I am currently trying to implement a timer for my sprite kit game, but I don\'t get it working. The initial value of the timer always remains the same.
I am assuming I n
Sounds like you need to update the label everytime levelTimerValue
is changed. The easiest way would be something like this.
func levelCountdown(){
levelTimerValue--
levelTimerLabel.text = String(levelTimerValue)
}
I would stick to SKActions
for these kind of tasks in SpriteKit due to fact that NSTimer
is not affected by scene's, or view's paused state, so it might lead you into troubles. Or at least, it will require from you to implement a pause feature in order to pause your timers in certain situations, like when user pause the scene, or receive a phone call etc. Read more here about SKAction
vs NSTimer
vs GCD
for time related actions in SpriteKit.
import SpriteKit
class GameScene: SKScene {
var levelTimerLabel = SKLabelNode(fontNamed: "ArialMT")
//Immediately after leveTimerValue variable is set, update label's text
var levelTimerValue: Int = 500 {
didSet {
levelTimerLabel.text = "Time left: \(levelTimerValue)"
}
}
override func didMoveToView(view: SKView) {
levelTimerLabel.fontColor = SKColor.blackColor()
levelTimerLabel.fontSize = 40
levelTimerLabel.position = CGPoint(x: size.width/2, y: size.height/2 + 350)
levelTimerLabel.text = "Time left: \(levelTimerValue)"
addChild(levelTimerLabel)
let wait = SKAction.waitForDuration(0.5) //change countdown speed here
let block = SKAction.runBlock({
[unowned self] in
if self.levelTimerValue > 0{
self.levelTimerValue--
}else{
self.removeActionForKey("countdown")
}
})
let sequence = SKAction.sequence([wait,block])
runAction(SKAction.repeatActionForever(sequence), withKey: "countdown")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
//Stop the countdown action
if actionForKey("countdown") != nil {removeActionForKey("countdown")}
}
}