Explanation
I'm trying to speed up my game when touching the screen (and decreasing its speeds when touching again). I kinda made it work, but not fully.
When touching the screen, all actions are removed and ran again (so it can read the new gameSpeed
). But the sprites that were already spawned, won't be applied to the new action, so it still runs by the last gameSpeed
. Is there any way to make all the sprites be speeded up?
Code
This is the test code I made (you can download it here):
import SpriteKit
class GameScene: SKScene {
// MARK: - Declare
lazy var frameHeight : CGFloat = CGFloat(self.frame.height)
var ball = SKSpriteNode()
var speeded = Bool()
var gameSpeed = CGFloat(1)
// MARK: - Setup
func setupBall(){
ball = SKSpriteNode(imageNamed: "ball")
ball.position = CGPointMake(self.frame.width / 2, self.frame.height)
}
// MARK: - Action
func actionsBall(){
// Spawn ball
self.setupBall()
self.addChild(self.ball)
// Move down and remove when go off screen
let duration = (NSTimeInterval((0.003 / gameSpeed) * frameHeight))
let moveBall = SKAction.moveByX(0, y: -frameHeight, duration: duration)
let removeBall = SKAction.removeFromParent()
self.ball.runAction(SKAction.sequence([moveBall, removeBall]))
}
// MARK: - First Event
override func didMoveToView(view: SKView) {
/* Setup your scene here */
// Start spawning, moving and removing
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.waitForDuration((0.00075 / Double(gameSpeed)) * Double(frameHeight)), SKAction.runBlock(self.actionsBall)])))
}
// MARK: - Touch
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
if speeded == false{
speeded = true
gameSpeed = 2
removeAllActions()
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.waitForDuration((0.00075 / Double(gameSpeed)) * Double(frameHeight)), SKAction.runBlock(self.actionsBall)])))
}
else if speeded == true{
speeded = false
gameSpeed = 1
removeAllActions()
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.waitForDuration((0.00075 / Double(gameSpeed)) * Double(frameHeight)), SKAction.runBlock(self.actionsBall)])))
}
}
// MARK: - Update
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
Thanks in advance,
Luiz.
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