] touchPoint:touchPoint]) {
NSLog(@"dev options back button was pressed and [self options] is being called...");
[self options];
}
// dev options UI
}
case 8:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backd"] touchPoint:touchPoint]) {
NSLog(@"purchased options back button was pressed and [self options] is being pressed...");
[self options];
}
// purchased options UI
}
default:
{
NSLog(@"INVALID POSITION: %i", position);
break;
}
}
}
我的 options
方法如下所示:
for (SKNode* node in [self children]) {
// fade out and remove each node if it is not "optionsButton"
if (![node.name isEqual:@"optionsButton"]) {
[node runAction:[SKAction fadeAlphaTo:0 duration:1] completion:^{
[node removeFromParent];
}];
} else {
// if it is "optionsButton", perform an animation.
[node runAction:[SKAction scaleTo:1.5 duration:1]];
[node runAction:[SKAction moveTo:CGPointMake(self.size.width / 2, self.size.height - ((node.frame.size.height * (4.0 / 3.0)) / node.yScale)) duration:1] completion:^{
// afterwards, call a method that logs each node's name.
[self logEveryNode];
}];
}
}
position = 1;
NSLog(@"position: %i", position);
// processing labels
// add in each child
NSLog(@"options called, with %i nodes in [self children]", [self children].count);
// fade in all of the labels
然后,对于选项菜单中的每个子菜单,它们看起来像这样(使用 "store" 作为模型):
position = 4;
for (SKNode* node in [self children]) {
if ([node.name isEqual:@"optionsButton"]) {
[node runAction:[SKAction scaleTo:(2.0 / 3.0) duration:1]];
[node runAction:[SKAction moveTo:CGPointMake(self.size.width / 2, self.size.height - (node.frame.size.height * (1.0 / 3.0))) duration:1]];
} else if ([node.name isEqual:@"store"]) {
[node runAction:[SKAction scaleTo:1.5 duration:1]];
[node runAction:[SKAction moveTo:CGPointMake(self.size.width / 2, self.size.height - node.frame.size.height * 3) duration:1]];
} else {
[node runAction:[SKAction fadeAlphaTo:0 duration:1] completion:^{
[node removeFromParent];
}];
}
}
// draw UI for the store and move the back button accordingly
SKLabelNode *back = [SKLabelNode labelNodeWithFontNamed:@"Cochin"];
back.alpha = 0;
back.fontColor = [UIColor blackColor];
back.text = @"back";
back.name = @"backa";
back.fontSize = 44;
back.position = CGPointMake(self.size.width / 2, self.size.height * 0.5);
[self addChild:back];
[back runAction:[SKAction fadeAlphaTo:1 duration:1]];
此代码的结果是,即使在 position
的值已更改为 1
以表示返回 options
菜单之后,每个案例都会执行。此外,didBeginTouches
被奇怪地调用了 5 次,尽管我在模拟器中只 "tapped" 屏幕一次。以下是我所拥有的日志中更相关的部分:
2015-05-23 01:10:40.581 game[25258:1981445] position: 4
2015-05-23 01:10:40.581 game[25258:1981445] store back button was pressed and [self options] is being called...
2015-05-23 01:10:40.582 game[25258:1981445] position: 1
2015-05-23 01:10:40.588 game[25258:1981445] options called, with 10 nodes in [self children]
2015-05-23 01:10:40.588 game[25258:1981445] position: 1
2015-05-23 01:10:40.588 game[25258:1981445] position: 1
2015-05-23 01:10:40.588 game[25258:1981445] position: 1
2015-05-23 01:10:40.589 game[25258:1981445] position: 1
2015-05-23 01:10:40.589 game[25258:1981445] INVALID POSITION: 1
为什么每个 case
运行,甚至是 default
案例?似乎只有 position == 4
应该 运行 case 4
而类似 position == 500
的东西会 运行 default
的情况。如果有帮助,选项菜单中有 5 个子菜单。
您需要在每个 case 块的末尾添加一个 break 语句。
我有一款游戏使用全局整数 position
在选项菜单中导航。当为每个屏幕按下后退按钮时,它会调用一个函数 [self options]
,以重新加载原始 "options" 屏幕。我有一种感觉,这是我搞砸的非常愚蠢的事情。
现在,调用判断是否返回按钮的函数的代码是这样的:
if ([self touchIsInNode:[self childNodeWithName:@"back"] touchPoint:touchPoint]) {
// stuff should happen here
}
touchIsInNode:
是我自己的自定义方法,用于处理返回 BOOL
值的点击(如果是 YES
)。
为每个屏幕的后退按钮命名按钮 backa
、backb
、backc
等是一个可行的解决方法,但它仍然会调用每个开关盒中的代码无论 position
.
这是我在 switch
声明中的内容:
switch (position) {
// case 0 thru 3 are unrelated to the question... 0 is for the main menu, 1 is for the original logic for the "options" screen, 2 is for the end of the game, and 3 is to skip to the end of the intro screen.
case 4:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backa"] touchPoint:touchPoint]) {
NSLog(@"store back button was pressed and [self options] is being called...");
[self options];
}
// store UI
}
case 5:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backb"] touchPoint:touchPoint]) {
NSLog(@"stats back button was pressed and [self options] is being called...");
[self options];
}
// stats UI
}
case 6:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backc"] touchPoint:touchPoint]) {
NSLog(@"about back button was pressed and [self options] is being called...");
[self options];
}
// about UI
}
case 7:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backe"] touchPoint:touchPoint]) {
NSLog(@"dev options back button was pressed and [self options] is being called...");
[self options];
}
// dev options UI
}
case 8:
{
NSLog(@"position: %i", position);
if ([self touchIsInNode:[self childNodeWithName:@"backd"] touchPoint:touchPoint]) {
NSLog(@"purchased options back button was pressed and [self options] is being pressed...");
[self options];
}
// purchased options UI
}
default:
{
NSLog(@"INVALID POSITION: %i", position);
break;
}
}
}
我的 options
方法如下所示:
for (SKNode* node in [self children]) {
// fade out and remove each node if it is not "optionsButton"
if (![node.name isEqual:@"optionsButton"]) {
[node runAction:[SKAction fadeAlphaTo:0 duration:1] completion:^{
[node removeFromParent];
}];
} else {
// if it is "optionsButton", perform an animation.
[node runAction:[SKAction scaleTo:1.5 duration:1]];
[node runAction:[SKAction moveTo:CGPointMake(self.size.width / 2, self.size.height - ((node.frame.size.height * (4.0 / 3.0)) / node.yScale)) duration:1] completion:^{
// afterwards, call a method that logs each node's name.
[self logEveryNode];
}];
}
}
position = 1;
NSLog(@"position: %i", position);
// processing labels
// add in each child
NSLog(@"options called, with %i nodes in [self children]", [self children].count);
// fade in all of the labels
然后,对于选项菜单中的每个子菜单,它们看起来像这样(使用 "store" 作为模型):
position = 4;
for (SKNode* node in [self children]) {
if ([node.name isEqual:@"optionsButton"]) {
[node runAction:[SKAction scaleTo:(2.0 / 3.0) duration:1]];
[node runAction:[SKAction moveTo:CGPointMake(self.size.width / 2, self.size.height - (node.frame.size.height * (1.0 / 3.0))) duration:1]];
} else if ([node.name isEqual:@"store"]) {
[node runAction:[SKAction scaleTo:1.5 duration:1]];
[node runAction:[SKAction moveTo:CGPointMake(self.size.width / 2, self.size.height - node.frame.size.height * 3) duration:1]];
} else {
[node runAction:[SKAction fadeAlphaTo:0 duration:1] completion:^{
[node removeFromParent];
}];
}
}
// draw UI for the store and move the back button accordingly
SKLabelNode *back = [SKLabelNode labelNodeWithFontNamed:@"Cochin"];
back.alpha = 0;
back.fontColor = [UIColor blackColor];
back.text = @"back";
back.name = @"backa";
back.fontSize = 44;
back.position = CGPointMake(self.size.width / 2, self.size.height * 0.5);
[self addChild:back];
[back runAction:[SKAction fadeAlphaTo:1 duration:1]];
此代码的结果是,即使在 position
的值已更改为 1
以表示返回 options
菜单之后,每个案例都会执行。此外,didBeginTouches
被奇怪地调用了 5 次,尽管我在模拟器中只 "tapped" 屏幕一次。以下是我所拥有的日志中更相关的部分:
2015-05-23 01:10:40.581 game[25258:1981445] position: 4
2015-05-23 01:10:40.581 game[25258:1981445] store back button was pressed and [self options] is being called...
2015-05-23 01:10:40.582 game[25258:1981445] position: 1
2015-05-23 01:10:40.588 game[25258:1981445] options called, with 10 nodes in [self children]
2015-05-23 01:10:40.588 game[25258:1981445] position: 1
2015-05-23 01:10:40.588 game[25258:1981445] position: 1
2015-05-23 01:10:40.588 game[25258:1981445] position: 1
2015-05-23 01:10:40.589 game[25258:1981445] position: 1
2015-05-23 01:10:40.589 game[25258:1981445] INVALID POSITION: 1
为什么每个 case
运行,甚至是 default
案例?似乎只有 position == 4
应该 运行 case 4
而类似 position == 500
的东西会 运行 default
的情况。如果有帮助,选项菜单中有 5 个子菜单。
您需要在每个 case 块的末尾添加一个 break 语句。