Swift SKSpriteNode的循环位置
我想我对while循环有一个相当坚定的理解。我希望左_微调器从右侧的屏幕外移动到左侧的屏幕外 然后在右侧移回屏幕外,在左侧移回屏幕外。代码方面,我看不出问题所在Swift SKSpriteNode的循环位置,swift,while-loop,sprite-kit,skspritenode,skaction,Swift,While Loop,Sprite Kit,Skspritenode,Skaction,我想我对while循环有一个相当坚定的理解。我希望左_微调器从右侧的屏幕外移动到左侧的屏幕外 然后在右侧移回屏幕外,在左侧移回屏幕外。代码方面,我看不出问题所在 import SpriteKit import GameplayKit class GameScene: SKScene { var left_spinner = SKSpriteNode() override func didMove(to view: SKView) { left_spinne
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var left_spinner = SKSpriteNode()
override func didMove(to view: SKView) {
left_spinner = self.childNode(withName: "left_spinner") as! SKSpriteNode
left_spinner.position = CGPoint(x: 675, y: 0)
left_spinner.run(SKAction.move(to: CGPoint(x: -675, y: 0), duration: 3.0))
goalLoop()
}
func goalLoop(){
left_spinner.run(SKAction.move(to: CGPoint(x: -675, y: 0), duration: 3.0))
while (left_spinner.position == CGPoint(x: -675, y: 0)){
left_spinner.run(SKAction.move(to: CGPoint(x: 675, y: 0), duration: 0.0))
left_spinner.run(SKAction.move(to: CGPoint(x: -675, y: 0), duration: 3.0))
}
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
这里您不需要任何同步循环,SKAction API为您提供了排序操作的方法。只需将整个代码替换为:
override func didMove(to view: SKView) {
left_spinner = self.childNode(withName: "left_spinner") as! SKSpriteNode
left_spinner.position = CGPoint(x: 675, y: 0)
// Prepare base actions
let moveLeftAction = SKAction.move(to: CGPoint(x: -675, y: 0), duration: 3.0)
let moveRightAction = SKAction.move(to: CGPoint(x: 675, y: 0), duration: 3.0)
// Prepare sequencing
let loopCount = 10
let leftRightAction = SKAction.sequence([moveLeftAction, moveRightAction])
let pingPongAction = SKAction.repeat(leftRightAction, count: loopCount)
// Run final action
left_spinner.run(pingPongAction)
}