Reputation: 495
I want to move the nodes from an offscreen position and line them up across the X-axis spaced out. The nodes have been created and stored in an array. I have the following code to do it. However, all of the nodes move at the same time. I want them to move successively when the prior node is in its new position. I have tried altering the duration of the wait action, but it doesn't work.
Thanks
var shapeNodes: [SKShapeNode] = [SKShapeNode]()
let w = (size.width + size.height) * 0.05
for _ in 1...5 {
let s = SKShapeNode(rectOf: CGSize(width: w, height: w), cornerRadius: w * 0.3)
s.position = CGPoint(x: frame.midX, y: frame.maxY + 75)
s.zPosition = 3
s.fillColor = UIColor.cyan
shapeNodes.append(s)
addChild(s)
}
var posX: CGFloat = 0.0
for n in shapeNodes {
let m = SKAction.moveBy(x: posX, y: -300, duration: 2.0)
m.timingMode = .easeIn
let w = SKAction.wait(forDuration: 2.0)
let seq = SKAction.sequence([ m, w ])
n.run(seq)
posX += 125
}
Upvotes: 2
Views: 28
Reputation: 9795
Give each node a wait action with a duration equal to the animation time of all previous nodes. The logic is very similar to your logic with the posX
variable.
var posX: CGFloat = 0.0
var waitDuration: CGFloat = 0
for n in shapeNodes {
let duration = 2
let m = SKAction.moveBy(x: posX, y: -300, duration: duration)
m.timingMode = .easeIn
let w = SKAction.wait(forDuration: waitDuration)
let seq = SKAction.sequence([w, m])
n.run(seq)
posX += 125
waitDuration += duration
}
In the example above, I created another variable called waitDuration
, which keeps track of the total time the node should wait before animating.
The duration of the wait action is set to the waitDuration
, and at the end of the loop, I increase the waitDuration
by the duration of the move action.
Upvotes: 2