I am new to swift and looking to build my first basic game. The game I have in mind involves sprites generating at random and then disappearing based on time or a click if the click is within the time allocated. So far I have created the basic framework and am still messing around with design. My problem comes in where I can't seem to remove the sprite based on time (its generating fine). Any help is appreciated and thanks in advance😊
Below is the framework I've built up so far.
import SpriteKit
var one = SKSpriteNode()
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let myFunction = SKAction.runBlock({()in self.addOne()})
let wait = SKAction.waitForDuration(5)
let remove = SKAction.runBlock({() in self.removeOne()})
self.runAction(SKAction.sequence([myFunction, wait, remove]))
}
func addOne() {
let oneTexture = SKTexture(imageNamed: "blue button 10.png")
let one = SKSpriteNode(texture: oneTexture)
one.position = CGPoint(x: CGRectGetMidX(self.frame) - 100, y: CGRectGetMidY(self.frame) + 250)
one.zPosition = 1
self.addChild(one)
}
func removeOne() {
one.removeFromParent()
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
It doesn't disappear because your create a new SpiteNode, but try to remove the old one, do it like this:
var one : SKSpriteNode! //instead of creating it without data, just define the type(not necessary, but I would do it)
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
/* Setup your scene here */
let myFunction = SKAction.runBlock({()in self.addOne()})
let wait = SKAction.waitForDuration(5)
let remove = SKAction.runBlock({() in self.removeOne()})
self.runAction(SKAction.sequence([myFunction, wait, remove]))
}
func addOne() {
let oneTexture = SKTexture(imageNamed: "blue button 10.png")
one = SKSpriteNode(texture: oneTexture) //removed the let, so you dont create a new "one"
one.position = CGPoint(x: CGRectGetMidX(self.frame) - 100, y: CGRectGetMidY(self.frame) + 250)
one.zPosition = 1
self.addChild(one)
}
func removeOne() {
one.removeFromParent()
}
}