如何使用该节点的自定义类检测在单独场景中创建的skspritenode上的触摸

时间:2017-01-14 02:09:48

标签: ios swift sprite-kit swift3 skspritenode

所以基本上我有一个名为tree的节点,我在.sks文件中设计它。

我为skspritenode添加了一个自定义类,但自定义类似乎不会影响节点。

我正在尝试检测节点及其子节点上的触摸。

使用removefromparent()addchild()函数将此节点转移到多个场景,因此不是在每个场景上编写重复代码来检测触摸,而是尝试使用自定义节点类来执行此操作。 ..任何帮助将不胜感激。

注意我必须使用带有纹理的super.init函数,但我想使用已在场景中创建的节点。

我的班级代码

import SpriteKit

class tree: SKSpriteNode {

    init() {
        let texture = SKTexture(imageNamed: "tree")
        super.init(texture: texture, color: SKColor.clear, size: texture.size())
        self.isUserInteractionEnabled = true
    }

    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch in touches {
            print("touched!")
        }
    }



}

1 个答案:

答案 0 :(得分:2)

this回答中有一个很好的解释,应该清楚你对 SKS 文件和子类化的看法。 关于你的代码,使用大写字母作为类名是一个好习惯,在你的情况下,我更喜欢使用class Tree而不是类树。 关于第二个问题,您可以使用userData将对象从一个场景转移到另一个场景,如下例所示:

import SpriteKit
class GameScene: SKScene {
    private var label : SKLabelNode?
    var tree : Tree!
    override func didMove(to view: SKView) {
        self.label = self.childNode(withName: "//helloLabel") as? SKLabelNode
        if let label = self.label {
            label.alpha = 0.0
            label.run(SKAction.fadeIn(withDuration: 2.0))
        }
        self.isUserInteractionEnabled = true
        tree = Tree()
        tree.name = "tree"
        addChild(tree)
        tree.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
    }
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch: AnyObject in touches {
            let pointOfTouch = touch.location(in: self)
            let nodeUserTapped = atPoint(pointOfTouch)
            if nodeUserTapped.name == "tree" {
                tree.removeFromParent()
                let sceneToMoveTo = Scene2.init(size: self.size)
                sceneToMoveTo.userData = NSMutableDictionary()
                sceneToMoveTo.userData?.setObject(tree, forKey: "tree" as NSCopying)
                let gameTransition = SKTransition.fade(withDuration: 0.5)
                self.view!.presentScene(sceneToMoveTo, transition: gameTransition)

            }
        }
    }
}
class Scene2: SKScene {
    var tree:Tree!
    override func didMove(to view: SKView) {
        print("This is the scene: \(type(of:self))")
        guard let previousValue = self.userData?.value(forKey: "tree") else { return }
        if previousValue is Tree {
            tree = previousValue as! Tree
            addChild(tree)
            tree.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
        }
    }
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        for touch: AnyObject in touches {
            let pointOfTouch = touch.location(in: self)
            let nodeUserTapped = atPoint(pointOfTouch)
            if nodeUserTapped.name == "tree" {
                tree.removeFromParent()
                if let sceneToMoveTo = SKScene(fileNamed: "GameScene") {
                    sceneToMoveTo.scaleMode = .aspectFill
                    sceneToMoveTo.userData = NSMutableDictionary()
                    sceneToMoveTo.userData?.setObject(tree, forKey: "tree" as NSCopying)
                    let gameTransition = SKTransition.fade(withDuration: 0.5)
                    self.view!.presentScene(sceneToMoveTo, transition: gameTransition)
                }
            }
        }
    }
}

正如您可以阅读我在父类和节点中对触摸的控制,可以通过将自定义touchesBegan的{​​{1}}方法更改为:

SKSpriteNode

请记住,如果要使用它们,还应将此方法扩展到其他触摸方法。