Ive figured out how to make a timer in a single-view application, but not Spritekit. When I use the following code, I get 2 errors(listed below). Can anyone help me out with this? Thanks, Jack.
The timer.
if(!_scorelabel) {
_scorelabel = [SKLabelNode labelNodeWithFontNamed:@"Courier-Bold"];
_scorelabel.fontSize = 200;
_scorelabel.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
_scorelabel.fontColor = [SKColor colorWithHue: 0 saturation: 0 brightness: 1 alpha: .5];
[self addChild:_scorelabel];
}
_scorelabel = [NSTimer scheduledTimerWithTimeInterval: 1 target:self selector:@selector(Timercount)userInfo: nil repeats: YES];
The errors
Incompatible pointer types assigned to 'SKLabelNode*' from 'NSTimer*'
Undeclared selector 'Timercount'
In Swift usable:
In Sprite Kit do not use NSTimer, GCD or performSelector:afterDelay:
because these timing methods ignore a node's, scene's or the view's paused state. Moreover you do not know at which point in the game loop they are executed which can cause a variety of issues depending on what your code actually does.
var actionwait = SKAction.waitForDuration(0.5)
var timesecond = Int()
var actionrun = SKAction.runBlock({
timescore++
timesecond++
if timesecond == 60 {timesecond = 0}
scoreLabel.text = "Score Time: \(timescore/60):\(timesecond)"
})
scoreLabel.runAction(SKAction.repeatActionForever(SKAction.sequence([actionwait,actionrun])))
You are assigning the NSTimer
you created to an SKLabelNode
. To fix your first error, change the last line to:
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:@selector(Timercount) userInfo:nil repeats:YES];
You are getting the second error because you are setting the timer to call a method called Timercount
, but you don't have one.