我在GameScene.swift中有一个炸弹生成器,可以将SKShapeNodes添加到场景中。每个SKShapeNode是一个下落的物理对象,其名称设置为“炸弹”。我想检测用户何时触摸这些节点(使用touchesBegan进行中秋),但是它不起作用。我在做什么错了?
// Bomb Spawner Function
func spawnBomb() {
let bombHeight = 80
let bomgWidth = 40
// Define Bomb
let bomb = SKShapeNode(rectOf: CGSize(width: bomgWidth,
height: bombHeight))
bomb.name = "bomb"
bomb.zPosition = 10
bomb.isUserInteractionEnabled = true
bomb.position = CGPoint(x: size.width / 2, y: size.height / 2)
bomb.fillColor = SKColor.blue
// Add Physics Body
bomb.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: bomgWidth,
height: bombHeight))
// Determine Random Position
let randomPosition = abs(CGFloat(random.nextInt()).truncatingRemainder(dividingBy: size.width))
bomb.position = CGPoint(x: randomPosition, y: size.height)
// Add Category BitMask
bomb.physicsBody?.categoryBitMask = BombCategory
bomb.physicsBody?.contactTestBitMask = WorldFrameCategory
// Add to the scene
addChild(bomb)
}
触摸检测
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch:UITouch = touches.first!
let positionInScene = touch.location(in: self)
let touchedNode = self.atPoint(positionInScene)
if let name = touchedNode.name
{
if name == "bomb"
{
print("bomb Touched")
}
}
}
答案 0 :(得分:1)
我怀疑您的问题源于atPoint返回SKNode的事实。您有两种获取最高节点的方法:
if atPoint(touch.location(in: self)) == childNode(withName: "bomb"){
//run your code
}
这对于单个节点很好。就个人而言,我喜欢使用子类,因此我将使用
类炸弹:SKShapeNode
,然后简单地查看我触摸下的最高节点是否可以转换为炸弹。
if let bomb = atPoint(touch.location(in: self)) as? Bomb {
//...
}
这使您可以将炸弹类型的典型设置移到子类中,并使整体代码更具可读性。