如何检测是否已触摸 SKSpriteNode
How do I detect if an SKSpriteNode has been touched
我正在尝试检测我的 sprite 节点是否已被触摸,但我不知道从哪里开始。
let Pineapple = SKSpriteNode(imageNamed: "Pineappleimg")
Pineapple.userInteractionEnabled = true
Pineapple.position = CGPoint(x: CGRectGetMidX(self.frame) - 200, y: CGRectGetMidY(self.frame));
self.addChild(Pineapple)
首先将SKSpriteNode
的name
属性设置为字符串
pineapple.name = "pineapple"
pineapple.userInteractionEnabled = false
然后在touchesBegan
函数中Scene
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch:UITouch = touches.anyObject()! as UITouch
let positionInScene = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(positionInScene)
if let name = touchedNode.name
{
if name == "pineapple"
{
print("Touched")
}
}
}
这是一种方法。
您还可以子类化 SKSpriteNode
并覆盖其中的 touchesBegan
。
class TouchableSpriteNode : SKSpriteNode
{
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
print("touched")
}
}
然后
let pineapple = TouchableSpriteNode(imageNamed: "Pineappleimg")
pineapple.userInteractionEnabled = true
pineapple.position = CGPoint(x: CGRectGetMidX(self.frame) - 200, y: CGRectGetMidY(self.frame));
self.addChild(pineapple)
实现触摸开始时调用的 touchesBegan
方法。或者,您也可以在 touchesEnded
中执行此操作。
override func touchesBegan(touches: NSSet, withEvent event: UIEvent)
{
let touch = touches.anyObject() as UITouch
let location = touch.locationInNode(self)
let nodes = self.nodesAtPoint(location)
for node in nodes
{
if node.name == "youNodeName"
{
// Node tapped
// Do something
break
}
}
}
使用这段代码来检测 SKSpriteNode 上的触摸
if(nodeAtPoint(location) == node){
}
如果您只想寻找几个可以触摸的节点(例如,游戏中的 "Continue" 或 "Exit" 标签 UI),这可能是一个替代方案,但是非常简单的解决方案:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first!
if myNode.containsPoint(touch.locationInNode(self)) {
print("touched")
}
}
更新 Swift 3.0 和 XCode 7.3.1。我有一个 SKShapeNode 派生到一个新的 class 并将其插入到场景中。当我想检测这个对象时,我检查如下:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
let nodes = self.nodesAtPoint(location)
for node in nodes
{
if node is SKNodeDerivedNode
{
NSLog("Touch a SKNodeDerivedNode")
break
}
}
}
}
Swift 3 在 SKSpriteNode
的子类中嵌入触摸功能的答案:
class SpriteSub: SKSpriteNode {
init() {
super.init(texture: nil, color: UIColor.red, size: CGSize(width: 50, height: 50))
isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
...
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("touch!")
}
}
更新 Swift Swift 版本 3.0.2 (swiftlang-800.0.63 clang-800.0.42.1) 和 XCode 版本8.2.1 (8C1002):
Value of type 'Set' has no member 'anyObject'
'locationInNode' has been renamed to 'location(in:)'
'nodeAtPoint' has been renamed to 'atPoint(_:)'
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let node : SKNode = self.atPoint(location)
if node.name == "myNodeName" {
print("Hello")
}
}
}
这将在 Xcode 9.2 Swift 4.0
中检测触摸
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
let touch:UITouch = touches.first!
let positionInScene = touch.location(in: self)
let touchedNode = self.atPoint(positionInScene)
if let name = touchedNode.name
{
if name == "playLbl"
{
print("playLbl Touched")
}
}
}
这是我在Swift4中使用的方法来查找特定类型的节点是否有触摸:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchPosition = touch.location(in: self)
let touchedNodes = nodes(at: touchPosition)
for node in touchedNodes {
if let nodoTouched = node as? YourNodeType {
// touched!
}
}
}
如果子类化 SKSpriteNode
后您的 sprite 仍然没有工作,您很可能在初始化时忘记添加 node.isUserInteractionEnabled = true
!
这允许调用 touchesBegan(_:with:)
,因为您现在可以与节点交互。
示例:
node = MySprite(texture: texture, size: size)
node.isUserInteractionEnabled = true
swift 5 更新
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let touchedNode = self.nodes(at: location)
for node in touchedNode {
if node.name == "play_button" {
startGame()
}
}
}
}
我正在尝试检测我的 sprite 节点是否已被触摸,但我不知道从哪里开始。
let Pineapple = SKSpriteNode(imageNamed: "Pineappleimg")
Pineapple.userInteractionEnabled = true
Pineapple.position = CGPoint(x: CGRectGetMidX(self.frame) - 200, y: CGRectGetMidY(self.frame));
self.addChild(Pineapple)
首先将SKSpriteNode
的name
属性设置为字符串
pineapple.name = "pineapple"
pineapple.userInteractionEnabled = false
然后在touchesBegan
函数中Scene
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch:UITouch = touches.anyObject()! as UITouch
let positionInScene = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(positionInScene)
if let name = touchedNode.name
{
if name == "pineapple"
{
print("Touched")
}
}
}
这是一种方法。
您还可以子类化 SKSpriteNode
并覆盖其中的 touchesBegan
。
class TouchableSpriteNode : SKSpriteNode
{
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
print("touched")
}
}
然后
let pineapple = TouchableSpriteNode(imageNamed: "Pineappleimg")
pineapple.userInteractionEnabled = true
pineapple.position = CGPoint(x: CGRectGetMidX(self.frame) - 200, y: CGRectGetMidY(self.frame));
self.addChild(pineapple)
实现触摸开始时调用的 touchesBegan
方法。或者,您也可以在 touchesEnded
中执行此操作。
override func touchesBegan(touches: NSSet, withEvent event: UIEvent)
{
let touch = touches.anyObject() as UITouch
let location = touch.locationInNode(self)
let nodes = self.nodesAtPoint(location)
for node in nodes
{
if node.name == "youNodeName"
{
// Node tapped
// Do something
break
}
}
}
使用这段代码来检测 SKSpriteNode 上的触摸
if(nodeAtPoint(location) == node){
}
如果您只想寻找几个可以触摸的节点(例如,游戏中的 "Continue" 或 "Exit" 标签 UI),这可能是一个替代方案,但是非常简单的解决方案:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first!
if myNode.containsPoint(touch.locationInNode(self)) {
print("touched")
}
}
更新 Swift 3.0 和 XCode 7.3.1。我有一个 SKShapeNode 派生到一个新的 class 并将其插入到场景中。当我想检测这个对象时,我检查如下:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
let nodes = self.nodesAtPoint(location)
for node in nodes
{
if node is SKNodeDerivedNode
{
NSLog("Touch a SKNodeDerivedNode")
break
}
}
}
}
Swift 3 在 SKSpriteNode
的子类中嵌入触摸功能的答案:
class SpriteSub: SKSpriteNode {
init() {
super.init(texture: nil, color: UIColor.red, size: CGSize(width: 50, height: 50))
isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
...
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("touch!")
}
}
更新 Swift Swift 版本 3.0.2 (swiftlang-800.0.63 clang-800.0.42.1) 和 XCode 版本8.2.1 (8C1002):
Value of type 'Set' has no member 'anyObject'
'locationInNode' has been renamed to 'location(in:)'
'nodeAtPoint' has been renamed to 'atPoint(_:)'
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let node : SKNode = self.atPoint(location)
if node.name == "myNodeName" {
print("Hello")
}
}
}
这将在 Xcode 9.2 Swift 4.0
中检测触摸override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
let touch:UITouch = touches.first!
let positionInScene = touch.location(in: self)
let touchedNode = self.atPoint(positionInScene)
if let name = touchedNode.name
{
if name == "playLbl"
{
print("playLbl Touched")
}
}
}
这是我在Swift4中使用的方法来查找特定类型的节点是否有触摸:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchPosition = touch.location(in: self)
let touchedNodes = nodes(at: touchPosition)
for node in touchedNodes {
if let nodoTouched = node as? YourNodeType {
// touched!
}
}
}
如果子类化 SKSpriteNode
后您的 sprite 仍然没有工作,您很可能在初始化时忘记添加 node.isUserInteractionEnabled = true
!
这允许调用 touchesBegan(_:with:)
,因为您现在可以与节点交互。
示例:
node = MySprite(texture: texture, size: size)
node.isUserInteractionEnabled = true
swift 5 更新
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
let touchedNode = self.nodes(at: location)
for node in touchedNode {
if node.name == "play_button" {
startGame()
}
}
}
}