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如何精确检测何时触摸SKShapeNode?

[英]How to detect precisely when a SKShapeNode is touched?

I'm working with Swift and SpriteKit. 我正在使用Swift和SpriteKit。

I have the following situation : 我有以下情况:

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Here, each of the "triangles" is a SKShapenode. 在此,每个“三角形”都是一个SKShapenode。 My problem is that I would like to detect when someone touches the screen which triangle is being touched. 我的问题是我想检测何时有人触摸屏幕上正在触摸哪个三角形。 I assume that the hitbox of all these triangles are rectangles so my function returns me all the hitboxes touched while I only want to know which one is actually touched. 我假设所有这些三角形的点击框都是矩形,因此我的函数将返回我触摸过的所有点击框,而我只想知道实际触摸了哪一个。

Is there any way to have a hitbox that perfectly match the shape instead of a rectangle ? 有没有什么办法可以使形状完全匹配而不是矩形的命中盒呢?

Here's my current code : 这是我当前的代码:

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
{
    let touch = touches.first
    let touchPosition = touch!.locationInNode(self)
    let touchedNodes = self.nodesAtPoint(touchPosition)

    print(touchedNodes) //this should return only one "triangle" named node

    for touchedNode in touchedNodes
    {
        if let name = touchedNode.name
        {
            if name == "triangle"
            {
                let triangle = touchedNode as! SKShapeNode
                // stuff here
            }
        }
    }
}

You could try to use CGPathContainsPoint with a SKShapeNode instead of nodesAtPoint , which is more appropriate: 您可以尝试将CGPathContainsPointSKShapeNode一起使用,而不是nodesAtPoint ,这更合适:

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
{
    let touch = touches.first
    let touchPosition = touch!.locationInNode(self)
    self.enumerateChildNodesWithName("triangle") { node, _ in
        // do something with node
        if node is SKShapeNode {
            if let p = (node as! SKShapeNode).path {
                if CGPathContainsPoint(p, nil, touchPosition, false) {
                    print("you have touched triangle: \(node.name)")
                    let triangle = node as! SKShapeNode
                    // stuff here
                }
            }
        }
    }
}

This would be the easiest way of doing it. 这将是最简单的方法。

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
{
    for touch in touches {
        let location = touch.locationInNode(self)
        if theSpriteNode.containsPoint(location) {
             //Do Whatever    
        }
    }
}

The way I do this with Swift 4: 我使用Swift 4的方式:

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 mynode = node as? SKShapeNode, node.name == "triangle" {
            //stuff here
            mynode.fillColor = .orange //...
        }
    }

}

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