Select 拖动时有多个节点

Select multiple nodes while dragging

我正在尝试制作一款游戏,让玩家在特定时间在屏幕上绘制图案。我的解决方案是通过 SKSpriteNode 的扩展在屏幕上添加多个可触摸的节点。 当玩家触摸到一个节点时,我想调用 touchesmoved,并将所有触摸到的节点添加到一个数组中。 然后,当玩家停止触摸屏幕时,我想将该数组与另一个数组匹配,然后发生了一些事情。

我一直在尝试更新函数,并尝试 运行 每个更新循环都有一个函数,但效果不是很好。我也试过让 gameScene class 成为我的 touchableShapeNode Class 的代表,但我很难让它发挥作用。

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节点。现在我只是打印触摸节点的名称。

我不太确定你在找什么,但这里有一个小程序可以执行以下操作:

  1. 在屏幕上放置 15 个红色方块
  2. 当您在屏幕上拖动时,您触摸的任何节点都会添加到一个集合中。
  3. 当您停止触摸时,所有触摸的节点的颜色都会变为绿色。
  4. 当您开始新的触摸时,触摸的节点集被清空并且所有节点return变为它们的起始颜色(红色)。

要使用,只需启动一个新的空 SpriteKit 项目并用此代码替换 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,您可以在触摸 touchesMoved

时立即更改精灵的颜色