Reputation: 943
The score of my game depends on the time you have stayed alive. Although my output log displays the timer counting up, the SKLabelNode stays at 0 on the screen.
self.scoreText.text = "0"
self.scoreText.fontSize = 60
self.scoreText.position = CGPoint(x: CGRectGetMidX(self.frame), y: 500)
self.scoreText.text = String(self.score)
self.addChild(self.scoreText)
timer = NSTimer.scheduledTimerWithTimeInterval(1, target: self, selector: Selector("scoreIncrease") , userInfo: nil, repeats: true)
}
// end didMoveToView
func scoreIncrease (){
score++
println(score)
}
Why does scoreText remain at 0 on the game scene? Thanks in advance for the help and I can respond tomorrow with any other info you may need to help out!
Upvotes: 0
Views: 70
Reputation: 915
Although you are continuously updating the value of score on the timer, you aren't updating the text on your LabelNode
. All you have to do is update the text within your func scoreIncrease()
func scoreIncrease (){
score++
self.scoreText.text = String(self.score)
println(score)
}
Upvotes: 1