如何在5秒后删除我的SKSpriteNode
这样的功能。我曾尝试与NSTimer
称为FUNC删除我的BonusSprite
但5秒我的应用程序崩溃后:5秒钟后删除SKSpriteNode
let timerApparitionBonus = NSTimer.scheduledTimerWithTimeInterval(13, target: self, selector: Selector("ApparitionBonus"), userInfo: nil, repeats: true)
}
func ApparitionBonus() {
var BonusApparitionX = UInt32(self.frame.size.width)
var BonusApparitionY = UInt32(self.frame.size.height)
BonusApparitionX = arc4random() % BonusApparitionX
BonusApparitionY = arc4random() % BonusApparitionY
BonusSprite.position = CGPointMake(CGFloat(BonusApparitionX),CGFloat(BonusApparitionY))
BonusSprite.setScale(0.8)
self.addChild(BonusSprite)
}
编辑:
这是DidMoveToView
我的代码的功能谁删除我的精灵。
override func didMoveToView(view: SKView) {
physicsWorld.contactDelegate = self
//BackGround
self.scene?.backgroundColor = UIColor.blackColor()
self.addChild(SKEmitterNode(fileNamed: "MyParticle")!)
self.scene?.size = CGSize(width: 640, height: 1136)
//Placement du Vaisseau :
Vaisseau.setScale(2)
Vaisseau.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2)
Vaisseau.physicsBody = SKPhysicsBody(rectangleOfSize: Vaisseau.size)
Vaisseau.physicsBody?.affectedByGravity = false
Vaisseau.physicsBody?.categoryBitMask = PhysicsCategories.Vaisseau
Vaisseau.physicsBody?.contactTestBitMask = PhysicsCategories.Meteorites
Vaisseau.physicsBody?.contactTestBitMask = PhysicsCategories.Bonus
Vaisseau.physicsBody?.dynamic = false
self.addChild(Vaisseau)
//Timer créer enemis
CreationEnemisTimer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("CreationMeteorites"), userInfo: nil, repeats: true)
//Score
timerScore = NSTimer.scheduledTimerWithTimeInterval(0.7, target: self, selector: Selector("ScoreUpper"), userInfo: nil, repeats: true)
ScoreLabel = UILabel(frame: CGRect(x: 0, y: 0, width: self.frame.size.width/3, height: 20))
ScoreLabel.center = CGPoint(x : self.frame.size.width/2,y : self.frame.size.height/4)
ScoreLabel.text = "Score : \(Score)"
ScoreLabel.backgroundColor = UIColor(red: 0.1, green: 0.1, blue: 0.1, alpha: 0.3)
ScoreLabel.textColor = UIColor.whiteColor()
self.view?.addSubview(ScoreLabel)
//Aparition des Bonus (timer)
let myFunction = SKAction.runBlock({self.ApparitionBonus()})
let wait = SKAction.waitForDuration(5)
let remove = SKAction.runBlock({self.removeBonus()})
self.runAction(SKAction.sequence([myFunction, wait, remove]))
}
func ApparitionBonus() {
var BonusApparitionX = UInt32(self.frame.size.width)
var BonusApparitionY = UInt32(self.frame.size.height)
BonusApparitionX = arc4random() % BonusApparitionX
BonusApparitionY = arc4random() % BonusApparitionY
BonusSprite.position = CGPointMake(CGFloat(BonusApparitionX),CGFloat(BonusApparitionY))
BonusSprite.setScale(0.8)
BonusSprite.physicsBody?.categoryBitMask = PhysicsCategories.Bonus
BonusSprite.physicsBody?.contactTestBitMask = PhysicsCategories.Vaisseau
}
func removeBonus() {
BonusSprite.removeFromParent()
}
如果您希望它淡出而不是突然消失,您还可以使用'SKAction.fadeOutWithDuration(sec:NSTimeInterval)'而不是'SKAction.removeFromParent()'。它在动画了'alpha'后自动调用'removeFromParent()'。 – Gliderman
我想你忘了()后self.ApparitionBonus和self.removeSprite?因为我在汇编时出现了一些错误 –
而且当我尝试你的代码时我有一个错误,当我的奖励产生像这样:2015-10-22 20:40:19.801 SpaceSurvival [1828:85702] ***终止应用程序由于未捕获例外'NSInvalidArgumentException',原因:'试图添加一个已经有父级的SKNode: name:'(null)'texture:['Bonus.png'(100 x 100)] position:{243,606 }规模:{0.80,0.80}尺寸:{80,80}锚点:{0.5,0.5}轮转:0.00' ***第一次掷出调用堆栈: –