试图让我的重启按钮保持闲置2 - 3秒

时间:2016-12-19 14:55:39

标签: swift sprite-kit

我创造了一个类似Flappy Bird的游戏。我已经设置了一个函数,以便在英雄死亡时调用restartScene。触摸后,这将重新启动游戏,以便用户继续玩游戏。

我的问题是,是否有可能在用户点击重启之前延迟2-3秒?

func restartScene(){

    self.removeAllChildren()
    self.removeAllActions()
    died = false
    gameStarted = false
    score = 0
    createScene()

}

 override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    if gameStarted == false{

        gameStarted = true

  for touch in touches{
        let location = touch.location(in: self)

        if died == true{


            restartScene()
        }

    }
}

3 个答案:

答案 0 :(得分:1)

使用createButton末尾的SKAction执行延迟:

场景1,您正在使用SKScene来处理所有触摸事件(这是您必须要执行的操作,因为restartButton是SKSpriteNode):

let enable = SKAction.run({[unowned self] in self.restartButton.isUserInteractionEnabled = false})

restartButton.isUserInteractionEnabled = true //This actually disables the button because the touch handler will not be called by scene, but instead the individual button. 
//The individual button will have no touch code associated with it, so nothing will happen

restartButton.run(SKAction.sequence([SKAction.wait(duration:2),enable]), withKey:"waitingToEnable")

场景2,您使用restartButton作为自定义类:

let enable = SKAction.run({[unowned self] in self.restartButton.isUserInteractionEnabled = true})

restartButton.isUserInteractionEnabled = false //This disables the button because the touch handler will not be called by individual button, and instead will go to whatever is touch enabled under it. 
restartButton.run(SKAction.sequence([SKAction.wait(duration:2),enable]), withKey:"waitingToEnable")

在您的特定情况下,我将如何编写它:

func createButton(){

    restartButton = SKSpriteNode(imageNamed: "restart")
    restartButton.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
    restartButton.zPosition = 10
    restartButton.setScale(1.2)
    restartButton.name = "Restart"
    restartButton.setScale(1.5)
    self.addChild(restartButton)

    let enable = SKAction.run({[unowned self] in self.restartButton.isUserInteractionEnabled = false})

    restartButton.isUserInteractionEnabled = true //This actually disables the button because the touch handler will not be called by scene, but instead the individual button. 
    //The individual button will have no touch code associated with it, so nothing will happen

    let waitAndEnable = SKAction.sequence([SKAction.wait(duration:2),enable])
    let fadeIn = SKAction.fadeIn(withDuration: 1.5)
    let runConcurrently = SKAction.group([waitAndEnable,fadeIn])
    restartButton.run(runConcurrently)

    highScoreLabel.text = "High Score: \(UserDefaults().integer(forKey: "HIGHSCORE"))"
    highScoreLabel.fontColor = UIColor.white
    highScoreLabel.fontSize = 20
    highScoreLabel.position = CGPoint(x: 80, y: 20)
    highScoreLabel.zPosition = 6

    livesLabel.position = CGPoint(x: frame.size.width / 5.4, y: 30)
    livesLabel.text = "Lives: \(lives)"
    livesLabel.zPosition = 5
    livesLabel.fontSize = 20
    livesLabel.fontColor = UIColor.black
    self.addChild(livesLabel)
    livesLabel.zPosition = 10
}

看起来你没有正确处理touchesBegan。您将其设置为用户触摸场景中的任何位置,游戏将重新启动。

您需要定位特定节点以确保发生这种情况。

我添加了touchesBegan更改以满足您的需求。您必须将您的游戏场景命名为案例陈述中的内容才能使其生效。

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

  for touch in touches{
    let location = touch.location(in: self)
    let node = nodeAtPoint(location)
    switch(node.name)
    {
      case "Restart":
        if died = true{
          restartScene()
        }
      case "GameScene": //maybe we want to make this a button?
        gameStarted = true //who cares about a branch statement
      default:()
    }

  }
}

答案 1 :(得分:0)

我通常制作自己的计时器并将其放在.update()中,用于那些不需要精确控制的东西......还有动作和Delta-Time功能。我重新设计这个答案比我之前更简单:

下面,我们为一些变量设置命名空间,枚举计时器,并使用它来更新我们的时钟,并将其用作我们是否应该对restartButton点击进行操作的逻辑状态。

我们的帧率假定为60,因此更新称为每秒60个定时器。因此我们添加一个&#34; tick&#34;每次,在60个滴答之后,我们知道已经有一秒钟。这并不准确,在低于60帧速率的游戏中,您需要进行一些delta时间数学计算以获得正确的时间(或使用其他方法)

但是在这个简单的例子中,我对基本计时器保持简单,这样你就可以明确控制场景中的所有内容。

基本上,一旦我们达到3秒,它将是time.toPlay = true,使得条件语句&#34; true&#34;从而允许我们执行您创建的click()函数。之后,它会将time.toPlay重置为false,这样如果您再次单击该按钮,则不会发生任何事情:

这实际上为你提供了3秒不允许触摸按钮,因为它渐渐消失了。个人IMO,2秒将比3更好,特别是因为你的fadein是1.5秒:

// In GameScene field area:
enum time {
  static var ticks   = 0
  static var seconds = 0
  static var toPlay  = false
}

// In update():
time.ticks += 1
if time.ticks   >= 60 { time.seconds += 1; time.ticks  = 0    }
if time.seconds >= 2  { time.seconds =  0; time.toPlay = true }

// In the code block where you detect restartButton:
if time.toPlay { 
  // Call your restartGame function here:
  // ...
} else { return }

答案 2 :(得分:-2)

您可以使用函数等待几秒钟,然后调用函数createButton()

你可以这样使用

self.perform(#selector(self.createButton), with: nil, afterDelay: 2.0)

然后,它将在2s后调用。