如何使用 Swift SpriteKit 在 For 循环中一一创建 SKSprite 节点
How to create SKSprite node one by one in For loop using Swift SpriteKit
我想通过 For 循环创建 10 个 SKSPrite 节点。我希望节点一个接一个地出现,但使用我的代码,所有 10 个节点同时出现。增加等待时间并没有帮助。提前谢谢你。
for i in 1 ... 10 {
self.stone[i - 1].position = CGPoint(x: 0 , y: -100)
self.stone[i - 1].anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.stone[i - 1].size = CGSize(width: 50, height: 50)
self.stone[i - 1].physicsBody = SKPhysicsBody(circleOfRadius: 20)
self.stone[i - 1].physicsBody!.affectedByGravity = false
self.stone[i - 1].physicsBody!.categoryBitMask = PhysicsCategory.Object1
self.stone[i - 1].zPosition = 2
self.addChild(self.stone[i - 1])
let actionMove = SKAction.move(to: CGPoint(x: 0, y: 0), duration: 0.3)
let actionRolling = SKAction.animate(with: stone[i - 1].arrayTexture, timePerFrame: 0.05)
let actionDelay = SKAction.wait(forDuration: 1.0)
let actionSequence = SKAction.sequence([actionMove,actionRolling,actionDelay])
stone[i - 1].run(actionSequence)
}
你在代码中所做的一切都是创建一个循环来创建节点,你在该循环中应用于这些节点的任何持续时间都会对它们产生同样的影响。您需要一个循环外的变量,该变量在每个节点实例的循环中递增。
var delay: Double = 1.0
for i in 1 ... 10 {
self.run(.wait(forDuration: delay) {
self.stone[i - 1].position = CGPoint(x: 0 , y: -100)
self.stone[i - 1].anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.stone[i - 1].size = CGSize(width: 50, height: 50)
self.stone[i - 1].physicsBody = SKPhysicsBody(circleOfRadius: 20)
self.stone[i - 1].physicsBody!.affectedByGravity = false
self.stone[i - 1].physicsBody!.categoryBitMask = PhysicsCategory.Object1
self.stone[i - 1].zPosition = 2
self.addChild(self.stone[i - 1])
let actionMove = SKAction.move(to: CGPoint(x: 0, y: 0), duration: 0.3)
let actionRolling = SKAction.animate(with: stone[i - 1].arrayTexture, timePerFrame: 0.05)
let actionDelay = SKAction.wait(forDuration: 1.0)
let actionSequence = SKAction.sequence([actionMove,actionRolling,actionDelay])
stone[i - 1].run(actionSequence)
}
delay += 1.0
}
我想通过 For 循环创建 10 个 SKSPrite 节点。我希望节点一个接一个地出现,但使用我的代码,所有 10 个节点同时出现。增加等待时间并没有帮助。提前谢谢你。
for i in 1 ... 10 {
self.stone[i - 1].position = CGPoint(x: 0 , y: -100)
self.stone[i - 1].anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.stone[i - 1].size = CGSize(width: 50, height: 50)
self.stone[i - 1].physicsBody = SKPhysicsBody(circleOfRadius: 20)
self.stone[i - 1].physicsBody!.affectedByGravity = false
self.stone[i - 1].physicsBody!.categoryBitMask = PhysicsCategory.Object1
self.stone[i - 1].zPosition = 2
self.addChild(self.stone[i - 1])
let actionMove = SKAction.move(to: CGPoint(x: 0, y: 0), duration: 0.3)
let actionRolling = SKAction.animate(with: stone[i - 1].arrayTexture, timePerFrame: 0.05)
let actionDelay = SKAction.wait(forDuration: 1.0)
let actionSequence = SKAction.sequence([actionMove,actionRolling,actionDelay])
stone[i - 1].run(actionSequence)
}
你在代码中所做的一切都是创建一个循环来创建节点,你在该循环中应用于这些节点的任何持续时间都会对它们产生同样的影响。您需要一个循环外的变量,该变量在每个节点实例的循环中递增。
var delay: Double = 1.0
for i in 1 ... 10 {
self.run(.wait(forDuration: delay) {
self.stone[i - 1].position = CGPoint(x: 0 , y: -100)
self.stone[i - 1].anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.stone[i - 1].size = CGSize(width: 50, height: 50)
self.stone[i - 1].physicsBody = SKPhysicsBody(circleOfRadius: 20)
self.stone[i - 1].physicsBody!.affectedByGravity = false
self.stone[i - 1].physicsBody!.categoryBitMask = PhysicsCategory.Object1
self.stone[i - 1].zPosition = 2
self.addChild(self.stone[i - 1])
let actionMove = SKAction.move(to: CGPoint(x: 0, y: 0), duration: 0.3)
let actionRolling = SKAction.animate(with: stone[i - 1].arrayTexture, timePerFrame: 0.05)
let actionDelay = SKAction.wait(forDuration: 1.0)
let actionSequence = SKAction.sequence([actionMove,actionRolling,actionDelay])
stone[i - 1].run(actionSequence)
}
delay += 1.0
}