I'm new to Swift and SpriteKit. A lot of the samples of SpriteKit Actions are in Objective C, which I can't map to, nor get working, in Swift.
If running an SKAction, and upon SKAction completion wanting to do something else, how do I get this right, in Swift?
spaceMan.runAction(spaceManDeathAnimation, completion: {
println("red box has faded out")
})
Any ideas will be greatly appreciated.
Edit:
for i in 0...29 {
textures.append(SKTexture(imageNamed: "spaceManDeath_\(i)"))
}
spaceManDeathAnimation = SKAction.repeatActionForever(SKAction.animateWithTextures(textures, timePerFrame: 0.15625))
You completion code is not called since your "death" action is running forever, which means it will never end.
You can use
+ repeatAction:count:
method for setting a count for how many repeats will be made before finishing:
spaceManDeathAnimation = SKAction.repeatAction(SKAction.animateWithTextures(textures, timePerFrame: 0.15625), count:5)
Found an issue here:
spaceManDeathAnimation = SKAction.repeatAction(SKAction.animateWithTextures(textures, timePerFrame: 0.15625), count: 1)
Also,as sangony posted a very nice link - solved the completion block syntax to
spaceMan.runAction(spaceManDeathAnimation, completion: {() -> Void in
println("death")
})
Very big thanks to everybody for contributions for a solution!
In Swift you can use this extension:
extension SKNode
{
func runAction( action: SKAction!, withKey: String!, optionalCompletion: dispatch_block_t? )
{
if let completion = optionalCompletion
{
let completionAction = SKAction.runBlock( completion )
let compositeAction = SKAction.sequence([ action, completionAction ])
runAction( compositeAction, withKey: withKey )
}
else
{
runAction( action, withKey: withKey )
}
}
}
Use for example as:
myShip.runAction(move,withKey:"swipeMove",optionalCompletion: {
//Here action is ended..do whatever you want
}
Swift 3:
extension SKNode
{
func run(action: SKAction!, withKey: String!, optionalCompletion:((Void) -> Void)?) {
if let completion = optionalCompletion
{
let completionAction = SKAction.run(completion)
let compositeAction = SKAction.sequence([ action, completionAction ])
run(compositeAction, withKey: withKey )
}
else
{
run( action, withKey: withKey )
}
}
func actionForKeyIsRunning(key: String) -> Bool {
return self.action(forKey: key) != nil ? true : false
}
}
Usage:
myShip.runAction(action: move, withKey:"swipeMove", optionalCompletion: {
//Here action is ended..do whatever you want
}