很抱歉感到尴尬,但我可以获得有关如何执行此操作的完整代码:
我希望在我的游戏中每个子弹射击后延迟1秒,以防止子弹垃圾邮件。如果可能的话,如果没有为子弹产生创建单独的函数,就像我在touchesEnded中所做的那样。所以轻拍,拍摄,等待。点击,拍摄,等待。在等待中,如果点击屏幕,则没有任何反应。谢谢,对不起我是初学者
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
//Set up initial location of bullet and properties
let bullet = SKSpriteNode(imageNamed: "bullet")
bullet.name = "Bullet"
bullet.position = player.position
bullet.setScale(0.75)
bullet.zPosition = 1
bullet.physicsBody = SKPhysicsBody(circleOfRadius: bullet.size.width/2)
bullet.physicsBody?.isDynamic = true
bullet.physicsBody?.categoryBitMask = PhysicsCategory.Projectile
bullet.physicsBody?.contactTestBitMask = PhysicsCategory.Monster
bullet.physicsBody?.collisionBitMask = PhysicsCategory.None
bullet.physicsBody?.usesPreciseCollisionDetection = true
//Determine offset of location to bullet
let offset = touchLocation - bullet.position
//Stops Bullet from shooting backwards
if (offset.y < 0) { return }
addChild(bullet)
//Get the direction of where to shoot
let direction = offset.normalized()
//Make it shoot far enough to be guaranteed off screen
let shootAmount = direction * 1000
//Add the shoot amount to the current position
let realDest = shootAmount + bullet.position
//Create the actions
if currentGameState == gameState.inGame {
let actionMove = SKAction.move(to: realDest, duration: 1.2)
let actionMoveDone = SKAction.removeFromParent()
bullet.run(SKAction.sequence([actionMove, actionMoveDone]))
}
}
答案 0 :(得分:2)
试试这个:
import { Component } from '@angular/core';
@Component({
selector: 'app-root',
templateUrl: './app.component.html',
styleUrls: ['./app.component.css']
})
export class AppComponent {
constructor(private my: string) {}
}
这意味着每次发射子弹时,会发生1秒的计时器,这会阻止子弹代码在时间结束前运行。此时,布尔值切换回false,允许再次运行代码。