我正在将XCode 10.2与SpriteKit和swift 5一起使用来创建Mac应用程序,我一生都找不到处理节点上的点击事件的有效示例。
我可以找到的最新信息建议使用以下内容:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { }
但是XCode 错误,说
Use of undeclared type 'UIEvent'
Use of undeclared type 'UITouch'
我不确定如何进行处理,因为使用上述代码我发现建议的所有信息。到目前为止,其他所有工作都正常。这是我的GameScene类:
import SpriteKit
class GameScene: SKScene {
var circle: SKShapeNode = SKShapeNode();
var label: SKLabelNode = SKLabelNode();
var ground: SKShapeNode = SKShapeNode();
/**
* Did Move Callback
*/
override func didMove(to view: SKView) {
initGround(view: view);
initLabel(view: view);
let recognizer = NSClickGestureRecognizer(target: self, action: #selector(tap));
view.addGestureRecognizer(recognizer);
}
/**
* Click Handler
*/
@objc func tap(recognizer: NSGestureRecognizer) {
let viewLocation = recognizer.location(in: view);
let sceneLocation = convertPoint(fromView: viewLocation);
addCircle(view: view!, position: sceneLocation);
}
// Not Working
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
/**
* Init Ground
*/
func initGround(view: SKView) {
let path = CGMutablePath();
path.move(to: CGPoint(x: 0, y: 30));
path.addLine(to: CGPoint(x: view.frame.width, y: 30));
path.addLine(to: CGPoint(x: view.frame.width, y: view.frame.height));
path.addLine(to: CGPoint(x: 0, y: view.frame.height));
path.addLine(to: CGPoint(x: 0, y: 30));
ground.path = path;
ground.lineWidth = 5;
ground.strokeColor = SKColor.brown;
let borderBody = SKPhysicsBody(edgeLoopFrom: path);
borderBody.friction = 5;
self.physicsBody = borderBody;
addChild(ground);
}
/**
* Add Label
*/
func initLabel(view: SKView) {
label = SKLabelNode(text: "No Gravity");
label.name = "no gravity button";
label.position = CGPoint(x: label.frame.width / 2, y: 5);
label.fontSize = 12;
label.fontColor = SKColor.yellow;
label.fontName = "Avenir";
label.isUserInteractionEnabled = true;
addChild(label);
}
/**
* Add Circle
*/
func addCircle(view: SKView, position: CGPoint) {
let size = Int.random(in: 1 ..< 50);
let color = getRandomColor();
circle = SKShapeNode(circleOfRadius: CGFloat(size));
// Set Position
circle.position = position;
// Set Physics
circle.physicsBody = SKPhysicsBody(circleOfRadius: CGFloat(size));
circle.physicsBody?.affectedByGravity = false;
circle.physicsBody?.usesPreciseCollisionDetection = true;
circle.physicsBody?.restitution = 1; //0.8
circle.physicsBody?.linearDamping = 0;
circle.physicsBody?.friction = 0; //0.2
circle.physicsBody?.isDynamic = true;
circle.physicsBody?.mass = CGFloat(size);
circle.physicsBody?.allowsRotation = true;
circle.physicsBody?.velocity = CGVector(dx: 0, dy: -1000);
circle.strokeColor = color;
circle.glowWidth = 1.0;
circle.fillColor = color;
addChild(circle)
}
func getRandomColor() -> SKColor {
return SKColor(red: .random(in: 0...1),
green: .random(in: 0...1),
blue: .random(in: 0...1),
alpha: 1.0)
}
}
有人在使用Swift 5和处理SpriteKit中的单击/触摸方面有经验吗?还是也许XCode为什么说UIEvent和UITouch不是真实的东西?
谢谢!
答案 0 :(得分:0)
在Mac上,您将实现
autoComplete
在每种情况下,您都会致电
-(void)mouseDown:(NSEvent *)theEvent {
}
- (void)mouseUp:(NSEvent *)theEvent {
}
- (void)mouseExited:(NSEvent *)theEvent {
}
了解点击在场景中发生的位置。
答案 1 :(得分:0)
用户Martin R指出UIEvent和UITouch类仅包含在iOS项目中。我正在创建一个Mac应用程序,但我没有意识到我的GameScene类中已经有单击处理程序:
override func didMove(to view: SKView) {
let recognizer = NSClickGestureRecognizer(target: self, action: #selector(click));
view.addGestureRecognizer(recognizer);
}
这将为我已经定义的点击处理程序注册一个回调:
/**
* Click Handler
*/
@objc func tap(recognizer: NSGestureRecognizer) {
let viewLocation = recognizer.location(in: view);
let sceneLocation = convertPoint(fromView: viewLocation);
let touchedNode = self.atPoint(sceneLocation);
if let name = touchedNode.name {
if name == "no gravity button" {
print("Touched")
}
}
addCircle(view: view!, position: sceneLocation);
}
我能够获得被单击的节点名称,并按照我的原意对其进行操作。