[英]SKAction.moveToX repeat with value change
我希望能够每移动20个像素就可以暂停移动球,我尝试了一次,但是什么也不做,球一直停留在开始的位置,它没有移动到屏幕的尽头,我知道我没有不要放置waitForDuration,因为我想检查它是否会移动
func spwan()
{
let ball:SKSpriteNode = SKScene(fileNamed: "Ball")?.childNodeWithName("ball") as! SKSpriteNode
ball.removeFromParent()
self.addChild(ball)
ball.name = "spriteToTrack"
ball.zPosition = 0
ball.position = CGPointMake(1950, 1000)
var num:CGFloat = ball.position.x
let a1 = SKAction.moveToX(num - 20, duration: 10)
// i want to get to -50 let a1 = SKAction.moveToX(-50 , duration: 10)
let minus = SKAction.runBlock{
num -= 20
}
let sq1 = SKAction.sequence([a1,minus])
ball.runAction(SKAction.repeatAction(sq1, count: 10)
}
在以上代码中,球至少应移动20个像素,但在10秒内可能会停顿20个像素。 无论如何,我认为您通过使用moveToX
而不是moveBy:
使事情复杂化了很多,因此(稍加重新调整)您可能会更好,例如:
func spawn() {
let x: CGFloat = 1950
let xDelta: CGFloat = -20
let xDestination: CGFloat = -50
let repeats = Int((x - xDestination)/fabs(xDelta))
let move = SKAction.moveBy(CGVectorMake(xDelta, 0), duration: 2) // made it a lot quicker to show that stuff is happening
move.timingMode = .EaseInEaseOut
let ball:SKSpriteNode = SKScene(fileNamed: "Ball")?.childNodeWithName("ball") as! SKSpriteNode
ball.removeFromParent()
ball.name = "spriteToTrack"
ball.position = CGPointMake(x, 1000)
addChild(ball)
ball.runAction(SKAction.repeatAction(move, count: repeats))
}
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.