SpriteKit - 创建一个计时器 [英] SpriteKit - Creating a timer
问题描述
如何创建一个每两秒触发一次的计时器,以便在我屏幕上的 HUD 上将分数增加 1?这是我的 HUD 代码:
How can I create a timer that fires every two seconds that will increment the score by one on a HUD I have on my screen? This is the code I have for the HUD:
@implementation MyScene
{
int counter;
BOOL updateLabel;
SKLabelNode *counterLabel;
}
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
counter = 0;
updateLabel = false;
counterLabel = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
counterLabel.name = @"myCounterLabel";
counterLabel.text = @"0";
counterLabel.fontSize = 20;
counterLabel.fontColor = [SKColor yellowColor];
counterLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
counterLabel.verticalAlignmentMode = SKLabelVerticalAlignmentModeBottom;
counterLabel.position = CGPointMake(50,50); // change x,y to location you want
counterLabel.zPosition = 900;
[self addChild: counterLabel];
}
}
推荐答案
在 Sprite Kit 请勿使用 NSTimer
, performSelector:afterDelay:
或 Grand Central Dispatch(GCD,即任何 dispatch_...
方法),因为这些计时方法会忽略节点、场景或视图的 paused
状态.此外,您不知道它们是在游戏循环的哪个点执行的,这可能会导致各种问题,具体取决于您的代码实际执行的操作.
In Sprite Kit do not use NSTimer
, performSelector:afterDelay:
or Grand Central Dispatch (GCD, ie any dispatch_...
method) because these timing methods ignore a node's, scene's or the view's paused
state. Moreover you do not know at which point in the game loop they are executed which can cause a variety of issues depending on what your code actually does.
在 Sprite Kit 中执行基于时间的事情的唯一两种认可的方法是使用 SKScene update:
方法和使用传入的 currentTime 参数来跟踪时间.
The only two sanctioned ways to perform something time-based in Sprite Kit is to either use the SKScene update:
method and using the passed-in currentTime parameter to keep track of time.
或者更常见的是,您只使用以等待操作开头的操作序列:
Or more commonly you would just use an action sequence that starts with a wait action:
id wait = [SKAction waitForDuration:2.5];
id run = [SKAction runBlock:^{
// your code here ...
}];
[node runAction:[SKAction sequence:@[wait, run]]];
并重复运行代码:
[node runAction:[SKAction repeatActionForever:[SKAction sequence:@[wait, run]]]];
或者,您也可以使用 performSelector:onTarget:
而不是 runBlock:
或者如果您需要模仿,也可以使用 customActionWithDuration:actionBlock:
SKScene update:
方法,不知道怎么转发到节点或者哪里不方便转发.
Alternatively you can also use performSelector:onTarget:
instead of runBlock:
or perhaps use a customActionWithDuration:actionBlock:
if you need to mimick the SKScene update:
method and don't know how to forward it to the node or where forwarding would be inconvenient.
参见 SKAction 参考 了解详情.
更新:使用 Swift 的代码示例
UPDATE: Code examples using Swift
斯威夫特 5
run(SKAction.repeatForever(SKAction.sequence([
SKAction.run( /*code block or a func name to call*/ ),
SKAction.wait(forDuration: 2.5)
])))
斯威夫特 3
let wait = SKAction.wait(forDuration:2.5)
let action = SKAction.run {
// your code here ...
}
run(SKAction.sequence([wait,action]))
斯威夫特 2
let wait = SKAction.waitForDuration(2.5)
let run = SKAction.runBlock {
// your code here ...
}
runAction(SKAction.sequence([wait, run]))
并重复运行代码:
runAction(SKAction.repeatActionForever(SKAction.sequence([wait, run])))
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