self.view.paused =true;

Worked fine until I needed some animations to happen after somebody hit the pause button. Imagine a new sprite node sliding up from the bottom of the screen that includes some detail about the current score and so on. Using the code above of course all animations would be stopped.

My new idea was to simply stop all nodes that had to be stopped individually. I got that working by using this chunk of code.

[self enumerateChildNodesWithName:@"name" usingBlock:^(SKNode* node, BOOL* stop){
            node.paused =true;
            node.speed =0.0;}];
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