在我的游戏中,当调用“endGame”函数时,我希望某些事情暂停,而其他事情保持运行。通过使用“暂停”布尔值,我已经能够为大多数操作完成此操作,但我无法让它适用于我的滚动背景。我知道问题与后台操作如何包含在 for 循环中有关,但我不确定如何解决这个问题。这是我的代码示例:
class GameScene: SKScene {
var sun = SKSpriteNode()
var background = SKSpriteNode()
override func didMoveToView(view: SKView) {
sun = SKSpriteNode(imageNamed: "Sun")
sun.zPosition = -2
sun.setScale(0.8)
sun.position = CGPoint(x: self.frame.size.width * 0.632, y: self.frame.size.height * 0.90)
let rotate = SKAction.rotateByAngle(CGFloat(M_PI_2), duration: NSTimeInterval(10))
let rotateForever = SKAction.repeatActionForever(rotate)
sun.runAction(rotateForever)
addChild(sun)
let backgroundTexture = SKTexture(imageNamed: "Background")
backgroundTexture.filteringMode = .Nearest
let moveBackground = SKAction.moveByX(-backgroundTexture.size().width, y: 0, duration: NSTimeInterval(0.004 * backgroundTexture.size().width * 2.0))
let resetBackground = SKAction.moveByX(backgroundTexture.size().width, y: 0, duration: 0.0)
let moveBackgroundForever = SKAction.repeatActionForever(SKAction.sequence([moveBackground,resetBackground]))
for var i:CGFloat = 0; i < 4.0 + self.frame.size.width / ( backgroundTexture.size().width ); ++i {
background = SKSpriteNode(texture: backgroundTexture)
background.setScale(0.5)
background.zPosition = -1
background.position = CGPointMake(i * background.size.width, backgroundVert)
background.runAction(moveBackgroundForever)
addChild(background)
}
}
func endGame {
sun.paused = true
background.paused = true
}
}
在这个例子中,“paused”布尔值非常适用于名为“sun”的旋转 SKSpriteNode,但它不适用于背景。有什么想法吗?