Swift Sprite Kit开始触控功能
Swift Sprite Kit Began Touch Function
我正在处理一个 xcode 项目,我试图让一个红球 SKShapeNode 在我触摸它时四处移动。我自己的源代码中touch开始class是不行的。我的代码有什么缺陷,我需要做什么才能修复它。
import SpriteKit
class GameScene: SKScene {
//Rectangle Skeletions
var leftWallRect = CGRect(x: 0, y: 0, width: 40, height: 1000)
var ball = SKShapeNode(circleOfRadius: 25);
override func didMoveToView(view: SKView) {
// Declare the Sprites in your scene
var ball = SKShapeNode(circleOfRadius: 25);
let leftWall = SKShapeNode(rect: leftWallRect);
let rightWall = SKShapeNode(rect: leftWallRect);
let pin = SKSpriteNode(imageNamed: "pin");
// Ball Properties
ball.strokeColor = UIColor.blackColor()
ball.fillColor = UIColor.redColor()
ball.position = CGPointMake(self.frame.width / 2 , self.frame.height / 4 - 100 )
self.addChild(ball)
// Left Wall Properties
leftWall.fillColor = UIColor.purpleColor()
leftWall.strokeColor = UIColor.blackColor()
leftWall.position = CGPointMake(self.frame.size.width / 3 - 45, self.frame.size.height / 2 - 400)
self.addChild(leftWall)
//Right Wall Properties
rightWall.fillColor = UIColor.purpleColor()
rightWall.strokeColor = UIColor.blackColor()
rightWall.position = CGPointMake(self.frame.size.width / 2 + 175, self.frame.size.height / 2 - 400)
self.addChild(rightWall)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
if touchLocation == ball.position{
ball.position = touchLocation
println("Touches");
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
LOL 哇,这很有趣,if touchLocation == ball.position
如果你能击中球的准确像素位置,我会印象深刻。你要的是这个:
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(touchLocation)
if touchedNode == ball{
...
但就我个人而言,我会做的是 SKSpriteNode
的子 class,然后在 child 的触球例程中执行球的触球代码
我正在处理一个 xcode 项目,我试图让一个红球 SKShapeNode 在我触摸它时四处移动。我自己的源代码中touch开始class是不行的。我的代码有什么缺陷,我需要做什么才能修复它。
import SpriteKit
class GameScene: SKScene {
//Rectangle Skeletions
var leftWallRect = CGRect(x: 0, y: 0, width: 40, height: 1000)
var ball = SKShapeNode(circleOfRadius: 25);
override func didMoveToView(view: SKView) {
// Declare the Sprites in your scene
var ball = SKShapeNode(circleOfRadius: 25);
let leftWall = SKShapeNode(rect: leftWallRect);
let rightWall = SKShapeNode(rect: leftWallRect);
let pin = SKSpriteNode(imageNamed: "pin");
// Ball Properties
ball.strokeColor = UIColor.blackColor()
ball.fillColor = UIColor.redColor()
ball.position = CGPointMake(self.frame.width / 2 , self.frame.height / 4 - 100 )
self.addChild(ball)
// Left Wall Properties
leftWall.fillColor = UIColor.purpleColor()
leftWall.strokeColor = UIColor.blackColor()
leftWall.position = CGPointMake(self.frame.size.width / 3 - 45, self.frame.size.height / 2 - 400)
self.addChild(leftWall)
//Right Wall Properties
rightWall.fillColor = UIColor.purpleColor()
rightWall.strokeColor = UIColor.blackColor()
rightWall.position = CGPointMake(self.frame.size.width / 2 + 175, self.frame.size.height / 2 - 400)
self.addChild(rightWall)
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
if touchLocation == ball.position{
ball.position = touchLocation
println("Touches");
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
LOL 哇,这很有趣,if touchLocation == ball.position
如果你能击中球的准确像素位置,我会印象深刻。你要的是这个:
let touch = touches.first as! UITouch
let touchLocation = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(touchLocation)
if touchedNode == ball{
...
但就我个人而言,我会做的是 SKSpriteNode
的子 class,然后在 child 的触球例程中执行球的触球代码