I am making a game where the "arrow" in this case, is a node that falls every few seconds in a random area from top to bottom of the screen. The problem is that when the node reaches around the last 10th of the screen, it seems to almost get stuck on the screen, and stops, not fully going off the screen and disappearing. Is there any way to fix this?
func startTheArrow() {
run(SKAction.repeatForever(SKAction.sequence([SKAction.run(spawnArrow), SKAction.wait(forDuration: 5.0)])))
}
func spawnArrow() {
let arrow = SKSpriteNode(imageNamed: "arrow")
arrow.size = CGSize(width: 50, height: 50)
arrow.physicsBody = SKPhysicsBody(rectangleOf: arrow.size)
arrow.physicsBody?.affectedByGravity = false
arrow.physicsBody?.categoryBitMask = ColliderType.arrow
arrow.name = "Arrow"
arrow.zPosition = 1
arrow.position = CGPoint(x: frame.size.width * random(min: -0.45, max: 0.45), y: frame.size.height * random(min: 0.6, max: 0.7))
addChild(arrow)
arrow.run(
SKAction.moveBy(x: 0.0 , y: -size.height - arrow.size.height,
duration: TimeInterval(random(min: 2, max: 2))))
self.enumerateChildNodes(withName: "Arrow") { (node:SKNode, nil) in
if node.position.y < -500 || node.position.y > self.size.height 550 {
node.removeFromParent()
}
}
}
CodePudding user response:
So I finally found the solution. For some reason, Xcode doesn't like this code:
arrow.run(
SKAction.moveBy(x: 0.0 , y: -size.height - arrow.size.height, duration: TimeInterval(random(min: 2, max: 2))))
self.enumerateChildNodes(withName: "Arrow") { (node:SKNode, nil) in
if node.position.y < -500 || node.position.y > self.size.height 550 {
node.removeFromParent()
}
}
I instead used the following code in place of this and the nodes were fixed, although they don't fully go off the screen, there isn't some weird stoppage and pileup at the bottom of the scene.
let moveEnemy = SKAction.moveTo(y: -800, duration: 4.0)
let deleteEnemy= SKAction.removeFromParent()
let enemySequence = SKAction.sequence([moveEnemy, deleteEnemy])
enemy.run(enemySequence)