I'm try to call a function once a sprite is removed from a parent so the sprite can replicate and enter the scene again.
Every time I do it in my current code it replicates before the original sprite is removed from parent resulting in duplicate sprites.
Here is my code so far:
import SpriteKit
let plankName = "woodPlank"
class PlankScene: SKScene {
var plankWood : SKSpriteNode?
var plankArray : [SKSpriteNode] = []
override func didMove(to view: SKView) {
plankWood = childNode(withName: plankName) as? SKSpriteNode
let swipeRight : UISwipeGestureRecognizer = UISwipeGestureRecognizer(target: self, action: #selector(PlankScene.swipedRight))
swipeRight.direction = .right
view.addGestureRecognizer(swipeRight)
}
func swipedRight(sender: UISwipeGestureRecognizer) {
if sender.direction == .right {
let moveOffScreenRight = SKAction.moveTo(x: 400, duration: 0.5)
let nodeFinishedMoving = SKAction.removeFromParent()
plankWood?.run(SKAction.sequence([moveOffScreenRight, nodeFinishedMoving]))
}
//Functions To Be Call After Sequence Finishes
addPlank()
movePlanksUp()
}
func addPlank() {
let newPlank = plankWood?.copy() as! SKSpriteNode
newPlank.position = CGPoint(x: 0, y: -250)
plankArray.append(newPlank)
print(plankArray.count)
addChild(newPlank)
}
func movePlanksUp() {
for node:SKSpriteNode in plankArray {
node.run(SKAction.move(by: CGVector(dx: 0, dy: 250), duration: 0.10))
}
}
}
completion
replace:
plankWood?.run(SKAction.sequence([moveOffScreenRight, nodeFinishedMoving]))
}
//Functions To Be Call After Sequence Finishes
addPlank()
movePlanksUp()
with:
plankWood?.run(SKAction.sequence([moveOffScreenRight, nodeFinishedMoving]),
completion:{
//Functions To Be Call After Sequence Finishes
addPlank()
movePlanksUp()} )
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