停止countUp速度

时间:2015-05-27 21:41:06

标签: swift sprite-kit

我刚开始学习Swift和Sprite Kit。我需要以下代码的帮助。

我有countUp当触球时countUp开始,但我的问题是每次点球时countUp的速度都会增加。我希望CountUp保持稳定。任何帮助将不胜感激。

class Game: SKScene {

var Ball = SKSpriteNode(imageNamed: "Red.png")
var QuitOption = SKLabelNode()
var ScoreLabel = SKLabelNode()
var timescore = Int()
var timesecond = Int()



override func didMoveToView(view: SKView) {


    backgroundColor = SKColor.blackColor() // background for the display

    self.physicsWorld.gravity = CGVectorMake(0, -9.8)

    let SceneBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
    SceneBody.friction = 0
    self.physicsBody = SceneBody


    Ball.size = CGSize(width: 120, height: 120)
    Ball.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height*0.7)
    Ball.physicsBody = SKPhysicsBody(circleOfRadius: 60)
    Ball.physicsBody?.affectedByGravity = true
    Ball.physicsBody?.restitution = 0.5 
    Ball.physicsBody?.linearDamping = 0
    Ball.name = "Ball"

    self.addChild(Ball)

    QuitOption.text = "Quit"
    QuitOption.fontName = "Noteworthy-Light"
    QuitOption.fontColor = SKColor.greenColor()
    QuitOption.fontSize = 35
    QuitOption.position = CGPoint(x: self.frame.size.width/2 - 160, y: self.frame.size.height*1 - 110)
    QuitOption.name = "Quit"

    addChild(QuitOption)

    ScoreLabel = SKLabelNode(fontNamed: "Noteworthy-Light")
    ScoreLabel.fontSize = 50                 // The + will move it to the right side and - to the left side for more accuracy.
    ScoreLabel.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/4 + 400)  // position of ScoreLabelNode
    ScoreLabel.name = "Score+"
    ScoreLabel.hidden = false

    self.addChild(ScoreLabel)


}

// Making the ball jump after user touches ball

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


    var touch = touches.first as! UITouch
    var location = touch.locationInNode(self)
    var node = self.nodeAtPoint(location)


    if (node.name == "Quit"){

        let myScene = GameScene(size: self.size)
        myScene.scaleMode = scaleMode
        let reveal = SKTransition.fadeWithDuration(1)
        self.view?.presentScene(myScene, transition: reveal)

    }

    if (node.name == "Ball"){

        for touch: AnyObject in touches {

            let location = touch.locationInNode(self)

            Ball.physicsBody?.allowsRotation = true
            Ball.physicsBody?.velocity = CGVectorMake(0, 0)
            Ball.physicsBody?.applyImpulse(CGVectorMake(0, 100))

        }


    }

    var actionwait = SKAction.waitForDuration(0.5)

    var actionrun = SKAction.runBlock({
        self.timescore++
        self.timesecond++


        if self.timesecond == 60 {self.timesecond = 0}

        self.ScoreLabel.text = " \(self.timescore/60):\(self.timesecond)"})

    ScoreLabel.runAction(SKAction.repeatActionForever(SKAction.sequence([actionwait,actionrun])))



    }


}

1 个答案:

答案 0 :(得分:1)

我猜这种情况正在发生,因为你在每次触摸后反复运行相同的阻止。为了确保只运行一次阻止,你可以使用一些Bool指标,并在第一次运行后,适当地设置它的值,如下所示:

if(!self.locked){
        self.locked = true // at start, this value should be false
        var actionrun = SKAction.runBlock({


            self.timescore++

             self.timesecond++


            if self.timesecond == 60 {self.timesecond = 0}

            self.ScoreLabel.text = " \(self.timescore/60):\(self.timesecond)"})

        ScoreLabel.runAction(SKAction.repeatActionForever(SKAction.sequence([actionwait,actionrun])))

        }
        }

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