在 Xcode Swift 中创建重复计时器的问题

Problems with creating a repeating timer in Xcode Swift

我目前正在为我的游戏编写一个重复计时器,每秒生成一枚硬币,但是,当我 运行 代码仅生成一枚硬币然后自行删除而不再跟随时,这是一个示例我正在使用的代码,我确信对此有一个简单的答案,但我已经坚持了一天。

@objc let coin = SKSpriteNode(imageNamed: "Coin")

var gametimer = Timer()

override func didMove(to view: SKView) {

    gametimer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(getter: coin), userInfo: nil, repeats: true)


      coin.position = CGPoint(x: self.size.width/2, y: self.size.height)
        coin.setScale(1)
        coin.zPosition = 1
         addChild(coin)


    let moveAction = SKAction.moveTo(y: 0, duration: 0.9)

    let deleteAction = SKAction.removeFromParent()

    coin.run(SKAction.sequence([moveAction,deleteAction]))

说明我的评论的基本示例:

// Timer property
var gameTimer = Timer()

// In viewDidLoad, for example, set the timer only once
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(spawnCoins), userInfo: nil, repeats: true)


// Place the code that should repeat in this function
@objc func spawnCoins(){
       print(“new coin spawned!”)
    }