Reputation: 708
My game is supposed to be stopped after 60s. But nothing happens with my timer code.
var timer = NSTimer()
var counter:Int = 60
var labelCounter:SKLabelNode = SKLabelNode()
Here is the code in my GameScene class :
func startTimer()
{
timer = NSTimer.scheduledTimerWithTimeInterval(1.0
, target: self, selector: Selector("updateTimer:"), userInfo: nil, repeats: true)
}
func updateTimer(dt:NSTimer)
{
counter--
if counter == 0 {
timer.invalidate()
removeCountDownTimerView()
} else{
labelCounter.text = "\(counter)"
}
}
func removeCountDownTimerView()
{
scene.view.paused = true
}
thank you for your insight :-)
Upvotes: 4
Views: 8207
Reputation: 2126
Try something like this....
override func viewDidLoad() {
super.viewDidLoad()
//calling the wait function
self.callForWait()
}
func callForWait(){
//setting the delay time 60secs.
let delay = 60 * Double(NSEC_PER_SEC)
let time = dispatch_time(DISPATCH_TIME_NOW, Int64(delay))
dispatch_after(time, dispatch_get_main_queue()) {
//call the method which have the steps after delay.
self.stepsAfterDelay()
}
}
func stepsAfterDelay(){
//your code after delay takes place here...
}
Upvotes: 5
Reputation: 19524
I had this in a game. Hope it helps:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
startGame()
}
var startTime = NSTimeInterval()
var timer = NSTimer()
var gameTime:Double = 10
func startGame() {
let aSelector : Selector = "updateTime"
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: aSelector, userInfo: nil, repeats: true)
startTime = NSDate.timeIntervalSinceReferenceDate()
}
func updateTime() {
var currentTime = NSDate.timeIntervalSinceReferenceDate()
var elapsedTime = currentTime - startTime
var seconds = gameTime-elapsedTime
if seconds > 0 {
elapsedTime -= NSTimeInterval(seconds)
println("\(Int(seconds))")
} else {
timer.invalidate()
}
}
}
Upvotes: 4