swift和spritekit中的倒计时 [英] countdown in swift and spritekit
本文介绍了swift和spritekit中的倒计时的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我正在尝试将countDown放在我的应用程序上。我正在使用SKLabelNode。这是我的代码:
I'm trying to put a countDown on my application. I'm using a SKLabelNode. This is my code :
class PlayScene: SKScene {
var startCount = true
var setTime = 0
var myTime = 0
var printTime = SKLabelNode(fontNamed: "arial")
override func didMoveToView(view: SKView!) {
self.backgroundColor = UIColor(hex: 0xD64541)
self.printTime.text = NSString(format: "%i", self.myTime)
self.addChild(self.printTime)
}
override func update(currentTime: NSTimeInterval) {
if self.startCount == true {
self.setTime = Int(currentTime)
self.startCount = false
}
self.myTime = Int(currentTime) - self.setTime
}
}
我没有编译它的问题,但它在执行时崩溃...
我认为这是来自我在字符串中的转换..
I had no problem to compile it but it's crashing at the execution... I think that's coming from my convertion in string..
谢谢
推荐答案
float timeforFunction;
int numberoftime;
int __totalscore;
timeforFunction=1.5f;
numberoftime=10;
SKAction *updateTime= [SKAction sequence:@[
[SKAction waitForDuration: timeforFunction],
[SKAction performSelector:@selector(updatescore)
onTarget:self]
]];
[self runAction:[SKAction repeatAction:updateTime count: numberoftime] withKey:@"zorbTime"];
-(void) updatescore
{
__totalscore+=1;
_GamescoreText.text = [NSString stringWithFormat:@"%i", __totalscore];
}
如果你想永远重复这个动作,只需改为
if you wanna repeat this action forever just change to
[self runAction:[SKAction repeatAction:updateTime count: numberoftime] withKey:@"zorbTime"];
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