Swift 3.0 - Sprite 套件 - 多点触控
Swift 3.0 - Sprite Kit - Multitouch
我是 Swift SpriteKit 的新手,我想制作一个像虚拟操纵杆和两个按钮(两个节点)这样的游戏,我已经启用了多点触控。但是,每当我移动虚拟操纵杆并攻击 Spritenode 时,按钮的虚拟操纵杆似乎是锯齿状的。我如何将虚拟操纵杆的触摸与触摸 attackbutton
分开
class GameScene: SKScene {
var defend : Bool = false
var attack : Bool = false
var stickMove : Bool = false
var stickEnd:Bool = false
var moveattack:Bool = false
var movedefend:Bool = false
var playermovement:Bool = true
let vj1 = SKSpriteNode(imageNamed: "vj1")
let vj2 = SKSpriteNode(imageNamed: "vj2")
let player = SKSpriteNode(imageNamed: "player")
let rotationSpeed :CGFloat = CGFloat(M_PI)
let rotationOffSet : CGFloat = -CGFloat(M_PI/2.0)
let attackvj = SKSpriteNode(imageNamed: "attackvj")
let defendvj = SKSpriteNode(imageNamed: "defendvj")
private var touchPosition: CGFloat = 0
private var targetZRotation: CGFloat = 0
override func didMove(to view: SKView) {
self.view?.isMultipleTouchEnabled = true
self.backgroundColor = SKColor.black
//position of joystick
vj1.zPosition = 1
vj1.xScale = 1.5
vj1.yScale = 1.5
self.addChild(vj1)
vj1.position = CGPoint(x: self.size.width*15/100, y:self.size.height*30/100)
vj2.zPosition = 1
vj2.xScale = 1.5
vj2.yScale = 1.5
self.addChild(vj2)
vj2.position = vj1.position
player.zPosition = 0
player.physicsBody = SKPhysicsBody(rectangleOf: player.size)
player.physicsBody!.affectedByGravity = false
player.position = CGPoint(x: self.size.width/2, y:self.size.height/2)
self.addChild(player)
attackvj.anchorPoint = CGPoint(x: 0.5, y:0.5)
attackvj.position = CGPoint(x: self.size.width*80/100, y:self.size.height*30/100)
attackvj.xScale = 2.0
attackvj.yScale = 2.0
self.addChild(attackvj)
defendvj.anchorPoint = CGPoint(x: 0.5, y:0.5)
defendvj.position = CGPoint(x: self.size.width*90/100, y:self.size.height*50/100)
defendvj.xScale = 2.0
defendvj.yScale = 2.0
self.addChild(defendvj)
vj1.alpha = 0.4
vj2.alpha = 0.4
attackvj.alpha = 0.4
defendvj.alpha = 0.4
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches){
let location = touch.location(in: self)
if vj2.contains(location){
stickEnd = false
stickMove = true
}
if defendvj.contains(location){
defend = true
}
if attackvj.contains(location){
attack = true
attackvj.xScale = 2.5
attackvj.yScale = 2.5
}
if(stickMove == true && attack == true){
moveattack = true
}
if(stickMove == true && defend == true){
movedefend = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches){
let location = touch.location(in: self)
let previousLocation = touch.previousLocation(in: self)
let v = CGVector(dx: location.x - vj1.position.x, dy: location.y - vj1.position.y)
print("locationsss" , location , "previouslocationsss", previousLocation)
let angle = atan2(v.dy, v.dx)
targetZRotation = angle + rotationOffSet
let length:CGFloat = vj1.frame.size.height / 2
let xDist:CGFloat = sin(angle - 1.57079633) * length
let yDist:CGFloat = cos(angle - 1.57079633) * length
if(stickMove == true){
if(vj1.frame.contains(location)){
vj2.position = location
}
else{
vj2.position = CGPoint(x: vj1.position.x - xDist, y: vj1.position.y + yDist)
}
if(attackvj.frame.contains(location)){//How am I gonna make this location in attackvj, not to influence my joystick location?
}
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(stickMove == true && attack == false && defend == false){
let move:SKAction = SKAction.move(to: vj1.position, duration: 0.2)
move.timingMode = .easeOut
vj2.run(move)
stickEnd = true
stickMove = false
}
if(attack == true){
attack = false
attackvj.xScale = 2.0
attackvj.yScale = 2.0
moveattack = false
}
if(defend == true){
defend = false
movedefend = false
}
}
override func update(_ currentTime: TimeInterval) {
//rotation
if (stickEnd == false) {
var angularDisplacement = targetZRotation - player.zRotation
if angularDisplacement > CGFloat(M_PI) {
angularDisplacement = (angularDisplacement - CGFloat(M_PI)*2)
}
else if angularDisplacement < -CGFloat(M_PI) {
angularDisplacement = (angularDisplacement + CGFloat(M_PI)*2)
}
if abs(angularDisplacement) > rotationSpeed*(1.0/60.0){
let angularVelocity = angularDisplacement < 0 ? -rotationSpeed : rotationSpeed
player.physicsBody!.angularVelocity = angularVelocity
} else {
player.physicsBody!.angularVelocity = 0
player.zPosition = targetZRotation
}
}
else{
player.physicsBody!.angularVelocity = 0
}
//movement but use attack button to testing
if (attack == true)
{
player.position = CGPoint(x:player.position.x + cos(player.zRotation + 1.57079633),y:player.position.y + sin(player.zRotation + 1.57079633))
}
}
您面临的问题是您正在混合触摸的上下文。这让事情变得比他们需要的更加困难和复杂。
最简单的做法是让您的虚拟操纵杆成为一个单独的 SKSpriteNode class,它可以跟踪自己的触摸并报告它们。与按钮相同 - 它们跟踪自己的触摸并报告它们的状态。
但是,如果您想继续使用当前让高级对象跟踪多个触摸的方法,您需要做的是在 touchesBegan 中捕获与每个触摸相关联的上下文,然后更新内容touchesMoved 根据需要,取消 touchesEnded 中的触摸。
例如,您想将 特定触摸 与虚拟操纵杆相关联,因为如果他们将手指从操纵杆上拖到按钮上,您不希望出现奇怪的情况, 说。并且您想确切地知道当用户抬起手指时哪个触摸被抬起。
这里有一些示例代码可以说明该过程:
//
// This scene lets the user drag a red and a blue box
// around the scene. In the .sks file (or in the didMove
// function), add two sprites and name them "red" and "blue".
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
private var redTouch:UITouch?
private var blueTouch:UITouch?
override func didMove(to view: SKView) {
super.didMove(to: view)
isUserInteractionEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Grab some references to the red and blue sprites.
// (They must be direct children of the scene, or the
// paths must be amended.)
guard let redBox = childNode(withName: "red") else { return }
guard let blueBox = childNode(withName: "blue") else { return }
for touch in touches {
// Get the location of the touch in SpriteKit Scene space.
let touchLocation = touch.location(in: self)
// Check to see if the user is touching one of the boxes.
if redBox.contains( touchLocation ) {
// If we already have a touch in the red box, do nothing.
// Otherwise, make this our new red touch.
redTouch = touch
} else if blueBox.contains( touchLocation ) {
// If we already have a touch in the blue box, do nothing.
// Otherwise, make this our new blue touch.
blueTouch = touch
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
// We have already established which touches are active,
// and we have already tied them to the two contexts, so
// we just need to read their current location and update
// the location of the red and blue boxes for the touches
// that are active.
if let redTouch = redTouch {
guard let redBox = childNode(withName: "red") else { return }
let location = redTouch.location(in:self)
redBox.position = location
}
if let blueTouch = blueTouch {
guard let blueBox = childNode(withName: "blue") else { return }
let location = blueTouch.location(in:self)
blueBox.position = location
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// The parameter touches contains a list of ending touches,
// so we check the touches we are currently tracking to
// see if they are newly lifted. If so, we cancel them.
if let touch = redTouch {
if touches.contains( touch ) {
redTouch = nil
}
}
if let touch = blueTouch {
if touches.contains( touch ) {
blueTouch = nil
}
}
}
}
在上面的代码中,我们将红框和蓝框上的触摸分开了。我们总是知道哪个触摸在拖动红色框,哪个触摸在拖动蓝色框(如果有的话)。这是一个简单的示例,但它可以推广到您的情况,您可以触摸虚拟操纵杆和每个单独的按钮。
请注意,此方法也适用于多点触控元素。如果您有一张想要缩放的地图,您可以跟踪两次触摸,以便比较它们的捏合手势。这样一来,如果您的捏合手势不小心偏离了某个按钮,您就已经将其标记为捏合手势的一部分,并且知道不要开始触发该按钮。
但同样,更好的方法是拥有一个单独的 SKSpriteNode subclass,它只跟踪操纵杆触摸并将其状态报告给某个更高级别的管理器 class。您已经知道执行此操作所需知道的一切 - 这就像您拥有的一样,无需额外检查是否按下了其他按钮。与按钮相同。唯一的新部分是向经理发送消息 "up the chain",这很容易处理。
我是 Swift SpriteKit 的新手,我想制作一个像虚拟操纵杆和两个按钮(两个节点)这样的游戏,我已经启用了多点触控。但是,每当我移动虚拟操纵杆并攻击 Spritenode 时,按钮的虚拟操纵杆似乎是锯齿状的。我如何将虚拟操纵杆的触摸与触摸 attackbutton
分开class GameScene: SKScene {
var defend : Bool = false
var attack : Bool = false
var stickMove : Bool = false
var stickEnd:Bool = false
var moveattack:Bool = false
var movedefend:Bool = false
var playermovement:Bool = true
let vj1 = SKSpriteNode(imageNamed: "vj1")
let vj2 = SKSpriteNode(imageNamed: "vj2")
let player = SKSpriteNode(imageNamed: "player")
let rotationSpeed :CGFloat = CGFloat(M_PI)
let rotationOffSet : CGFloat = -CGFloat(M_PI/2.0)
let attackvj = SKSpriteNode(imageNamed: "attackvj")
let defendvj = SKSpriteNode(imageNamed: "defendvj")
private var touchPosition: CGFloat = 0
private var targetZRotation: CGFloat = 0
override func didMove(to view: SKView) {
self.view?.isMultipleTouchEnabled = true
self.backgroundColor = SKColor.black
//position of joystick
vj1.zPosition = 1
vj1.xScale = 1.5
vj1.yScale = 1.5
self.addChild(vj1)
vj1.position = CGPoint(x: self.size.width*15/100, y:self.size.height*30/100)
vj2.zPosition = 1
vj2.xScale = 1.5
vj2.yScale = 1.5
self.addChild(vj2)
vj2.position = vj1.position
player.zPosition = 0
player.physicsBody = SKPhysicsBody(rectangleOf: player.size)
player.physicsBody!.affectedByGravity = false
player.position = CGPoint(x: self.size.width/2, y:self.size.height/2)
self.addChild(player)
attackvj.anchorPoint = CGPoint(x: 0.5, y:0.5)
attackvj.position = CGPoint(x: self.size.width*80/100, y:self.size.height*30/100)
attackvj.xScale = 2.0
attackvj.yScale = 2.0
self.addChild(attackvj)
defendvj.anchorPoint = CGPoint(x: 0.5, y:0.5)
defendvj.position = CGPoint(x: self.size.width*90/100, y:self.size.height*50/100)
defendvj.xScale = 2.0
defendvj.yScale = 2.0
self.addChild(defendvj)
vj1.alpha = 0.4
vj2.alpha = 0.4
attackvj.alpha = 0.4
defendvj.alpha = 0.4
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches){
let location = touch.location(in: self)
if vj2.contains(location){
stickEnd = false
stickMove = true
}
if defendvj.contains(location){
defend = true
}
if attackvj.contains(location){
attack = true
attackvj.xScale = 2.5
attackvj.yScale = 2.5
}
if(stickMove == true && attack == true){
moveattack = true
}
if(stickMove == true && defend == true){
movedefend = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches){
let location = touch.location(in: self)
let previousLocation = touch.previousLocation(in: self)
let v = CGVector(dx: location.x - vj1.position.x, dy: location.y - vj1.position.y)
print("locationsss" , location , "previouslocationsss", previousLocation)
let angle = atan2(v.dy, v.dx)
targetZRotation = angle + rotationOffSet
let length:CGFloat = vj1.frame.size.height / 2
let xDist:CGFloat = sin(angle - 1.57079633) * length
let yDist:CGFloat = cos(angle - 1.57079633) * length
if(stickMove == true){
if(vj1.frame.contains(location)){
vj2.position = location
}
else{
vj2.position = CGPoint(x: vj1.position.x - xDist, y: vj1.position.y + yDist)
}
if(attackvj.frame.contains(location)){//How am I gonna make this location in attackvj, not to influence my joystick location?
}
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(stickMove == true && attack == false && defend == false){
let move:SKAction = SKAction.move(to: vj1.position, duration: 0.2)
move.timingMode = .easeOut
vj2.run(move)
stickEnd = true
stickMove = false
}
if(attack == true){
attack = false
attackvj.xScale = 2.0
attackvj.yScale = 2.0
moveattack = false
}
if(defend == true){
defend = false
movedefend = false
}
}
override func update(_ currentTime: TimeInterval) {
//rotation
if (stickEnd == false) {
var angularDisplacement = targetZRotation - player.zRotation
if angularDisplacement > CGFloat(M_PI) {
angularDisplacement = (angularDisplacement - CGFloat(M_PI)*2)
}
else if angularDisplacement < -CGFloat(M_PI) {
angularDisplacement = (angularDisplacement + CGFloat(M_PI)*2)
}
if abs(angularDisplacement) > rotationSpeed*(1.0/60.0){
let angularVelocity = angularDisplacement < 0 ? -rotationSpeed : rotationSpeed
player.physicsBody!.angularVelocity = angularVelocity
} else {
player.physicsBody!.angularVelocity = 0
player.zPosition = targetZRotation
}
}
else{
player.physicsBody!.angularVelocity = 0
}
//movement but use attack button to testing
if (attack == true)
{
player.position = CGPoint(x:player.position.x + cos(player.zRotation + 1.57079633),y:player.position.y + sin(player.zRotation + 1.57079633))
}
}
您面临的问题是您正在混合触摸的上下文。这让事情变得比他们需要的更加困难和复杂。
最简单的做法是让您的虚拟操纵杆成为一个单独的 SKSpriteNode class,它可以跟踪自己的触摸并报告它们。与按钮相同 - 它们跟踪自己的触摸并报告它们的状态。
但是,如果您想继续使用当前让高级对象跟踪多个触摸的方法,您需要做的是在 touchesBegan 中捕获与每个触摸相关联的上下文,然后更新内容touchesMoved 根据需要,取消 touchesEnded 中的触摸。
例如,您想将 特定触摸 与虚拟操纵杆相关联,因为如果他们将手指从操纵杆上拖到按钮上,您不希望出现奇怪的情况, 说。并且您想确切地知道当用户抬起手指时哪个触摸被抬起。
这里有一些示例代码可以说明该过程:
//
// This scene lets the user drag a red and a blue box
// around the scene. In the .sks file (or in the didMove
// function), add two sprites and name them "red" and "blue".
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
private var redTouch:UITouch?
private var blueTouch:UITouch?
override func didMove(to view: SKView) {
super.didMove(to: view)
isUserInteractionEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// Grab some references to the red and blue sprites.
// (They must be direct children of the scene, or the
// paths must be amended.)
guard let redBox = childNode(withName: "red") else { return }
guard let blueBox = childNode(withName: "blue") else { return }
for touch in touches {
// Get the location of the touch in SpriteKit Scene space.
let touchLocation = touch.location(in: self)
// Check to see if the user is touching one of the boxes.
if redBox.contains( touchLocation ) {
// If we already have a touch in the red box, do nothing.
// Otherwise, make this our new red touch.
redTouch = touch
} else if blueBox.contains( touchLocation ) {
// If we already have a touch in the blue box, do nothing.
// Otherwise, make this our new blue touch.
blueTouch = touch
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
// We have already established which touches are active,
// and we have already tied them to the two contexts, so
// we just need to read their current location and update
// the location of the red and blue boxes for the touches
// that are active.
if let redTouch = redTouch {
guard let redBox = childNode(withName: "red") else { return }
let location = redTouch.location(in:self)
redBox.position = location
}
if let blueTouch = blueTouch {
guard let blueBox = childNode(withName: "blue") else { return }
let location = blueTouch.location(in:self)
blueBox.position = location
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// The parameter touches contains a list of ending touches,
// so we check the touches we are currently tracking to
// see if they are newly lifted. If so, we cancel them.
if let touch = redTouch {
if touches.contains( touch ) {
redTouch = nil
}
}
if let touch = blueTouch {
if touches.contains( touch ) {
blueTouch = nil
}
}
}
}
在上面的代码中,我们将红框和蓝框上的触摸分开了。我们总是知道哪个触摸在拖动红色框,哪个触摸在拖动蓝色框(如果有的话)。这是一个简单的示例,但它可以推广到您的情况,您可以触摸虚拟操纵杆和每个单独的按钮。
请注意,此方法也适用于多点触控元素。如果您有一张想要缩放的地图,您可以跟踪两次触摸,以便比较它们的捏合手势。这样一来,如果您的捏合手势不小心偏离了某个按钮,您就已经将其标记为捏合手势的一部分,并且知道不要开始触发该按钮。
但同样,更好的方法是拥有一个单独的 SKSpriteNode subclass,它只跟踪操纵杆触摸并将其状态报告给某个更高级别的管理器 class。您已经知道执行此操作所需知道的一切 - 这就像您拥有的一样,无需额外检查是否按下了其他按钮。与按钮相同。唯一的新部分是向经理发送消息 "up the chain",这很容易处理。