I am creating a game and i keep getting this error for my bullet spawn method linked with a joystick. I want to repetitively spawn nodes when the joystick is active Here is how i am creating a firing method
override func didMoveToView(view: SKView) {
if fireWeapon == true {
NSTimer.scheduledTimerWithTimeInterval(0.25, target: self,
selector: Selector ("spawnBullet1"), userInfo: nil, repeats: true)
}
}
func spawnBullet1(){
self.addChild(bullet1)
bullet1.position = CGPoint (x: hero.position.x , y:hero.position.y)
bullet1.xScale = 0.5
bullet1.yScale = 0.5
bullet1.physicsBody = SKPhysicsBody(rectangleOfSize: bullet1.size)
bullet1.physicsBody?.categoryBitMask = PhysicsCategory.bullet1
bullet1.physicsBody?.contactTestBitMask = PhysicsCategory.enemy1
bullet1.physicsBody?.affectedByGravity = false
bullet1.physicsBody?.dynamic = false
}
override func touchesBegan(touches: Set<UITouch>, withEvent
event:UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
let node = nodeAtPoint(location)
if (CGRectContainsPoint(joystick.frame, location)) {
stickActive = true
if stickActive == true {
fireWeapon = true
}
the first bullet launches as planned and works great however, every time the second bullet launches the app crashes and i get the error. can someone tell me an alternative way to create a fire rate
Instead of self.addChild(bullet1)
you need something like self.addChild(SKSpriteNode(imageNamed: "bullet.png"))
This because you need to create a new bullet every time you fire, you do not want to move the same bullet every single time.