请帮忙。我是Swift的初学者。我为玩家和左/右按钮添加了精灵。但是,如何为每个按钮添加操作并将这些操作应用到播放器?
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var player: SKSpriteNode!
var leftMove: SKSpriteNode!
var rightMove: SKSpriteNode!
override func didMoveToView(view: SKView) {
player = SKSpriteNode (imageNamed: "player")
player.position = CGPoint(x:127, y:125)
addChild(player)
leftMove = SKSpriteNode (imageNamed: "leftMove")
leftMove.position = CGPoint(x:80, y:35)
leftMove.size = CGSize (width: 55, height: 55)
addChild(leftMove)
rightMove = SKSpriteNode (imageNamed: "rightMove")
rightMove.position = CGPoint(x:160, y:35)
rightMove.size = CGSize (width: 55, height: 55)
addChild(rightMove)
physicsWorld.contactDelegate = self
}
答案 0 :(得分:3)
为按钮指定一个唯一的名称,如:
leftMove.name = "Left"
rightMove.name = "Right"
在touchesBegan中实现逻辑:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
let node = self.nodeAtPoint(location)
if (node.name == "Left") {
// Implement your logic for left button touch here:
player.position = CGPoint(x:player.position.x-1, y:player.position.y)
} else if (node.name == "Right") {
// Implement your logic for right button touch here:
player.position = CGPoint(x:player.position.x+1, y:player.position.y)
}
}
}
答案 1 :(得分:2)
欢迎使用StackOverflow。我的建议是,对于您希望对其执行操作的每个按钮,您将SKSpriteNode子类化为这些对象。这样,您可以单独利用每个对象的touchesBegan:,touchesMoved:和touchesEnded:函数。例如:
正如所承诺的,这是一个更强大的子类SKSpriteNode版本。另外,我在我的一个项目中测试了它,我可以证明它正常工作:
import Foundation
import SpriteKit
class SubclassedSKSpriteNode: SKSpriteNode {
init() {
let texture = SKTexture(imageNamed: "whateverImage.png")
super.init(texture: texture, color: UIColor.clearColor(), size: texture.size())
userInteractionEnabled = true
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let location = (touches.first! ).locationInNode(scene!)
position = scene!.convertPoint(location, toNode: parent!)
print("touchesBegan: \(location)")
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let location = (touches.first! ).locationInNode(scene!)
position = scene!.convertPoint(location, toNode: parent!)
print("touchesMoved: \(location)")
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let location = (touches.first! ).locationInNode(scene!)
position = scene!.convertPoint(location, toNode: parent!)
print("touchesEnded: \(location)")
}
}
此外,要将此按钮添加到SKScene(或任何其他SKNode):
let button = SubclassedSKSpriteNode()
button.position = CGPointMake(420, 300)
addChild(button)
HTH!