在 SpriteKit 中为函数添加延迟
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【中文标题】在 SpriteKit 中为函数添加延迟【英文标题】:Add a delay to a function in SpriteKit 【发布时间】:2017-01-26 19:50:38 【问题描述】:我希望只允许玩家每 0.7 秒发射一枚导弹。我该怎么做呢?这是我的代码。我已尝试在此站点上找到的其他方法,但它们不起作用。
func fireTorpedo()
if !self.player.isPaused
if isSoundEffect == true
self.run(SKAction.playSoundFileNamed("Rocket", waitForCompletion: false))
let torpedoNode = SKSpriteNode(imageNamed: "Rocket")
torpedoNode.position = player.position
torpedoNode.position.y += 5
torpedoNode.physicsBody = SKPhysicsBody(circleOfRadius: torpedoNode.size.width / 2)
torpedoNode.physicsBody?.isDynamic = true
torpedoNode.physicsBody?.categoryBitMask = photonTorpedoCategory
torpedoNode.physicsBody?.contactTestBitMask = alienCategory
torpedoNode.physicsBody?.collisionBitMask = 0
torpedoNode.physicsBody?.usesPreciseCollisionDetection = true
self.addChild(torpedoNode)
let animationDuration:TimeInterval = 0.5
var actionArray = [SKAction]()
actionArray.append(SKAction.move(to: CGPoint(x: player.position.x, y: self.frame.size.height + 10), duration: animationDuration))
actionArray.append(SKAction.removeFromParent())
torpedoNode.run(SKAction.sequence(actionArray))
【问题讨论】:
发生这种情况的背景是什么?什么代码调用fireTorpedo()
?
【参考方案1】:
我喜欢这样做:
class GameScene:SKScene
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
super.touchesBegan(touches, with: event)
if action(forKey: "shooting") == nil
let wait = SKAction.wait(forDuration: 0.7)
run(wait, withKey: "shooting")
print("shot fired")
虽然在场景中发现了关键的“拍摄”,但您不能再拍摄了。在实际游戏中,这很可能是节点的一部分(动作应该在节点上运行)。
【讨论】:
【参考方案2】:首先,在职业级别添加一个标志,指示玩家是否可以发射鱼雷。
var canFireTorpedo = true
然后,在fireTorpedo
方法结束时,将canFireTorpedo
设置为false,然后在0.7秒后再次设置为true:
canFireTorpedo = false
player.run(SKAction.sequence([
SKAction.wait(forDuration: 0.7),
SKAction.run [weak self] in self?.canFireTorpedo = true ]))
之后,在方法开始处检查canFireTorpedo
:
func fireTorpedo()
if canFireTorpedo
// put everything in the method here, including the parts I added
希望这段代码是不言自明的。
【讨论】:
【参考方案3】:要启动每 0.7 秒,您可以这样做:
let actionKey = "repeatLaunchMethod"
let launchMethod = SKAction.afterDelay(0.7, runBlock:
[weak self] in
guard let strongSelf = self else return
strongSelf.fireTorpedo()
)
// do this if you want to repeat this action forever
self.player.run(SKAction.repeatForever(launchMethod), withKey: actionKey)
// do this if you want to repeat this action only n times
// self.player.run(SKAction.repeat(launchMethod, count: 5), withKey: actionKey)
要停止此操作,您可以执行以下操作:
if self.player.action(forKey: actionKey) != nil
self.player.removeAction(forKey: actionKey)
扩展用于使代码更具可读性:
extension SKAction
/**
* Performs an action after the specified delay.
*/
class func afterDelay(_ delay: TimeInterval, performAction action: SKAction) -> SKAction
return SKAction.sequence([SKAction.wait(forDuration: delay), action])
/**
* Performs a block after the specified delay.
*/
class func afterDelay(_ delay: TimeInterval, runBlock block: @escaping () -> Void) -> SKAction
return SKAction.afterDelay(delay, performAction: SKAction.run(block))
【讨论】:
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