In meinem Projekt läuft alles reibungslos und funktioniert gut außer, wenn ich 1 Instanz eines SKLabelNode
hinzufügen möchte, wenn ein bestimmtes Ereignis in meinem Spiel passiert.
Dann ist Problem, wenn das Ereignis passiert es, das SKLabelNode
mehr als einmal hinzufügt und es hält auf es in die Tausende tun ...Sprite Kit Wird nicht aufhören, Knoten hinzuzufügen
Hier ist mein Code:
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate{
var isTouched: Bool = false
let lavaRoom = SKSpriteNode(imageNamed: "LavaRom")
let tileStone1 = SKSpriteNode(imageNamed: "TileStone")
let tileStone2 = SKSpriteNode(imageNamed: "TileStone")
let tileStone3 = SKSpriteNode(imageNamed: "TileStone")
let tileStone4 = SKSpriteNode(imageNamed: "TileStone")
let tileStone5 = SKSpriteNode(imageNamed: "TileStone")
let tileStone6 = SKSpriteNode(imageNamed: "TileStone")
let tileStone7 = SKSpriteNode(imageNamed: "TileStone")
let tileStone8 = SKSpriteNode(imageNamed: "TileStone")
let tileStone9 = SKSpriteNode(imageNamed: "TileStone")
let tileStone10 = SKSpriteNode(imageNamed: "TileStone")
let tileStone11 = SKSpriteNode(imageNamed: "TileStone")
let tileStone12 = SKSpriteNode(imageNamed: "TileStone")
let tileStone13 = SKSpriteNode(imageNamed: "TileStone")
let tileStone14 = SKSpriteNode(imageNamed: "TileStone")
let tileStone15 = SKSpriteNode(imageNamed: "TileStone")
let tileStone16 = SKSpriteNode(imageNamed: "TileStone")
let tileStone17 = SKSpriteNode(imageNamed: "TileStone")
let tileStone18 = SKSpriteNode(imageNamed: "TileStone")
let tileStone19 = SKSpriteNode(imageNamed: "TileStone")
let tileStone20 = SKSpriteNode(imageNamed: "TileStone")
let tileStone21 = SKSpriteNode(imageNamed: "TileStone")
let tileStone22 = SKSpriteNode(imageNamed: "TileStone")
let tileStone23 = SKSpriteNode(imageNamed: "TileStone")
let tileStone24 = SKSpriteNode(imageNamed: "TileStone")
let tileStone25 = SKSpriteNode(imageNamed: "TileStone")
let tileStone26 = SKSpriteNode(imageNamed: "TileStone")
let tileStone27 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop1 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop2 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop3 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop4 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop5 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop6 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop7 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop8 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop9 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop10 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop11 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop12 = SKSpriteNode(imageNamed: "TileStone")
let tileStoneTop13 = SKSpriteNode(imageNamed: "TileStone")
let player = SKSpriteNode(imageNamed: "PlayerBox")
let enemyBox = SKSpriteNode(imageNamed: "TileStone")
let playerInt : UInt32 = 0
let enemyInt : UInt32 = 1
override func didMoveToView(view: SKView) {
let invisibleNode = SKShapeNode(rect: CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height))
invisibleNode.name = "box"
invisibleNode.fillColor = SKColor.redColor()
invisibleNode.strokeColor = SKColor.clearColor()
self.addChild(invisibleNode)
self.backgroundColor = UIColor(hue: 0.0194, saturation: 0.66, brightness: 0.89, alpha: 1.0)
player.size = CGSize(width: 50, height: 50)
player.position = CGPointMake(self.frame.size.width/2 - 350, 190)
player.anchorPoint = CGPointZero
player.zPosition = 2
addChild(player)
enemyBox.size = CGSize(width: 50, height: 50)
enemyBox.position = CGPointMake(self.frame.size.width/2, 215)
enemyBox.zPosition = 2
addChild(enemyBox)
tileStone1.size = CGSize(width: 100, height: 100)
tileStone1.anchorPoint = CGPointZero
tileStone1.position = CGPoint(x: 0, y: 90)
tileStone1.zPosition = 2
addChild(tileStone1)
tileStone2.size = CGSize(width: 100, height: 100)
tileStone2.zPosition = 2
tileStone2.anchorPoint = CGPointZero
tileStone2.position = CGPoint(x: 100, y: 90)
addChild(tileStone2)
tileStone3.size = CGSize(width: 100, height: 100)
tileStone3.zPosition = 2
tileStone3.anchorPoint = CGPointZero
tileStone3.position = CGPoint(x: 200, y: 90)
addChild(tileStone3)
tileStone4.size = CGSize(width: 100, height: 100)
tileStone4.zPosition = 2
tileStone4.anchorPoint = CGPointZero
tileStone4.position = CGPoint(x: 300, y: 90)
addChild(tileStone4)
tileStone5.size = CGSize(width: 100, height: 100)
tileStone5.anchorPoint = CGPointZero
tileStone5.position = CGPoint(x: 400, y: 90)
tileStone5.zPosition = 2
addChild(tileStone5)
tileStone6.size = CGSize(width: 100, height: 100)
tileStone6.anchorPoint = CGPointZero
tileStone6.position = CGPoint(x: 500, y: 90)
tileStone6.zPosition = 2
addChild(tileStone6)
tileStone7.size = CGSize(width: 100, height: 100)
tileStone7.anchorPoint = CGPointZero
tileStone7.position = CGPoint(x: 600, y: 90)
tileStone7.zPosition = 2
addChild(tileStone7)
tileStone8.size = CGSize(width: 100, height: 100)
tileStone8.anchorPoint = CGPointZero
tileStone8.position = CGPoint(x: 700, y: 90)
tileStone8.zPosition = 2
addChild(tileStone8)
tileStone9.size = CGSize(width: 100, height: 100)
tileStone9.anchorPoint = CGPointZero
tileStone9.position = CGPoint(x: 800, y: 90)
tileStone9.zPosition = 2
addChild(tileStone9)
tileStone10.size = CGSize(width: 100, height: 100)
tileStone10.anchorPoint = CGPointZero
tileStone10.position = CGPoint(x: 900, y: 90)
tileStone10.zPosition = 2
addChild(tileStone10)
addChild(tileStone11)
tileStone11.size = CGSize(width: 100, height: 100)
tileStone11.anchorPoint = CGPointZero
tileStone11.position = CGPoint(x: 1000, y: 90)
tileStone11.zPosition = 2
tileStone12.size = CGSize(width: 100, height: 100)
tileStone12.anchorPoint = CGPointZero
tileStone12.position = CGPoint(x: 1100, y: 90)
tileStone12.zPosition = 2
addChild(tileStone12)
tileStone13.size = CGSize(width: 100, height: 100)
tileStone13.anchorPoint = CGPointZero
tileStone13.position = CGPoint(x: 1200, y: 90)
tileStone13.zPosition = 2
addChild(tileStone13)
tileStone14.size = CGSize(width: 100, height: 100)
tileStone14.anchorPoint = CGPointZero
tileStone14.position = CGPoint(x: 1300, y: 90)
tileStone14.zPosition = 2
addChild(tileStone14)
tileStone15.size = CGSize(width: 100, height: 100)
tileStone15.anchorPoint = CGPointZero
tileStone15.position = CGPoint(x: 1400, y: 90)
tileStone15.zPosition = 2
addChild(tileStone15)
tileStone16.size = CGSize(width: 100, height: 100)
tileStone16.anchorPoint = CGPointZero
tileStone16.position = CGPoint(x: 1500, y: 90)
tileStone16.zPosition = 2
addChild(tileStone16)
tileStone17.size = CGSize(width: 100, height: 100)
tileStone17.anchorPoint = CGPointZero
tileStone17.position = CGPoint(x: 1600, y: 90)
tileStone17.zPosition = 2
addChild(tileStone17)
tileStone18.size = CGSize(width: 100, height: 100)
tileStone18.anchorPoint = CGPointZero
tileStone18.position = CGPoint(x: 1700, y: 90)
tileStone18.zPosition = 2
addChild(tileStone18)
tileStone19.size = CGSize(width: 100, height: 100)
tileStone19.anchorPoint = CGPointZero
tileStone19.position = CGPoint(x: 1800, y: 90)
tileStone19.zPosition = 2
addChild(tileStone19)
tileStone20.size = CGSize(width: 100, height: 100)
tileStone20.anchorPoint = CGPointZero
tileStone20.position = CGPoint(x: 1900, y: 90)
tileStone20.zPosition = 2
addChild(tileStone20)
tileStone21.size = CGSize(width: 100, height: 100)
tileStone21.anchorPoint = CGPointZero
tileStone21.position = CGPoint(x: 2000, y: 90)
tileStone21.zPosition = 2
addChild(tileStone21)
tileStone22.size = CGSize(width: 100, height: 100)
tileStone22.anchorPoint = CGPointZero
tileStone22.position = CGPoint(x: 2100, y: 90)
tileStone22.zPosition = 2
addChild(tileStone22)
tileStoneTop1.size = CGSize(width: 100, height: 100)
tileStoneTop1.anchorPoint = CGPointZero
tileStoneTop1.position = CGPoint(x: 0, y: 580)
tileStoneTop1.zPosition = 2
addChild(tileStoneTop1)
tileStoneTop2.size = CGSize(width: 100, height: 100)
tileStoneTop2.zPosition = 2
tileStoneTop2.anchorPoint = CGPointZero
tileStoneTop2.position = CGPoint(x: 100, y: 580)
addChild(tileStoneTop2)
tileStoneTop3.size = CGSize(width: 100, height: 100)
tileStoneTop3.zPosition = 2
tileStoneTop3.anchorPoint = CGPointZero
tileStoneTop3.position = CGPoint(x: 200, y: 580)
addChild(tileStoneTop3)
tileStoneTop4.size = CGSize(width: 100, height: 100)
tileStoneTop4.zPosition = 2
tileStoneTop4.anchorPoint = CGPointZero
tileStoneTop4.position = CGPoint(x: 300, y: 580)
addChild(tileStoneTop4)
tileStoneTop5.size = CGSize(width: 100, height: 100)
tileStoneTop5.anchorPoint = CGPointZero
tileStoneTop5.position = CGPoint(x: 400, y: 580)
tileStoneTop5.zPosition = 2
addChild(tileStoneTop5)
tileStoneTop6.size = CGSize(width: 100, height: 100)
tileStoneTop6.anchorPoint = CGPointZero
tileStoneTop6.position = CGPoint(x: 500, y: 580)
tileStoneTop6.zPosition = 2
addChild(tileStoneTop6)
tileStoneTop7.size = CGSize(width: 100, height: 100)
tileStoneTop7.anchorPoint = CGPointZero
tileStoneTop7.position = CGPoint(x: 600, y: 580)
tileStoneTop7.zPosition = 2
addChild(tileStoneTop7)
tileStoneTop8.size = CGSize(width: 100, height: 100)
tileStoneTop8.anchorPoint = CGPointZero
tileStoneTop8.position = CGPoint(x: 700, y: 580)
tileStoneTop8.zPosition = 2
addChild(tileStoneTop8)
tileStoneTop9.size = CGSize(width: 100, height: 100)
tileStoneTop9.anchorPoint = CGPointZero
tileStoneTop9.position = CGPoint(x: 800, y: 580)
tileStoneTop9.zPosition = 2
addChild(tileStoneTop9)
tileStoneTop10.size = CGSize(width: 100, height: 100)
tileStoneTop10.anchorPoint = CGPointZero
tileStoneTop10.position = CGPoint(x: 900, y: 580)
tileStoneTop10.zPosition = 2
addChild(tileStoneTop10)
tileStoneTop11.size = CGSize(width: 150, height: 100)
tileStoneTop11.anchorPoint = CGPointZero
tileStoneTop11.position = CGPoint(x: 1000, y: 580)
tileStoneTop11.zPosition = 2
addChild(tileStoneTop11)
tileStoneTop12.size = CGSize(width: 200, height: 100)
tileStoneTop12.anchorPoint = CGPointZero
tileStoneTop12.position = CGPoint(x: 1100, y: 5780)
tileStoneTop12.zPosition = 2
addChild(tileStoneTop12)
tileStoneTop13.size = CGSize(width: 100, height: 100)
tileStoneTop13.anchorPoint = CGPointZero
tileStoneTop13.position = CGPoint(x: 1100, y: 5780)
tileStoneTop13.zPosition = 2
// addChild(tileStoneTop13)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let touchLocation = touch.locationInNode(self)
let touchedNode = nodeAtPoint(touchLocation)
if touchedNode.name == "box" {
isTouched = true
}
if touchedNode.name == "rerun"{
for node in self.nodesAtPoint(touchLocation) {
if node.name == "rerun" {
isTouched = false
node.removeFromParent()
}
}
}
}
}
let moveFactor:CGFloat = 0.5
override func update(currentTime: CFTimeInterval) {
var tileStoneArray = [tileStone1, tileStone2, tileStone3, tileStone4, tileStone5, tileStone6, tileStone7, tileStone8, tileStone9, tileStone10, tileStone11, tileStone12, tileStone13, tileStone14, tileStone15, tileStone16, tileStone17, tileStone18, tileStone19, tileStone20, tileStone21, tileStone22, tileStoneTop1, tileStoneTop2, tileStoneTop3, tileStoneTop4, tileStoneTop5, tileStoneTop6, tileStoneTop7, tileStoneTop8, tileStoneTop9, tileStoneTop10, tileStoneTop11, tileStoneTop12, tileStoneTop13]
if isTouched == false {
enemyBox.position = CGPoint(x: enemyBox.position.x - 10, y: 215)
}
if enemyBox.position.x < self.frame.minX - 100 {
enemyBox.position = CGPoint(x: self.frame.maxX, y: 215)
}
for tileStone1 in tileStoneArray {
if isTouched == false {
tileStone1.position = CGPoint(x: tileStone1.position.x - 10, y: tileStone1.position.y)
}
if (tileStone1.position.x < self.frame.minX - 100){
tileStone1.anchorPoint = CGPointZero
tileStone1.position = CGPoint(x: self.frame.maxX, y: tileStone1.position.y)
}
}
var score = 0;
func addGreatNode(){
let congratsLabel = SKLabelNode(fontNamed: "")
congratsLabel.name = "rerun"
congratsLabel.text = "Great!"
congratsLabel.fontSize = 65
congratsLabel.position = CGPoint(x: self.frame.size.width/2, y: self.frame.size.height/2)
congratsLabel.fontColor = SKColor.yellowColor()
addChild(congratsLabel)
}
if isTouched == true {
var xValuesEnemy = enemyBox.position.x
var xValuesPlayer = player.position.x
if xValuesPlayer < xValuesEnemy + 120 && xValuesPlayer > xValuesEnemy - 120 {
addGreatNode()
//This is where it adds the node infinitely
}
else {
}
}
}
}
This is a image of my node count climbing while in my game.
I Ich weiß, dass ich meinen Code verbessern kann, um effizienter zu sein, aber ich bin sehr unerfahren, aber ich arbeite daran.
Es ist wie die Bedingungen sieht in Ihrem if-Anweisung ist immer noch wahr, nachdem Sie rufen 'addGreatNode() ', damit die Funktion bei jedem Update erneut aufgerufen wird. –
Bitte [lesen] (http://stackoverflow.com/help/someone-answers), es beschreibt, was Sie tun sollten, wenn jemand Ihre Frage beantwortet. –
Ugh Mann :) Verwenden Sie Arrays anstelle von Haufen von Eigenschaften wie folgt. Wirklich keine Notwendigkeit dafür in diesem Fall. – Whirlwind