如何在Spritekit节点上检测滑动?

时间:2017-04-24 21:11:08

标签: ios swift3 sprite-kit uigesturerecognizer swipe

所以我目前正在开发一个用Swift3编写的2D无限运行器,并为我的节点和场景使用Spritekit。我最近实现了一些代码来检测一般的滑动,它们将在下面。所以我的问题是:如何检测滑动操作并检查Spritekit节点上的滑动方向?我意识到之前已经问过这个问题,但我找不到一个可行的解决方案,因为我遇到的一切似乎都是针对Swift和Swift2而不是Swift3。

这是我的滑动检测代码:

override func viewDidLoad() {
  super.viewDidLoad()
  let swipeLeft = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
    swipeLeft.direction = UISwipeGestureRecognizerDirection.left
    self.view.addGestureRecognizer(swipeLeft)

    let swipeRight = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
    swipeRight.direction = UISwipeGestureRecognizerDirection.right
    self.view.addGestureRecognizer(swipeRight)

    let swipeUp = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
    swipeUp.direction = UISwipeGestureRecognizerDirection.up
    self.view.addGestureRecognizer(swipeUp)

    let swipeDown = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
    swipeDown.direction = UISwipeGestureRecognizerDirection.down
    self.view.addGestureRecognizer(swipeDown)
}

我用功能测试了这些:

func respondToSwipeGesture(gesture: UIGestureRecognizer) {
        if let swipeGesture = gesture as? UISwipeGestureRecognizer {
            switch swipeGesture.direction {
            case UISwipeGestureRecognizerDirection.right:
                print("Swiped right")
            case UISwipeGestureRecognizerDirection.down:
                print("Swiped down")
            case UISwipeGestureRecognizerDirection.left:
                print("Swiped left")
            case UISwipeGestureRecognizerDirection.up:
                print("Swiped up")
            default:
                break
            }
        }
}

滑动似乎可以正常工作,因为打印语句已经显示正确的输出以响应我的滑动。

我还添加了一个委托以避免可能的SIGABRT错误:

class GameViewController: UIViewController, UIGestureRecognizerDelegate

如果您想了解更多信息,请与我们联系!

  

编辑:   添加了我初始化拼图的代码

//The class
class ChoosePiecesClass: SKSpriteNode{
    func moveWithCamera() {
        self.position.x += 5;
}


//initialize a piece
private var RandomPiece1: ChoosePiecesClass?;


override func didMove(to view: SKView) {
    RandomPiece1 = childNode(withName: "RandomPiece1") as? ChoosePiecesClass;
    RandomPiece1?.position.x = 195;
    RandomPiece1?.position.y = -251;
}

override func update(_ currentTime: TimeInterval) {
    RandomPiece1?.moveWithCamera();
}
  

在单击“开始游戏”并触发fatalError代码时,编辑从控制台提供错误语句,导致游戏崩溃。

fatal error: init(coder:) has not been implemented: file /Users/ardemis/Documents/PuzzleRunner/PuzzleRunner 3 V3/PuzzleRunner/ChoosePieces.swift, line 33

它还会显示以下内容

EXEC_BAT_INSTRUCTION(code = EXEC_1386_INVOP, subcode = 0x0)

与fatalError声明在同一行。

1 个答案:

答案 0 :(得分:4)

如果我试图跟踪特定的SpriteNodes,我不会使用UIGestures。您可以轻松跟踪TouchesBegan中的节点,并找出滑动方向发生的方向。此示例在屏幕上有三个精灵将打印/记录其中一个被刷过的方向,并将忽略所有其他滑动。

  

编辑>我刚刚为我的Box对象创建了一个子类(抱歉,我没有使用你的命名,但它具有相同的功能)。可能有很多方法可以做到这一点,我选择在子类上使用创建协议并使场景符合协议。我将所有触摸/滑动功能移动到子类中,当它完成检测滑动时,它只调用委托并说明哪个对象已被刷过。

protocol BoxDelegate: NSObjectProtocol {
    func boxSwiped(box: Box)
}

class Box: SKSpriteNode {

    weak var boxDelegate: BoxDelegate!
    private var moveAmtX: CGFloat = 0
    private var moveAmtY: CGFloat = 0
    private let minimum_detect_distance: CGFloat = 100
    private var initialPosition: CGPoint = CGPoint.zero
    private var initialTouch: CGPoint = CGPoint.zero
    private var resettingSlider = false

    override init(texture: SKTexture?, color: UIColor, size: CGSize) {

        super.init(texture: texture, color: color, size: size)

        self.isUserInteractionEnabled = true
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    func moveWithCamera() {
        self.position.x += 5
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

        if let touch = touches.first as UITouch! {

            initialTouch = touch.location(in: self.scene!.view)
            moveAmtY = 0
            moveAmtX = 0
            initialPosition = self.position
        }
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {

        if let touch = touches.first as UITouch! {

            let movingPoint: CGPoint = touch.location(in: self.scene!.view)

            moveAmtX = movingPoint.x - initialTouch.x
            moveAmtY = movingPoint.y - initialTouch.y
        }
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {

        var direction = ""
        if fabs(moveAmtX) > minimum_detect_distance {

            //must be moving side to side
            if moveAmtX < 0 {
                direction = "left"
            }
            else {
                direction = "right"
            }
        }
        else if fabs(moveAmtY) > minimum_detect_distance {

            //must be moving up and down
            if moveAmtY < 0 {
                direction = "up"
            }
            else {
                direction = "down"
            }
        }

        print("object \(self.name!) swiped " + direction)

        self.boxDelegate.boxSwiped(box: self)
    }
}

在GameScene.sks中

  

确保通过在声明后添加协议使GameScene符合BoxDelegate

class GameScene: SKScene, BoxDelegate {

    var box = Box()
    var box2 = Box()
    var box3 = Box()

    override func didMove(to view: SKView) {

        box = Box(color: .white, size: CGSize(width: 200, height: 200))
        box.zPosition = 1
        box.position = CGPoint(x: 0 - 900, y: 0)
        box.name = "white box"
        box.boxDelegate = self
        addChild(box)

        box2 = Box(color: .blue, size: CGSize(width: 200, height: 200))
        box2.zPosition = 1
        box2.name = "blue box"
        box2.position = CGPoint(x: 0 - 600, y: 0)
        box2.boxDelegate = self
        addChild(box2)

        box3 = Box(color: .red, size: CGSize(width: 200, height: 200))
        box3.zPosition = 1
        box3.name = "red box"
        box3.position = CGPoint(x: -300, y: 0)
        box3.boxDelegate = self
        addChild(box3)
    }

    func boxSwiped(box: Box) {
        currentObject = box
        print("currentObject \(currentObject)")
    }

    override func update(_ currentTime: TimeInterval) {
        box.moveWithCamera()
        box2.moveWithCamera()
        box3.moveWithCamera()
    }
}