Ios 如何在运行期间每隔0.2秒在屏幕上的不同位置重新创建屏幕上的相同节点?

Ios 如何在运行期间每隔0.2秒在屏幕上的不同位置重新创建屏幕上的相同节点?,ios,swift,sprite-kit,runtime,Ios,Swift,Sprite Kit,Runtime,对,所以我用swift制作这个游戏,有4枚硬币,每枚都有10、20、50、100的价值。您知道如何将这些值分配给这些节点,然后在运行时重新创建它们吗?我的意思是,具有相同值的完全相同的节点被添加到屏幕上,可能是通过动画,在屏幕上的不同位置。此外,我希望4枚硬币以不同的时间间隔在屏幕上重新复制,例如:硬币10的价值较低,因此其复制频率(例如:每0.2秒)低于硬币50(例如:每1秒)。 我甚至不知道如何开始,所以请帮忙? 为了尽可能具体,我在下面加入了GameSecene.swift的代码 // /

对,所以我用swift制作这个游戏,有4枚硬币,每枚都有10、20、50、100的价值。您知道如何将这些值分配给这些节点,然后在运行时重新创建它们吗?我的意思是,具有相同值的完全相同的节点被添加到屏幕上,可能是通过动画,在屏幕上的不同位置。此外,我希望4枚硬币以不同的时间间隔在屏幕上重新复制,例如:硬币10的价值较低,因此其复制频率(例如:每0.2秒)低于硬币50(例如:每1秒)。 我甚至不知道如何开始,所以请帮忙? 为了尽可能具体,我在下面加入了GameSecene.swift的代码

//
//  GameScene.swift
//  Coin Grabber
//
//  Created by Viren Sareen on 13/07/2015.
//  Copyright (c) 2015 Viren Sareen. All rights reserved.
//

import SpriteKit

class GameScene: SKScene, SKPhysicsContactDelegate {

var coin10 = SKSpriteNode(imageNamed: "10S.png")
var coin100 = SKSpriteNode(imageNamed: "100S.png")
var coin50 = SKSpriteNode(imageNamed: "50S.png")
var coin20 = SKSpriteNode(imageNamed: "20S.png")
var wall1 = SKSpriteNode(imageNamed: "Wall1.png")
var wall2 = SKSpriteNode(imageNamed: "Wall2.png")
var bar = SKSpriteNode(imageNamed: "Bar.png")
var touchedcoin: SKSpriteNode?

var scorelabel = SKLabelNode()
var score = 0

var touchPoint: CGPoint = CGPoint()
var touching: Bool = false

enum ColliderType:UInt32 {
    case coin = 1
    case wall = 2
    case bars = 3

}

override func didMoveToView(view: SKView) {
    /* Setup your scene here */

    //Adding coin10
    coin10.position = CGPointMake(self.size.width / 2, self.size.height / 5)
    coin10.physicsBody = SKPhysicsBody(circleOfRadius: coin10.size.width/1.5)
    coin10.physicsBody!.affectedByGravity = false
    coin10.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
    coin10.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
    coin10.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
    coin10.physicsBody!.dynamic = true
    self.addChild(coin10)

    //Adding coin100
    coin100.position = CGPointMake(self.size.width / 1.7, self.size.height / 5.1)
    coin100.physicsBody = SKPhysicsBody(circleOfRadius: coin100.size.width/1.3)
    coin100.physicsBody!.affectedByGravity = false
    coin100.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
    coin100.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
    coin100.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
    coin100.physicsBody!.dynamic = true
    self.addChild(coin100)

    //Adding coin50
    coin50.position = CGPointMake(self.size.width / 2.2, self.size.height / 4.9)
    coin50.physicsBody = SKPhysicsBody(circleOfRadius: coin50.size.width/1.5)
    coin50.physicsBody!.affectedByGravity = false
    coin50.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
    coin50.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
    coin50.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
    coin50.physicsBody!.dynamic = true
    self.addChild(coin50)

    //Adding coin20
    coin20.position = CGPointMake(self.size.width / 2.4, self.size.height / 5)
    coin20.physicsBody = SKPhysicsBody(circleOfRadius: coin20.size.width/1.5)
    coin20.physicsBody!.affectedByGravity = false
    coin20.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
    coin20.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
    coin20.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
    coin50.physicsBody!.dynamic = true
    self.addChild(coin20)

    //Adding wall1
    wall1.position = CGPointMake(self.size.width / 1.32, self.size.height / 1.04)
    wall1.physicsBody = SKPhysicsBody(rectangleOfSize: wall1.size)
    wall1.physicsBody!.affectedByGravity = false
    wall1.physicsBody!.categoryBitMask = ColliderType.wall.rawValue
    wall1.physicsBody!.contactTestBitMask = ColliderType.coin.rawValue
    wall1.physicsBody!.collisionBitMask = ColliderType.coin.rawValue
    wall1.physicsBody!.dynamic = false
    self.addChild(wall1)

    //Adding wall2
    wall2.position = CGPointMake(self.size.width / 4.8, self.size.height / 1.04)
    wall2.physicsBody = SKPhysicsBody(rectangleOfSize: wall2.size)
    wall2.physicsBody!.affectedByGravity = false
    wall2.physicsBody!.categoryBitMask = ColliderType.wall.rawValue
    wall2.physicsBody!.contactTestBitMask = ColliderType.coin.rawValue
    wall2.physicsBody!.collisionBitMask = ColliderType.coin.rawValue
    wall2.physicsBody!.dynamic = false
    self.addChild(wall2)

    //Adding bar
    bar.position = CGPointMake(self.size.width / 2, self.size.height)
    bar.physicsBody = SKPhysicsBody(circleOfRadius: bar.size.height/2)
    bar.physicsBody!.affectedByGravity = false
    bar.physicsBody!.categoryBitMask = ColliderType.bars.rawValue
    bar.physicsBody!.contactTestBitMask = ColliderType.coin.rawValue
    bar.physicsBody!.collisionBitMask = ColliderType.coin.rawValue
    bar.physicsBody!.dynamic = false
    self.addChild(bar)

    //Adding physics world properties
    self.physicsWorld.contactDelegate = self
    var scenebody = SKPhysicsBody(edgeLoopFromRect: self.frame)
    scenebody.friction = 0
    self.physicsBody = scenebody
    self.physicsWorld.gravity = CGVectorMake(0, 0)
    physicsWorld.contactDelegate = self

    //Scoreboard
    scorelabel = SKLabelNode(text: "0")
    scorelabel.position.y = (self.size.height/2)
    scorelabel.position.x = (self.size.height/2.3)
    addChild(scorelabel)

}

func didBeginContact(contact: SKPhysicsContact) {

}

override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
    /* Called when a touch begins */

    for touch in (touches as! Set<UITouch>) {
        let location10 = touch.locationInNode(self)
        let location100 = touch.locationInNode(self)
        let location20 = touch.locationInNode(self)
        let location50 = touch.locationInNode(self)

        if coin10.containsPoint(location10){
            touchPoint = location10
            touching = true
            touchedcoin = coin10
        }
        else if coin100.containsPoint(location100){
            touchPoint = location100
            touching = true
            touchedcoin = coin100
        }
        else if coin20.containsPoint(location20){
            touchPoint = location20
            touching = true
            touchedcoin = coin20
        }
        else if coin50.containsPoint(location50){
            touchPoint = location50
            touching = true
            touchedcoin = coin50
        }
    }
}

override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {

    for touch in (touches as! Set<UITouch>) {
        let location10 = touch.locationInNode(self)
        let location100 = touch.locationInNode(self)
        let location50 = touch.locationInNode(self)
        let location20 = touch.locationInNode(self)

        if coin10.containsPoint(location10){
            touchPoint = location10
        }
        else if coin100.containsPoint(location100){
            touchPoint = location100
        }
        else if coin50.containsPoint(location50){
            touchPoint = location50
        }
        else if coin20.containsPoint(location20){
            touchPoint = location20
        }
    }
}

override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
    touching = false
}

override func update(currentTime: CFTimeInterval) {
    if touching {

        let dt: CGFloat = 1.1/101.0
        let distance = CGVector(dx: touchPoint.x-touchedcoin!.position.x, dy: touchPoint.y-touchedcoin!.position.y)
        let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
        touchedcoin!.physicsBody!.velocity = velocity
        }
    }
 }
//
//斯威夫特
//硬币抓取器
//
//由Viren Sareen于2015年7月13日创建。
//版权所有(c)2015维伦·萨林。版权所有。
//
进口SpriteKit
类游戏场景:SKScene,SKPhysicContactDelegate{
var coin10=SKSpriteNode(图像名为:“10S.png”)
var coin100=SKSpriteNode(图像名为:“100S.png”)
var coin50=SKSpriteNode(图像名为:“50S.png”)
var coin20=SKSpriteNode(图像名为:“20S.png”)
var wall1=SKSpriteNode(图像名为:“wall1.png”)
var wall2=SKSpriteNode(图像名为:“wall2.png”)
var bar=SKSpriteNode(图像名为:“bar.png”)
var touchedcoin:SKSpriteNode?
var scorelabel=SKLabelNode()
风险值得分=0
变量接触点:CGPoint=CGPoint()
变量:Bool=false
枚举冲突类型:UInt32{
箱子硬币=1
箱壁=2
箱杆=3
}
覆盖func didMoveToView(视图:SKView){
/*在这里设置场景*/
//添加硬币10
coin10.position=CGPointMake(self.size.width/2,self.size.height/5)
coin10.physicsBody=SKPhysicsBody(圆形半径:coin10.size.width/1.5)
coin10.physicsBody!。受重力影响=false
coin10.physicsBody!.categoryBitMask=ColliderType.coin.rawValue
coin10.physicsBody!.contactTestBitMask=ColliderType.wall.rawValue
coin10.physicsBody!.collisionBitMask=ColliderType.wall.rawValue
coin10.physicsBody!.dynamic=true
self.addChild(coin10)
//添加硬币100
coin100.position=CGPointMake(self.size.width/1.7,self.size.height/5.1)
coin100.physicsBody=SKPhysicsBody(圆半径:coin100.size.width/1.3)
coin100.physicsBody!.affectedByGravity=false
coin100.physicsBody!.categoryBitMask=ColliderType.coin.rawValue
coin100.physicsBody!.contactTestBitMask=ColliderType.wall.rawValue
coin100.physicsBody!.collisionBitMask=ColliderType.wall.rawValue
coin100.physicsBody!.dynamic=true
self.addChild(coin100)
//添加硬币50
coin50.position=CGPointMake(self.size.width/2.2,self.size.height/4.9)
coin50.physicsBody=SKPhysicsBody(圆半径:coin50.size.width/1.5)
coin50.physicsBody!。受重力影响=false
coin50.physicsBody!.categoryBitMask=ColliderType.coin.rawValue
coin50.physicsBody!.contactTestBitMask=ColliderType.wall.rawValue
coin50.physicsBody!.collisionBitMask=ColliderType.wall.rawValue
coin50.physicsBody!.dynamic=true
self.addChild(coin50)
//添加硬币20
coin20.position=CGPointMake(self.size.width/2.4,self.size.height/5)
coin20.physicsBody=SKPhysicsBody(圆半径:coin20.size.width/1.5)
coin20.physicsBody!。受重力影响=false
coin20.physicsBody!.categoryBitMask=ColliderType.coin.rawValue
coin20.physicsBody!.contactTestBitMask=ColliderType.wall.rawValue
coin20.physicsBody!.collisionBitMask=ColliderType.wall.rawValue
coin50.physicsBody!.dynamic=true
self.addChild(coin20)
//添加墙1
wall1.position=CGPointMake(self.size.width/1.32,self.size.height/1.04)
wall1.physicsBody=SKPhysicsBody(矩形尺寸:wall1.size)
墙1.physicsBody!。受重力影响=false
wall1.physicsBody!.categoryBitMask=ColliderType.wall.rawValue
wall1.physicsBody!.contactTestBitMask=ColliderType.coin.rawValue
wall1.physicsBody!.collisionBitMask=ColliderType.coin.rawValue
墙1.physicsBody!.dynamic=false
self.addChild(墙1)
//添加墙2
wall2.position=CGPointMake(self.size.width/4.8,self.size.height/1.04)
wall2.physicsBody=SKPhysicsBody(矩形尺寸:wall2.size)
墙2.physicsBody!。受重力影响=false
wall2.physicsBody!.categoryBitMask=ColliderType.wall.rawValue
wall2.physicsBody!.contactTestBitMask=ColliderType.coin.rawValue
wall2.physicsBody!.collisionBitMask=ColliderType.coin.rawValue
墙2.physicsBody!.dynamic=false
self.addChild(墙2)
//添加条
bar.position=CGPointMake(self.size.width/2,self.size.height)
bar.physicsBody=SKPhysicsBody(圆形半径:bar.size.height/2)
bar.physicsBody!。受重力影响=false
bar.physicsBody!.categoryBitMask=ColliderType.bars.rawValue
bar.physicsBody!.contactTestBitMask=ColliderType.coin.rawValue
bar.physicsBody!.collisionBitMask=ColliderType.coin.rawValue
bar.physicsBody!.dynamic=false
self.addChild(bar)
//添加物理世界属性
self.physicsWorld.contactDelegate=self
var scenebody=SKPhysicsBody(edgeLoopFromRect:self.frame)
scenebody.friction=0
self.physicsBody=场景体
self.physicsWorld.gravity=CGVectorMake(0,0)
physicsWorld.contactDelegate=self
//记分牌
scorelabel=SKLabelNode(文本:“0”)
scorelabel.position.y=(self.size.height/2)
scorelabel.position.x=(self.size.height/2.3)
addChild(分数标签)
}
func didBeginContact(联系人:SKPhysicsContact){
}
覆盖func touchesBegined(触摸:设置,withEvent事件:UIEvent){
/*当触摸开始时调用*/
用于触摸输入(触摸设置为){
让location10=触摸。locationInNode(自)
让location100=触摸。locationInNode(自身)
让location20=触摸。locationInNode(自)
import Foundation
import SpriteKit

enum ColliderType:UInt32 {
    case coin = 1
    case wall = 2
    case bars = 3

}

class Coin {

    var value: Int
    var coinNode: SKSpriteNode

    init(coinValue: Int, scene: SKScene) {
        value = coinValue
        let node = SKSpriteNode(imageNamed: String(coinValue) + "S")
        node.position = CGPointMake(node.size.width / 2, node.size.height / 5)
        node.physicsBody = SKPhysicsBody(circleOfRadius: node.size.width/1.5)
        node.physicsBody!.affectedByGravity = false
        node.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
        node.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
        node.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
        node.physicsBody!.dynamic = true
        scene.addChild(node)
        self.coinNode = node
    }
}
import Foundation
import SpriteKit

enum ColliderType:UInt32 {
    case coin = 1
    case wall = 2
    case bars = 3

}

class Coin: SKSpriteNode {

    var value: Int

    init(coinValue: Int) {
        value = coinValue
        let texture = SKTexture(imageNamed: String(coinValue) + "S")
        super.init(texture: texture, color: UIColor.clearColor(), size: texture.size())
        self.position = CGPointMake(self.size.width / 2, self.size.height / 5)
        self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width/1.5)
        self.physicsBody!.affectedByGravity = false
        self.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
        self.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
        self.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
        self.physicsBody!.dynamic = true
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}
let timer = SKAction.waitForDuration(10, withRange: 2) 
let spawnNode = SKAction.runBlock {
    var coin = Coin(10, scene: self)
   //set coin position: coin.coinNode.position = whatever
}

let sequence = SKAction.sequence([timer, spawnNode])
self.runAction(SKAction.repeatActionForever(sequence))
import Foundation
import SpriteKit

enum ColliderType:UInt32 {
    case coin = 1
    case wall = 2
    case bars = 3

}


class Coin: SKSpriteNode {

    var value: Int

    init(coinValue: Int) {

         self.value = coinValue

         let texture = SKTexture(imageNamed: String(coinValue) + "S")

        super.init(texture: texture, color: nil, size: texture.size())


        self.physicsBody = SKPhysicsBody(circleOfRadius: self.size.width/2.0)
        self.physicsBody!.affectedByGravity = true
        self.physicsBody!.categoryBitMask = ColliderType.coin.rawValue
        self.physicsBody!.contactTestBitMask = ColliderType.wall.rawValue
        self.physicsBody!.collisionBitMask = ColliderType.wall.rawValue
        self.physicsBody!.dynamic = true
        self.name = "coin"

    }

    required init(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}
    import SpriteKit


class GameScene: SKScene,SKPhysicsContactDelegate
{

    let debugLabel = SKLabelNode(fontNamed: "Geneva")

    var coin10counter = 0
    var coin20counter = 0
    var coin50counter = 0
    var coin100counter = 0

    let gameDuration = 15

    var timeLeft = 15

    let startButton = SKSpriteNode(color: SKColor.greenColor(), size: CGSize(width: 80, height:30))
    let stopButton = SKSpriteNode(color: SKColor.redColor(), size: CGSize(width: 80, height:30))

    let gameTimerLabel = SKLabelNode(fontNamed: "Geneva")



    override func didMoveToView(view: SKView)
    {

        //Setting up physics - default for dy is -9.81 but because of easier debugging I set it to -0.5
        self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)

        self.physicsWorld.gravity = CGVector(dx: 0.0, dy:-0.5)


        //Debug labels

        debugLabel.fontColor = SKColor.whiteColor()
        debugLabel.fontSize =  15
        debugLabel.text = "coin10: \(coin10counter) coin20: \(coin20counter) coin50: \(coin50counter) coin100: \(coin100counter)"
        debugLabel.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMaxY(self.frame)-200)
        self.addChild(debugLabel)


        gameTimerLabel.fontColor = SKColor.whiteColor()
        gameTimerLabel.fontSize =  20
        gameTimerLabel.text = "Time left : \(gameDuration)"
        gameTimerLabel.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMaxY(self.frame)-40)

        self.addChild(gameTimerLabel)

        self.backgroundColor = SKColor.blackColor()


        //Buttons

        startButton.position = CGPoint(x: CGRectGetMidX(self.frame)-80, y: CGRectGetMaxY(self.frame)-100)
        startButton.name = "start"
        stopButton.position = CGPoint(x: CGRectGetMidX(self.frame)+80, y: CGRectGetMaxY(self.frame)-100)
        stopButton.name = "stop"

        self.addChild(startButton)
        self.addChild(stopButton)


    }

    override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {


        let touch: AnyObject? = touches.anyObject()

        let location = touch?.locationInNode(self)

        println(location)

        let touchedNode = self.nodeAtPoint(location!)

        println(touchedNode.name)

        if(touchedNode.name == "start"){

            self.generateCoins()

        }else if(touchedNode.name == "stop"){

            self.stopGeneratingCoins()
        }

    }


    func getRandomCoin() ->Coin{


        let randomNumber = Double(arc4random() % 1000) / 10.0;

        switch(randomNumber) {

       //You can modify this to play with chances

        case 60..<90:

             coin20counter++
            return Coin(coinValue: 20)
        case 90..<97:
             coin50counter++
            return Coin(coinValue: 50)

        case 97..<100: // smallest chance

             coin100counter++
            return Coin(coinValue: 100)
        default:
            //biggest chance
             coin10counter++
            return Coin(coinValue: 10)
        }


    }

    func stopGeneratingCoins(){


        removeActionForKey("spawning")

        removeActionForKey("countdown")

        coin10counter = 0

        coin20counter  = 0

        coin50counter = 0

        coin100counter = 0

        self.enumerateChildNodesWithName("coin", usingBlock: {
            (node: SKNode!, stop: UnsafeMutablePointer <ObjCBool>) -> Void in

            node.removeFromParent()

        })

        timeLeft = gameDuration

        debugLabel.text = "coin10: \(coin10counter) coin20: \(coin20counter) coin50: \(coin50counter) coin100: \(coin100counter)"

        gameTimerLabel.text = "Time left : \(gameDuration)"
    }


    func countdown(){


        let updateTimeleftLabel = SKAction.runBlock({

            self.gameTimerLabel.text = "Time left : \(self.timeLeft--)"
        })

        let waitAndUpdate = SKAction.sequence([updateTimeleftLabel ,SKAction.waitForDuration(1)] )



        let countdown = SKAction.repeatAction(waitAndUpdate, count: self.gameDuration)

        let sequence = SKAction.sequence([countdown, SKAction.runBlock({

            self.stopGeneratingCoins()

        })])

        self.runAction(sequence, withKey:"countdown")

    }


    func generateCoins(){

        if(self.actionForKey("spawning") != nil){return}

        countdown()

        let timer = SKAction.waitForDuration(0.5, withRange: 0.3)

        let spawnNode = SKAction.runBlock {


            var coin = self.getRandomCoin()


            let spawnLocation = CGPoint(x:Int(arc4random() % UInt32(self.frame.size.width - coin.size.width/2) ),
                                        y:Int(arc4random() %  UInt32(self.frame.size.height - coin.size.width/2)))

            coin.position = spawnLocation





            self.debugLabel.text =
            "coin10 : \(self.coin10counter) coin20: \(self.coin20counter) coin50 : \(self.coin50counter) coin100 : \(self.coin100counter)"

            self.addChild(coin)

            println(spawnLocation)

        }

        let sequence = SKAction.sequence([timer, spawnNode])
        self.runAction(SKAction.repeatActionForever(sequence) , withKey: "spawning")


    }



}