Ok, I am working in Swift 3 playgrounds and need to move a sprite node to a certain point ONLY when the user's mouse is down, stopping when it's released. So far I have:
override func mouseDown(with event: NSEvent) {
mouseIsDown = true
}
override func mouseDragged(with event: NSEvent) {
}
override func mouseUp(with event: NSEvent) {
mouseIsDown = false
}
func moveGuy() {
let action = SKAction.move(to: CGPoint(x: size.width / 2,y: 200), duration: 2)
action.timingMode = .easeInEaseOut
guy.run(action)
}
//UPDATE
override func update(_ currentTime: CFTimeInterval) {
if(mouseIsDown)
{
moveGuy()
}
}
This works somewhat, the problem is only after I release the mouse (mouseIsDown is false) does the SKAction actually run (smoothly). I think this is because it is being called again and again.
Normally I would use a moveBy action in little increments, but I need my node to move to a specific point.
How can I make my node move on its way to a point only when the mouse is down?