Here is an illustration of what I'm trying to do:

Here is my code:
import SpriteKit
class GameScene: SKScene {
let mySquare1 = SKShapeNode(rectOfSize:CGSize(width: 50, height: 50))
let mySquare2 = SKShapeNode(rectOfSize:CGSize(width: 50, height: 50))
override func didMoveToView(view: SKView) {
mySquare1.position = CGPoint(x: 100, y:100)
mySquare2.position = CGPoint(x: 300, y:100)
mySquare1.fillColor = SKColor.blueColor()
mySquare2.fillColor = SKColor.blueColor()
self.addChild(mySquare1)
self.addChild(mySquare2)
let moveAction1 = SKAction.moveTo(CGPoint(x:250, y:100), duration: 1)
mySquare1.runAction(moveAction1)
let moveAction2 = SKAction.moveTo(CGPoint(x:300, y:350), duration: 1)
mySquare2.runAction(moveAction2)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
override func update(currentTime: CFTimeInterval) {
}
}
My problem is that I am trying to move the rectangles synchronously (not asynchronously). That is, I want my first rectangle to start moving, stop moving, stop. And then, start my second rectangle, complete its movement and stop.
What is currently happening is that when I launch my program, they both start moving at the same time.
I also found SKAction.sequencefor actions to play in order, however I can only use this for actions on the same object. Not in different objects, as in my example.
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