SpriteKit Swift 2动作:产生敌人的波浪

时间:2016-03-26 11:45:21

标签: swift sprite-kit skaction completion

我正试图在SpriteKit游戏中产生一波敌人。 我认为这段代码会起作用。在调用下一个wave之前,如何让runAllWaves()等待每个wave完成? (我意识到如果所有其他方法都失败了我可以人为地增加waveWait时间从头开始计数而不是每个波的结束)

import SpriteKit

let waveWait =  [5, 10, 10] // pause before each wave
let waveCount = [10, 20, 50] // num. of enemies in each wave
let waveDelay = [3, 2, 1] // pause before each enemy spawns
let waveHealth = [1, 2, 3] // enemy health for each wave

var index:Int = 0

var spawn = SKAction()
var delay = SKAction()
var spawndelay = SKAction()
var repeatspawndelay = SKAction()
var wait = SKAction()
var dowave = SKAction()

var doAllWaves = SKAction()


class GameScene: SKScene {

    override func didMoveToView(view: SKView) {

        print("begin!")

         runAllWaves()
    }

    func runWave(index:Int){

        spawn = SKAction.runBlock({ self.spawnEnemy(index) })
        delay = SKAction.waitForDuration(NSTimeInterval(waveDelay[index]))
        spawndelay = SKAction.sequence([spawn, delay])
        repeatspawndelay = SKAction.repeatAction( spawndelay , count: waveCount[index])

        self.runAction(repeatspawndelay)

    }

    func runAllWaves(){
        runAction(SKAction.sequence([
            SKAction.waitForDuration(NSTimeInterval(waveWait[index])),
            SKAction.runBlock({ self.runWave(index)  }) ]),
            completion: {
                index += 1
                if index < 3 { self.runAllWaves() }})
    }

    func spawnEnemy(index:Int){ print("spawn enemy with health: " + String(waveHealth[index])) }

}

1 个答案:

答案 0 :(得分:0)

为什么不实施runNextWave功能并在runWave结束时调用它?你有定义每个wave属性的数组;如果数组中的第一个元素确定了wave的属性,那么在runWave期间您可以删除这些条目,并在runWave结尾处再次调用runWave,直到数组为空或其他条件为止满足了。