我正在构建一个应用程序,其中当按下精灵时,它执行一个非常简单的动画,其中初始图像被新图像替换,然后在短暂停顿后再次应用初始图像。有2个这样的精灵。
除非按极快的顺序按下按钮,否则一切正常。 让我们举例说,用户按下按钮1然后非常快地按下按钮2(在此之前有时间恢复到初始图像):在这种情况下,按钮1仍然卡在新图像上!
即使我禁用与sprite的交互(例如在动画正在进行时重命名或插入不同的标志),仍然会注册touchesBegan事件,我相信这足以让sprite 1卡在新的图像,而不是恢复到最初的一个!
我已经没想完了......有什么建议吗?欢呼声。
- (void)SwitchButtonImage
{
touchedNode.texture = [SKTexture textureWithImageNamed:ImageNew];
//After a pause change sprite image to the initial image
SKAction *wait = [SKAction waitForDuration: 0.3];
[touchedNode runAction: wait completion:^
{
touchedNode.texture = [SKTexture textureWithImageNamed:ImageInitial];
}];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
[self selectNodeForTouch:positionInScene];
}
- (void)selectNodeForTouch:(CGPoint)touchLocation
{
touchedNode = (SKSpriteNode *)[self nodeAtPoint:touchLocation];
_selectedNode = touchedNode;
if([[touchedNode name] isEqualToString:kButtonNodeName_01])
{[self SwitchButtonImage];}
else if([[touchedNode name] isEqualToString:kButtonNodeName_02])
{[self SwitchButtonImage];}
}
答案 0 :(得分:1)
编辑:我编辑了我的答案,处理了多个按钮并使用原始代码。
- (void)SwitchButtonImage
{
touchedNode.texture = [SKTexture textureWithImageNamed:@"NewImage"];
//After a pause change sprite image to the initial image
SKAction *wait = [SKAction waitForDuration: 0.3];
SKTexture *texture = [SKTexture textureWithImageNamed:@"InitialImage"];
SKAction *resetImage = [SKAction setTexture:texture];
// Add action with a unique identifier
[touchedNode runAction:[SKAction sequence:@[wait, resetImage]] withKey:@"ResetImage"];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
[self selectNodeForTouch:positionInScene];
}
- (void)selectNodeForTouch:(CGPoint)touchLocation {
touchedNode = (SKSpriteNode *)[self nodeAtPoint:touchLocation];
_selectedNode = touchedNode;
if([[touchedNode name] isEqualToString:kButtonNodeName_01]) {
// Change image only if previous action is done
if (![touchedNode actionForKey:@"ResetImage"]) {
[self SwitchButtonImage];
}
}
else if([[touchedNode name] isEqualToString:kButtonNodeName_02]) {
// Change image only if previous action is done
if (![touchedNode actionForKey:@"ResetImage"]) {
[self SwitchButtonImage];
}
}
}
编辑2:您可以向具有完成块的SKAction添加密钥,但是您可以在SKAction序列的末尾添加runBlock来执行相同操作。这是一个例子:
SKAction *action1 = [SKAction rotateByAngle:M_PI duration:1];
SKAction *action2 = [SKAction rotateByAngle:-M_PI duration:1];
SKAction *completed = [SKAction runBlock:^{
NSLog(@"I am done");
}];
SKAction *action = [SKAction sequence:@[action1, action2, completed]];
[sprite runAction:action withKey:@"actionKey"];
答案 1 :(得分:0)
您可以使用块和BOOL ivar来完成此操作。
创建一个ivar:
BOOL readyForNextAnimation;
设置这样的块:
SKAction *block0 = [SKAction runBlock:^{
// your animation code here
}];
SKAction *wait0 = [SKAction waitForDuration:0.3]; // your animation time length
SKAction *block1 = [SKAction runBlock:^{
readyForNextAnimation = true;
}];
[self runAction:[SKAction sequence:@[block0, wait0, block1]]];
以上代码将使用如下代码:
// some trigger just occurred
if(readyForNextAnimation == true)
{
readyForNextAnimation = false;
// create blocks 0,1,2 and run them as above
}
如果您需要做其他事情,只需创建更多块并将它们添加到运行序列中。