2015-10-22 117 views
2

如何在5秒後刪除我的SKSpriteNode這樣的功能。我曾嘗試與NSTimer稱爲FUNC刪除我的BonusSprite 但5秒我的應用程序崩潰後:5秒鐘後刪除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) 
    } 

編輯:

這是DidMoveToView我的代碼的功能誰刪除我的精靈。

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() 
} 

回答

5

試試這個

編輯:意識到它不會刪除的精靈,這將工作。

class GameScene: SKScene { 
override func didMoveToView(view: SKView) { 
     let myFunction = SKAction.runBlock({()in self.ApparitionBonus()}) 
     let wait = SKAction.waitForDuration(5) 
     let remove = SKAction.runBlock({() in self.removeSprite()}) 
     self.runAction(SKAction.sequence([myFunction, wait, remove])) 
    } 
    func ApparitionBonus() { 
     self.addChild(bonusSprite) 
    } 
    func removeSprite() { 
     bonusSprite.removeFromParent() 
    } 
} 
+1

如果您希望它淡出而不是突然消失,您還可以使用'SKAction.fadeOutWithDuration(sec:NSTimeInterval)'而不是'SKAction.removeFromParent()'。它在動畫了'alpha'後自動調用'removeFromParent()'。 – Gliderman

+0

我想你忘了()後self.ApparitionBonus和self.removeSprite?因爲我在彙編時出現了一些錯誤 –

+0

而且當我嘗試你的代碼時我有一個錯誤,當我的獎勵產生像這樣:2015-10-22 20:40:19.801 SpaceSurvival [1828:85702] ***終止應用程序由於未捕獲例外'NSInvalidArgumentException',原因:'試圖添加一個已經有父級的SKNode: name:'(null)'texture:['Bonus.png'(100 x 100)] position:{243,606 }規模:{0.80,0.80}尺寸:{80,80}錨點:{0.5,0.5}輪轉:0.00' ***第一次擲出調用堆棧: –

0

//如果我們用一個函數創建一個SKSpriteNode,就像那樣!

func gooseWarnningLabelShow() { 
    var spriteNodelabel  = SKSpriteNode(imageNamed: "labelBack2") 
    spriteNodelabel.position = CGPoint(x:CGRectGetMidX(frame), y: frame.size.height*0.90) 
    spriteNodelabel.size  = CGSizeMake(frame.size.width*0.70, frame.size.height*0.06) 
    spriteNodelabel.alpha  = 0.2 
    spriteNodelabel.zPosition = 21.0 
    self.addChild(spriteNodelabel) 
    spriteNodelabel.runAction(
     SKAction.sequence([ 
      SKAction.waitForDuration(5.0), 
      SKAction.removeFromParent() 
      ]) 
    ) 
} 

使用此功能創建SKSpriteNode!在這個功能中,我們有一個SKAction,它在5秒延遲後執行並移除SKSpriteNode!