所以我正在制作一个游戏,我有一个可以在屏幕上拖动的精灵,但是只要移动精灵,我希望精灵是无法辨认的,而不是响应用户交互。 目前这是我试过的
func addp1Cards() {
let player1 = Card(cardType: CardType(rawValue: player1_cards[p1int])!)
player1.size = CGSize(width: player1.size.width * 0.25, height: player1.size.height * 0.25)
player1.position = CGPoint(x: -10.4927577972412, y: 615.942138671875)
player1.zPosition = CGFloat(zpos)
player1.name = "\(player1_cards[0])"
print(player1_cards[0])
addChild(player1)
p1int += 1
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
print(location)
let rotR = SKAction.rotate(byAngle: 0.15, duration: 0.2)
let rotL = SKAction.rotate(byAngle: -0.15, duration: 0.2)
let cycle = SKAction.sequence([rotR, rotL, rotL, rotR])
let wiggle = SKAction.repeatForever(cycle)
if turnBool == true {
if let card = atPoint(location) as? Card {
card.zPosition = CardLevel.moving.rawValue
addp1Cards()
if touch.tapCount > 1 {
return
}
if card.enlarged { return }
card.run(wiggle, withKey: "wiggle")
card.removeAction(forKey: "drop")
card.run(SKAction.scale(to: 1.3, duration: 0.25), withKey: "pickup")
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if let card = atPoint(location) as? Card {
if turnBool == true {
if card.enlarged { return }
card.position = location
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if let card = atPoint(location) as? Card {
if turnBool == true {
turnBool = false
addp1Cards()
if card.enlarged { return }
card.zPosition = CardLevel.board.rawValue
card.removeAction(forKey: "wiggle")
card.run(SKAction.rotate(toAngle: 0, duration: 0.2), withKey:"rotate")
card.removeAction(forKey: "pickup")
card.run(SKAction.scale(to: 1.0, duration: 0.25), withKey: "drop")
card.removeFromParent()
addChild(card)
card.flip()
self.enumerateChildNodes(withName: "\(player2_cards[p2int - 2])") { card2y, stop in
card2y.isUserInteractionEnabled = false
}
}
}
}
答案 0 :(得分:-1)
我找到了解决方案。
我添加了一系列卡片名称,其中包含已移动的卡片的名称,如果卡片名称是我试图移动匹配的数组中的名称,我将不允许移动代码运行。
这就是它的样子,
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
if let card = atPoint(location) as? Card {
if turnBool == true {
if Movedcards.contains(card.name!) {
} else {
if card.enlarged { return }
card.position = location
}
}
}
}