在我的游戏中,我创建了许多按钮。我发现许多按钮在用户触摸按钮的右侧时没有检测到。换句话说,按钮在按钮的左侧触摸时响应正确,但在右侧不响应。简而言之,如果您将按钮分成三个部分,则按钮的右侧1/3不响应,而按钮的另外两个按钮完全正常工作。下面是我用来实现我的按钮的代码。谁能告诉我我可能做错了什么?当我第一次开始使用Sprite Kit时,我注意到当SKSpriteNode :: zPosition属性未设置为1或更大时我的按钮根本不会响应...一旦我设置了这个属性,我的按钮开始工作。无论按钮精灵节点是否是场景中唯一的精灵节点,这个zPosition问题都会发生,这让我认为问题也不是重叠问题。有什么想法吗?
我已经将SKSpriteNode类扩展为另外一个方法GESpriteNode :: setGestureHandler:withKey:,它具有以下签名:
- (void) setGestureHandler: (void (^)(SKNode *node, GEGestureRecognizer *recognizer))handler withKey: (NSString *)key;
- (void) removeGestureHandlerWithKey: (NSString *)key;
并且,如此实现(其中_event是NSMutableDictionary):
- (void) setGestureHandler: (void (^)(SKNode *node, GEGestureRecognizer *recognizer))handler withKey: (NSString *)key {
if (key != nil) {
[_events setObject: [handler copy] forKey: key];
}
}
- (void) removeGestureHandlerWithKey: (NSString *)key {
if (key != nil) {
[_events removeObjectForKey: key];
}
}
- (void) touchesBegan: (NSSet *)touches withEvent: (UIEvent *)event {
if (![self isHidden]) {
void (^handler)(SKNode *, GEGestureRecognizer *);
handler = [_events objectForKey: GETouchDownGestureHandlerKey];
if (handler != nil) {
GEGestureRecognizer *recognizer = [[GEGestureRecognizer alloc] initWithScene: [self scene] withTouches: touches];
if (recognizer != nil) {
handler(self, recognizer);
}
}
}
}
- (void) touchesEnded: (NSSet *)touches withEvent: (UIEvent *)event {
if (![self isHidden]) {
void (^handler)(SKNode *, GEGestureRecognizer *);
handler = [_events objectForKey: GETouchUpGestureHandlerKey];
if (handler != nil) {
GEGestureRecognizer *recognizer = [[GEGestureRecognizer alloc] initWithScene: [self scene] withTouches: touches];
if (recognizer != nil) {
handler(self, recognizer);
}
}
}
}
它们的用法如下:
GESpriteNode *spriteNode = [GESpriteNode spriteNodeWithImageNamed: NODE_BUTTON_1];
[spriteNode setAlpha: ALPHA_OPAQUE];
[spriteNode setGestureHandler: ^(SKNode *node, GEGestureRecognizer *recognizer) {
[node setScale: SCALE_95];
} withKey: GETouchDownGestureHandlerKey];
[spriteNode setGestureHandler: ^(SKNode *node, GEGestureRecognizer *recognizer) {
[node setScale: SCALE_100];
} withKey: GETouchUpGestureHandlerKey];
[spriteNode setHidden: NO];
[spriteNode setName: NODE_BUTTON_1];
[spriteNode setPosition: CGPointMake(384.0f, 387.0f)];
[spriteNode setScale: SCALE_100];
[spriteNode setUserInteractionEnabled: YES];
[spriteNode setZPosition: 1];
[self addChild: spriteNode];
我的GEGestureRecognizer.h类定义如下:
#import <SpriteKit/SpriteKit.h>
extern NSString * const GETouchDownGestureHandlerKey;
extern NSString * const GETouchUpGestureHandlerKey;
@interface GEGestureRecognizer : NSObject
// public properties
@property (nonatomic, strong) SKScene *scene;
// public methods
- (instancetype) initWithScene: (SKScene *)scene withTouches: (NSSet *)touches;
- (CGPoint) locationInScene: (SKScene *)scene;
@end
并且,其GEGestureRecognizer.m定义为:
#import "GEGestureRecognizer.h"
#pragma mark -
#pragma mark Constants
NSString * const GETouchDownGestureHandlerKey = @"GETouchDownGestureHandlerKey";
NSString * const GETouchUpGestureHandlerKey = @"GETouchUpGestureHandlerKey";
@interface GEGestureRecognizer () {
@private
SKScene *_scene;
NSSet *_touches;
}
@end
@implementation GEGestureRecognizer
@synthesize scene = _scene;
- (instancetype) initWithScene: (SKScene *)scene withTouches: (NSSet *)touches {
if ((self = [super init])) {
_scene = scene;
_touches = touches;
}
return self;
}
- (CGPoint) locationInScene: (SKScene *)scene {
CGFloat x = 0;
CGFloat y = 0;
CGFloat k = 0;
for (UITouch *touch in _touches) {
const CGPoint point = [touch locationInNode: scene];
x += point.x;
y += point.y;
k++;
}
if (k > 0) {
return CGPointMake(x/k, y/k);
}
return CGPointZero;
}
@end
答案 0 :(得分:0)
这段代码究竟在做什么?为什么要增加x和y值?你为什么需要k值?我认为你正在抵消触摸的位置,尝试记录所有触摸位置并在屏幕上绘制它们 有一些本机方法可以检测节点中的触摸并将坐标转换为场景位置。
答案 1 :(得分:0)
在每个事件上重新创建GestureRecognizer似乎相当低效,locationInScene在多次触摸发生时都没有多大意义(不知道你想要在那里实现什么)
也就是说,如果您的按钮在更改zPosition时才开始工作,我认为您确实存在重叠问题。 由于在(默认)zPosition 0处涉及其他节点(无论是否可见),因此您必须显示更多代码才能获得帮助。