我正在尝试制作一款游戏,玩家有时在屏幕上绘制图案。为此,我的解决方案是在屏幕上添加可通过扩展SKSpriteNode触摸的多个节点。 当玩家触摸一个节点时,我想调用touchesmoved,并将所有触摸的节点添加到数组中。 然后,当播放器停止触摸屏幕时,我想将该阵列与另一个阵列进行匹配,然后发生一些事情。
我一直在使用updates函数,并尝试在每个更新循环中运行一个函数,但是效果不是很好。我也尝试过使gameScene类成为我的touchableShapeNode类的委托,但是我努力使它起作用。
class TouchableShapeNode: SKShapeNode {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if (name != nil) {
print("\(name ?? "node") touched")
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if (name != nil) {
print("\(name ?? "node") touched")
}
}
}
我的问题是,现在唯一被选中的节点是我触摸的第一个节点,而不是玩家手指移过的那个节点。现在,我只是在打印触摸节点的名称。
答案 0 :(得分:0)
我不确定您要做什么,但这是一个执行以下操作的小程序:
要使用,只需启动一个新的空SpriteKit项目,然后用此代码替换gameScene.swift。
import SpriteKit
import UIKit
class GameScene: SKScene {
let shipSize = CGSize(width: 25, height: 25)
let normalColour = UIColor.red
let touchedColour = UIColor.green
var touchedNodes = Set<SKSpriteNode>()
override func didMove(to view: SKView) {
let sceneWidth = self.scene?.size.width
let sceneHeight = self.scene?.size.height
// Add 15 colour sprites to the screen in random places.
for _ in 1...15 {
let ship = SKSpriteNode(color: normalColour, size: shipSize)
ship.position.x = CGFloat.random(in: -sceneWidth!/2...sceneWidth!/2) * 0.7
ship.position.y = CGFloat.random(in: -sceneHeight!/2...sceneHeight!/2) * 0.7
ship.name = "ship"
addChild(ship)
}
}
// When the screen is toucheed, empty the 'touchedNodes' set and rest all nodes back to their normal colour.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
resetTouchedNodes()
}
// As the touch moves, if we touch a node then add it to our 'touchedNodes' set.
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let location = touch!.location(in: self)
// If there is a node at the touch location, add it to our 'touchedSprites' set.
if let touchedNode = selectNodeForTouch(location) {
touchedNodes.insert(touchedNode)
}
}
// When the touch ends, make all nodes that were touched change colour.
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for node in touchedNodes {
node.color = touchedColour
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
resetTouchedNodes()
}
// Return the first sprite where the user touched the screen, else nil
func selectNodeForTouch(_ touchLocation: CGPoint) -> SKSpriteNode? {
let nodes = self.nodes(at: touchLocation)
for node in nodes {
if node is SKSpriteNode {
return (node as! SKSpriteNode)
}
}
return nil
}
// Clear the touchedSprites set and return all nodes on screen to their normal colour
func resetTouchedNodes() {
touchedNodes.removeAll()
enumerateChildNodes(withName: "//ship") { node, _ in
let shipNode = node as! SKSpriteNode
shipNode.color = self.normalColour
}
}
}
您可以通过多种方式对此进行修改。例如,您可以在touchesMoved
等中触摸精灵,立即更改其颜色。