I want to be able to toggle my SKEmitterNode (rain particles) off and on based on the score. But my update function gets called constantly, i.e. I end up with millions of particles on the screen with my current code below...how can I structure my code so that the rain particles will only get called once when a score is achieved?
class GameScene: SKScene, SKPhysicsContactDelegate {
func setUpRain() {
if let rainParticle = SKEmitterNode(fileNamed: "Rain") {
rainParticle.position = CGPointMake(frame.size.width, frame.size.height)
rainParticle.name = "rainParticle"
rainParticle.zPosition = Layer.Flash.rawValue
worldNode.addChild(rainParticle)
}
}
func makeItRain() {
let startRaining = SKAction.runBlock {
self.setUpRain()
}
runAction(startRaining, withKey: "Rain")
}
func stopRaining() {
removeActionForKey("Rain")
worldNode.enumerateChildNodesWithName("rainParticle", usingBlock: { node, stop in
node.removeFromParent()
})
}
}
class PlayingState: GKState {
unowned let scene: GameScene //used to gain access to our scene
override func updateWithDeltaTime(seconds: NSTimeInterval) {
scene.updateForegroundAndBackground()
scene.updateScore()
if scene.score > 2 {
scene.makeItRain()
}
if scene.score > 4 {
scene.stopRaining()
}
}