【发布时间】:2017-02-02 05:27:42
【问题描述】:
我正在尝试在 SKSpriteNode 上执行以下操作: 让它变大, 将其移至新位置, 再把它变小。
但是,代码似乎都同时运行,变大和变小相互抵消了。
这是在 Playground 中创建的代码:
import PlaygroundSupport
import UIKit
import SpriteKit
var theirCard:SKSpriteNode
let CARDSHRINK_TIME = 5.0
let AICARDMOVE_SPEED = 2.5
let droppoint:CGPoint = CGPoint(x: 100,y: 100)
let sceneView = SKView(frame: CGRect(x:0 , y:0, width: 480, height: 320))
let scene = SKScene(size: CGSize(width: 480, height: 320))
sceneView.showsFPS = true
sceneView.presentScene(scene)
PlaygroundSupport.PlaygroundPage.current.liveView = sceneView
theirCard = SKSpriteNode(imageNamed: "card")
theirCard.name = "theircard"
theirCard.position = CGPoint(x: scene.size.width * 0.50, y: scene.size.height * 0.5)
scene.addChild(theirCard)
func getwait(makeBig big:Bool) -> SKAction {
let ret = SKAction.wait(forDuration: CARDSHRINK_TIME)
var action:SKAction
if big {
action = SKAction.scale(to: 1.9, duration: CARDSHRINK_TIME)
}
else {
action = SKAction.scale(to: 1.0, duration: CARDSHRINK_TIME)
}
theirCard.run(action, completion: { print("getwait \(big) done!") } )
return ret
}
// We want to MAKE the node BIG, move it to the location, then make it SMALL again
let action1:SKAction = getwait(makeBig: true)
let action2:SKAction = SKAction.move(to: droppoint, duration: AICARDMOVE_SPEED)
let action3:SKAction = getwait(makeBig: false )
let seq:SKAction = SKAction.sequence([action1, action2, action3])
theirCard.run(seq, completion: {
print("animation complete!!!!")
})
我需要保持 getwait 不变,因为在实际代码中它是 Card 类的一个方法(这实际上是 theirCard)。我简化了它以便在 Playground 中进行测试
更新:
let action1 = SKAction.scale(to: 1.9, duration: CARDSHRINK_TIME)
let action2:SKAction = SKAction.move(to: droppoint, duration: AICARDMOVE_SPEED)
let action3 = SKAction.scale(to: 1.0, duration: CARDSHRINK_TIME)
按我的意愿工作,但这意味着我不能使用 Card 类中的方法。
【问题讨论】: