SKAction没有按预期工作

时间:2015-02-11 00:11:47

标签: iphone swift ios8 sprite-kit

嗨我有一系列的动作永远在侧滚动游戏中产生障碍。但是,不是从我的纹理生成随机图片和高度,而是保留了它在第一次运行SKActions时生成的相同图片......

有人可以解决这个问题吗?我试图不使用

NSTimer.scheduledTimerWithTimeInterval(4, target: self, selector: Selector("setUpMountains"), userInfo: nil, repeats: true)

由于某种原因它降低了我的FPS

    func setUpMountains() {

    let gapHeight = user.size.height * 3
    var movementAmount = arc4random() % UInt32(self.frame.size.height / 3.0)

    var randomNumber = arc4random() % 3
    if randomNumber == 0 {
        mountainTexture = SKTexture(imageNamed:"RedMountain.png")
    } else if randomNumber == 1 {
        mountainTexture = SKTexture(imageNamed:"OrangeMountain.png")
    } else {
        mountainTexture = SKTexture(imageNamed:"BeigeMountain.png")
    }
    var randomMountain = SKSpriteNode(texture: mountainTexture)
    randomMountain.position = CGPointMake( CGRectGetMidX(self.frame) + self.frame.width, CGRectGetMidY(self.frame) - gapHeight - CGFloat(movementAmount))
    randomMountain.zPosition = 8
    randomMountain.physicsBody = SKPhysicsBody(texture: mountainTexture, size: mountainTexture.size())
    randomMountain.physicsBody?.dynamic = false
//        randomMountain.physicsBody?.categoryBitMask = objectCategory
    movingObjects.addChild(randomMountain)

    //spawning mountains
    var distanceToMove = self.frame.size.width + mountainTexture.size().width
    var moveMountain = SKAction.moveByX(-distanceToMove, y: 0, duration: NSTimeInterval (distanceToMove * 0.01))
    var replaceMountain = SKAction.moveByX(distanceToMove, y: 0, duration: 0)
    //var removeMountain = SKAction.removeFromParent()
    var moveAndRemoveMountain = SKAction.repeatActionForever(SKAction.sequence([moveMountain, replaceMountain]))

    randomMountain.runAction(moveAndRemoveMountain)

}

2 个答案:

答案 0 :(得分:1)

不是每次都加载纹理,而是将纹理一次缓存在一个数组中,例如以下代码中的mountains

使用等待时间SKAction sequence代替NSTimer重复执行函数。

您在设置山中不需要repeatActionForever操作,因为生成的障碍物在使用removeParent离开屏幕后会被移除。

var mountains : [SKTexture] = []

override func didMoveToView(view: SKView) {

    mountains = [SKTexture(imageNamed:"RedMountain.png"),SKTexture(imageNamed:"OrangeMountain.png"),SKTexture(imageNamed:"BeigeMountain.png")]

    let generateMountains = SKAction.runBlock { () -> Void in
        self.setUpMountains()
    }
    let generateObstaclesPeriodically = SKAction.repeatActionForever (SKAction.sequence([generateMountains,SKAction.waitForDuration(4.0)]))
     self.runAction(generateObstaclesPeriodically)
}


func setUpMountains() {

    let gapHeight = user.size.height * 3
    var movementAmount = arc4random() % UInt32(self.frame.size.height / 3.0)

    var randomNumber = arc4random() % 3
    let mountainTexture = mountains[randomNumber]

    var randomMountain = SKSpriteNode(texture: mountainTexture)
    randomMountain.position = CGPointMake( CGRectGetMidX(self.frame) + self.frame.width, CGRectGetMidY(self.frame) - gapHeight - CGFloat(movementAmount))
    randomMountain.zPosition = 8
    randomMountain.physicsBody = SKPhysicsBody(texture: mountainTexture, size: mountainTexture.size())
    randomMountain.physicsBody?.dynamic = false
    movingObjects.addChild(randomMountain)

    //spawning mountains
    var distanceToMove = self.frame.size.width + mountainTexture.size().width
    var moveMountain = SKAction.moveByX(-distanceToMove, y: 0, duration: NSTimeInterval (distanceToMove * 0.01))
    var removeMountain = SKAction.removeFromParent()

    var moveAndRemoveMountain = SKAction.sequence([moveMountain, removeMountain])

    randomMountain.runAction(moveAndRemoveMountain)

}

要删除SKAction,您可以在添加时为SKAction提供密钥,然后使用密钥将其从节点中删除。

 self.runAction(generateObstaclesPeriodically, withKey: "generateObstaclesPeriodically")
 self.removeActionForKey("generateObstaclesPeriodically")

答案 1 :(得分:0)

@rakeshbs感谢很多似乎有效,但我将其更改为

mountains = [SKTexture(imageNamed:"RedMountain.png"),SKTexture(imageNamed:"OrangeMountain.png"),SKTexture(imageNamed:"BeigeMountain.png")]

    let generateMountains = SKAction.runBlock { () -> Void in
        self.setUpMountains()
    }
    let generateObstaclesPeriodically = SKAction.repeatActionForever(SKAction.sequence([generateMountains,SKAction.waitForDuration(4.0)]))
    self.runAction(generateObstaclesPeriodically)