Swift 3重复产卵SKNode
我有一个SKNode,可以在屏幕上生成和移动。这一切都按计划进行。然而,我不确定如何使这种情况多次发生。我的愿望是“桶”每2秒产卵一次。您可以在下面的代码中看到我的尝试Swift 3重复产卵SKNode,swift,sprite-kit,Swift,Sprite Kit,我有一个SKNode,可以在屏幕上生成和移动。这一切都按计划进行。然而,我不确定如何使这种情况多次发生。我的愿望是“桶”每2秒产卵一次。您可以在下面的代码中看到我的尝试 class GameScene : SKScene, SKPhysicsContactDelegate { var Player = SKSpriteNode() var Ground = SKSpriteNode() var Roof = SKSpriteNode() var Background = SKSpriteNod
class GameScene : SKScene, SKPhysicsContactDelegate {
var Player = SKSpriteNode()
var Ground = SKSpriteNode()
var Roof = SKSpriteNode()
var Background = SKSpriteNode()
let Obstacle1 = SKSpriteNode(imageNamed: "Fire Barrel 1")
override func didMove(to view: SKView) {
// Create Background Color
backgroundColor = bgColor
// Set World Gravity
self.physicsWorld.gravity = CGVector(dx: 0.0, dy: -4.0)
// Create Player
Player = SKSpriteNode(imageNamed: "Player")
Player.setScale(0.5)
Player.position = CGPoint(x: -self.frame.width / 2 + 100, y: -Player.frame.height / 2)
self.addChild(Player)
// Create Ground
Ground = SKSpriteNode(imageNamed: "BGTileBtm")
Ground.anchorPoint = CGPoint(x: 0,y: 0.5)
Ground.position = CGPoint(x: -self.frame.width / 2, y: -self.frame.height / 2)
self.addChild(Ground)
// Create Roof
Roof = SKSpriteNode(imageNamed: "BGTileTop")
Roof.anchorPoint = CGPoint(x: 1,y: 1)
Roof.position = CGPoint(x: -self.frame.width / 2, y: self.frame.height / 2 - Roof.frame.height)
Roof.zRotation = CGFloat(M_PI)
self.addChild(Roof)
// Set Physics Rules
Player.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Player"), size: Player.size)
Player.physicsBody!.affectedByGravity = true
Player.physicsBody!.allowsRotation = false
Ground.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "Ground"), size: Ground.size)
Ground.physicsBody!.affectedByGravity = false
Ground.physicsBody!.isDynamic = false
// Obstacle
func addObstacle1(){
Obstacle1.position = CGPoint(x: self.frame.width / 2, y: -self.frame.height / 2 + Obstacle1.frame.height)
Obstacle1.zPosition = 1
addChild(Obstacle1)
let distance = CGVector(dx: -self.frame.width, dy: 0)
let moveDistance = SKAction.move(by: distance, duration: 5)
Obstacle1.run(moveDistance)
}
let spawnObstacles = SKAction(addObstacle1())
let delay = SKAction.wait(forDuration: 2)
let sequence = SKAction.sequence([delay, spawnObstacles])
run(SKAction.repeatForever(sequence))
}
首先将
添加障碍物
置于didMove
方法之外。然后将以下内容放入您的didMove
方法中:
_ = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(addObstacle1), userInfo: nil, repeats: true)
它应该每两秒钟重复一次你的
添加障碍物
)首先将添加障碍物
置于didMove
方法之外。然后将以下内容放入您的didMove
方法中:
_ = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(addObstacle1), userInfo: nil, repeats: true)
它应该每两秒钟重复一次你的
添加障碍物)当前代码有什么不起作用?它只生成和移动一次。我希望“永远重复”添加会导致它重复生成和移动。请尝试在函数addbarriend
中设置障碍物纹理,而不是全局设置。您可以将障碍物声明保持为全局状态,只需在函数中设置其纹理。感谢您的输入,但这不会产生任何影响。请尝试在GameViewController中启用nodeCount,以查看它们是否被添加。当前代码有什么问题?它只生成和移动一次。我希望“永远重复”添加会导致它重复生成和移动。请尝试在函数addbarriend
中设置障碍物纹理,而不是全局设置。您可以将障碍物声明保持为全局状态,只需在函数中设置其纹理。感谢您的输入,但这并没有什么区别。请尝试在GameViewController中启用nodeCount以查看是否添加了障碍物