无法检测到落下的 SKShapeNode // SpriteKite 上的触摸
Cannot detect touch on falling SKShapeNode // SpriteKite
我在 GameScene.swift 中有一个炸弹生成器,可以将 SKShapeNode 添加到场景中。每个 SKShapeNode 都是一个落下的物理对象,名称设置为 "bomb"。我想检测用户何时触摸这些节点(中秋使用 touchesBegan),但它不起作用。我做错了什么?
// Bomb Spawner Function
func spawnBomb() {
let bombHeight = 80
let bomgWidth = 40
// Define Bomb
let bomb = SKShapeNode(rectOf: CGSize(width: bomgWidth,
height: bombHeight))
bomb.name = "bomb"
bomb.zPosition = 10
bomb.isUserInteractionEnabled = true
bomb.position = CGPoint(x: size.width / 2, y: size.height / 2)
bomb.fillColor = SKColor.blue
// Add Physics Body
bomb.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: bomgWidth,
height: bombHeight))
// Determine Random Position
let randomPosition = abs(CGFloat(random.nextInt()).truncatingRemainder(dividingBy: size.width))
bomb.position = CGPoint(x: randomPosition, y: size.height)
// Add Category BitMask
bomb.physicsBody?.categoryBitMask = BombCategory
bomb.physicsBody?.contactTestBitMask = WorldFrameCategory
// Add to the scene
addChild(bomb)
}
触摸检测
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 == "bomb"
{
print("bomb Touched")
}
}
}
我怀疑您的问题源于 atPoint returns 一个 SKNode。您有两种获取最顶层节点的方法:
if atPoint(touch.location(in: self)) == childNode(withName: "bomb"){
//run your code
}
这对单个节点来说没问题。就个人而言,我喜欢使用 subclass,所以我会使用
class炸弹:SKShapeNode
然后简单地看一下我触摸到的最上面的节点是否可以施放炸弹。
if let bomb = atPoint(touch.location(in: self)) as? Bomb {
//...
}
这让您可以将典型的炸弹设置移动到子class 中,并使整体代码更具可读性。
我在 GameScene.swift 中有一个炸弹生成器,可以将 SKShapeNode 添加到场景中。每个 SKShapeNode 都是一个落下的物理对象,名称设置为 "bomb"。我想检测用户何时触摸这些节点(中秋使用 touchesBegan),但它不起作用。我做错了什么?
// Bomb Spawner Function
func spawnBomb() {
let bombHeight = 80
let bomgWidth = 40
// Define Bomb
let bomb = SKShapeNode(rectOf: CGSize(width: bomgWidth,
height: bombHeight))
bomb.name = "bomb"
bomb.zPosition = 10
bomb.isUserInteractionEnabled = true
bomb.position = CGPoint(x: size.width / 2, y: size.height / 2)
bomb.fillColor = SKColor.blue
// Add Physics Body
bomb.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: bomgWidth,
height: bombHeight))
// Determine Random Position
let randomPosition = abs(CGFloat(random.nextInt()).truncatingRemainder(dividingBy: size.width))
bomb.position = CGPoint(x: randomPosition, y: size.height)
// Add Category BitMask
bomb.physicsBody?.categoryBitMask = BombCategory
bomb.physicsBody?.contactTestBitMask = WorldFrameCategory
// Add to the scene
addChild(bomb)
}
触摸检测
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 == "bomb"
{
print("bomb Touched")
}
}
}
我怀疑您的问题源于 atPoint returns 一个 SKNode。您有两种获取最顶层节点的方法:
if atPoint(touch.location(in: self)) == childNode(withName: "bomb"){
//run your code
}
这对单个节点来说没问题。就个人而言,我喜欢使用 subclass,所以我会使用
class炸弹:SKShapeNode
然后简单地看一下我触摸到的最上面的节点是否可以施放炸弹。
if let bomb = atPoint(touch.location(in: self)) as? Bomb {
//...
}
这让您可以将典型的炸弹设置移动到子class 中,并使整体代码更具可读性。