sequence:@[[SKAction moveToX:-WALL_WIDTH duration:TIMEINTERVAL_MOVEWALL],[SKAction removeFromParent]...]]; SKAction *upHeadAction = [SKAction rotateToAngle:M_PI / 6 duration:0.2f]; upHeadAction.timingMode...= SKActionTimingEaseOut; SKAction *downHeadAction = [SKAction rotateToAngle:-M_PI / 2 duration:0.8f...]] withKey:ACTIONKEY_FLY]; } - (SKAction *)getFlyAction { SKAction *flyUp = [SKAction...; SKAction *fly = [SKAction sequence:@[flyUp, flyDown]]; return fly; } - (void)touchesBegan:
repeatActionForever:[SKAction rotateByAngle:M_PI duration:1]]]; [_spinnyNode runAction:[SKAction...[SKAction fadeOutWithDuration:0.5], [SKAction removeFromParent...编译运行后只出现了一个敌机,但是这样是不够的,我们再通过执行两个动作来源源不断的生成敌机 SKAction *actionAddEnemy = [SKAction runBlock:^{...[self addEnemy]; }]; SKAction *actionWaitNextEnemy = [SKAction waitForDuration:1]; [self runAction:[SKAction...) duration:1]; SKAction *actionMoveDone = [SKAction runBlock:^
// Background Parallax let parallax1 = SKAction.moveTo(x: player?.position.x)!...run(parallax1) let parallax2 = SKAction.moveTo(x: player?.position.x)!...run(parallax2) let parallax3 = SKAction.moveTo(x: player?.position.x)!...run(parallax3) let parallax4 = SKAction.moveTo(x: (cameraNode?.position.x)!...run(parallax4) let parallax5 = SKAction.moveTo(x: (cameraNode?.position.x)!
node.position.y = position.y - 110 node.zPosition = 4 addChild(node) let action = SKAction.sequence...([ SKAction.fadeIn(withDuration: 0.1), SKAction.wait(forDuration: 3.0), SKAction.fadeOut...(withDuration: 0.2), SKAction.removeFromParent(), ]) node.run(action) } 在括号之间,我们称之为熔化物将出现的位置
true } } let textures = SKTexture(imageNamed: "player/0") lazy var action = { SKAction.animate...Array = (0..<6).map({ return "player/\($0)"}).map(SKTexture.init) lazy var action = { SKAction.repeatForever...textures : Array = (0..<2).map({ return "jump/\($0)"}).map(SKTexture.init) lazy var action = { SKAction.animate
func dying() { let dieAction = SKAction.move(to: CGPoint(x: -300, y: 0), duration: 0.1) player...let action = SKAction.repeat(.sequence([ .fadeAlpha(to: 0.5, duration: 0.01), .wait(forDuration
if collision.matches( .player, .killing) { let die = SKAction.move(to: CGPoint(x: -300, y: -100),
TimeInterval) { //获取摇杆偏移量 let poi = moveCon.MovePosition() //增加小飞机动画飞往目标位置 let moveAction = SKAction.move
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