SKAction
[SKAction]
1、Every action is an opaque object that describes a change you want to make to the scene. All actions are implemented by the SKAction class; there are no visible subclasses.
2、Actions can either be instantaneous or non-instantaneous:
An instantaneous action starts and completes in a single frame of animation. For example, an action to remove a node from its parent is an instantaneous action because a node can’t be partially removed. Instead, when the action executes, the node is removed immediately.
A non-instantaneous action has a duration over which it animates its effects. When executed, the action is processed in each frame of animation until the action completes.
3、Tip: Because actions are effectively immutable objects, you can run the same action safely on multiple nodes in the tree at the same time. For this reason, if you have an action that is used repeatedly in your game, create a single instance of the action and then reuse it whenever you need a node to execute it.
4、If a node is running any actions, its hasActions property returns YES.
5、Because action processing is tied to the scene, actions are processed only when the node is part of a presented scene’s node tree. You can take advantage of this feature by creating a node and assigning actions to it, but waiting until later to add the node to the scene. Later, when the node is added to the scene, it begins executing its actions immediately.
6、Canceling Running Actions
To cancel actions that a node is running, call its removeAllActions method. All actions are removed from the node immediately. If a removed action had a duration, any changes it already made to the node remain intact, but further changes are not executed.
7、Receiving a Callback when an Action Completes
The runAction:completion: method is identical to the runAction: method, but after the action completes, your block is called. This callback is only called if the action runs to completion. If the action is removed before it completes, the completion handler is never called.
8、Using Named Actions for Precise Control over Actions
If you need to see whether a particular action is executing or remove a specific action, you must use named actions.
The following key-based methods are available:
runAction:withKey:method to run the action. If an action with the same key is already executing, it is removed before the new action is added.actionForKey:method to determine if an action with that key is already running.removeActionForKey:method to remove the action.
9、Repeating Actions Execute Another Action Multiple Times


10、Configuring Action Timing
Normally, an animated action runs linearly. You can use an action’s
timingModeproperty to choose a nonlinear timing mode for an animation. For example, you can have the action start quickly and then slow down over the remainder of the run.An action’s
speedproperty changes the rate at which an animation plays. You can speed up or slow down an animation from its default timing.A speed value of
1.0is the normal rate. If you set an action’s speed property to2.0, when the action is executed by a node, it plays twice as fast. To pause the action, set the value to0.If you adjust the speed of an action that contains other actions (such as a group, sequence, or repeating action), the rate is applied to the actions contained within. The enclosed actions are also affected by their own
speedproperty.A node’s
speedproperty has the same effect as the action’sspeedproperty, but the rate is applied to all actions processed by the node or by any of the node’s descendants in the scene tree.
Sprite Kit determines the rate at which an animation applies by finding all of the rates that apply to the action and multiplying them.
11、Tips for Working with Actions
following tips might be useful:
A node’s
userDatapropertyThe parent node’s
userDataproperty, if dozens of nodes share the same actions and the same parentThe scene’s
userDataproperty for actions shared by multiple nodes throughout the scene
SKAction的更多相关文章
- SKAction类
继承自 NSObject 符合 NSCodingNSCopyingNSObject(NSObject) 框架 /System/Library/Frameworks/SpriteKit.framewo ...
- IOS 2D游戏开发框架 SpriteKit-->续(创建用户角色精灵--原创)
一.主要实现 今天spritekit实现创建玩家角色精灵(SKSpriteNode *), 增加角色精灵的手势操作,这里增加的手势计算方法与objective-c中是不一样的,因为objectiv ...
- IOS 2D游戏开发框架 SpriteKit-->续(创建敌对精灵)
这次包括之后讲的spritekit 我都会围绕一个案例来说,这个案例就是一个简单的2d飞机大战游戏,今天这里我讲创建敌对精灵,就是敌对飞机,敌对飞机不停的被刷新到屏幕上.....当然这里涉及到的类其实 ...
- IOS 2D游戏开发框架 SpriteKit-->续(完善角色功能)
一.说明 今天给角色精灵增加了子弹发射功能,增加了子弹与敌对精灵的碰撞检测,当角色精灵子弹与敌对精灵碰撞后,它们都会从屏幕上消失. 二.场景层SKScene的修改 1. 在初始化场景层的方 ...
- IOS 2D游戏开发框架 SpriteKit
最近发现Xcode自带的2D游戏开发框架SpriteKit可以直接引入到APP中进行混合开发,这就是说可以开发出既带业务应用又带游戏的苹果APP,咋怎么觉得这是一个自己的小发现....呵呵....., ...
- .net程序员转行做手游开发经历(三)
这次就主要讲讲我们开发的过程. 策划是我们团队的一个人成员专门负责,我们几个算是出谋划策.我这边的理解是,策划首先需要对所做的事情一定要有一定的把握,意思是尽可能的想到这件事情的影响范围,类似项目管理 ...
- iOS 10.0 更新点(开发者视角)
html, body {overflow-x: initial !important;}html { font-size: 14px; } body { margin: 0px; padding: 0 ...
- Swift 3 新特性
原文:What's New in Swift 3? ,作者:Ben Morrow,译者:kmyhy Swift 3将于今年下半年推出,为Swift开发者们带来了很多核心代码的改变.如果你没有关注过 S ...
- iOS 7新功能例子
参考https://github.com/shu223/iOS7-Sampler Code examples for the new functions of iOS 7. Contents Dyna ...
随机推荐
- RPi 2B Android telnet ssh
/*********************************************************************** * RPi 2B Android telnet ssh ...
- matlab中meshgrid函数的用法
meshgrid用于从数组a和b产生网格.生成的网格矩阵A和B大小是相同的.它也可以是更高维的.这里的大小指的是,size()函数的大小,size()函数返回的是一个向量, 那么size(A) = s ...
- PS4破解
1.输入序列号: # 序列号: # 1330-1082-3503-2270-3738-6738# 1330-1776-8671-6289-7706-2916# 1330-1567-6599-8775- ...
- 集合框架null与size=0
被QA人员一眼指出来的问题,唉,好丢人 上栗子
- 大数据分析的众包平台—Kaggle
众包(Jeff Howe,2006)是一种在互联网蓬勃发展的背景下产生的一种创新的生产组织形式.在这样的商业模式下,企业利用网络将工作分配出去,通过让更合适的人群参与其中来发现创意和解决技术问题.比较 ...
- reStructuredText
reStructuredText 简明教程 060724 17:58 作者: Laurence 邮箱: 2999am@gmail.com ID: Kardinal @ Ubuntu.org.cn论坛 ...
- 折腾了半天,终于搞定了apache的rewrite功能
基本步骤和网上其它文章说得基本一样.只是在具体操作的时候或多或少存在些问题 一 打开 apache 的配置文件 httpd.conf . 二 将#loadmodule rewrite_module m ...
- 什么时候用copy什么时候用retain (一)
在声明一个property的时候总是搞不清什么时候用retain,什么时候用copy,用上去了感觉也不会错,但是又没有安全感: Copy:顾名思义,复制,将对象复制一份,ios内部的操作时,先copy ...
- Redis 对String数据类型的操作
Redis的 Strings 数据结构是简单的key-value类型,value其实不仅是String,也可以是数字.使用Strings类型,你可以完全实现目前 Memcached 的功能,并且效率更 ...
- php常用正则
平时做网站经常要用正则表达式,下面是一些讲解和例子,仅供大家参考和修改使用: 2. "^\d+$" //非负整数(正整数 + 0) 3. "^[0-9]*[1 ...