So I already have gesture recongizers implemented into my game to detect the movement of my player but have found them to be not giving me the result I want, so I am looking at making the swipe gesture in the touches method and the taps also in the touches method. I have managed to make the tap functionality work in the touches method but I'm unable to implement the ability for swiping in the touches method and I can't seem to find a tutorial on how to do this. My code below shows the touches methods I'm using to try and achieve this:
class GameScene: SKScene {
var touchOrigin = CGPoint()
var player = SKSpriteNode()
override func didMove(to view: SKView) {
backgroundColor = .black
player = SKSpriteNode(texture: nil, color: .orange, size: CGSize(width: 50, height: 50))
player.position = CGPoint(x: 0, y: 0)
addChild(player)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
var currentTouchPosition = touch.location(in: self)
touchOrigin = touch.location(in: self)
if (Int(touchOrigin.x) > Int(currentTouchPosition.x)) {
player.position.x -= 50
} else if (Int(touchOrigin.x) < Int(currentTouchPosition.x)) {
player.position.x += 50
}
if touch.tapCount == 1 {
player.position.y += 50 //replace this with function :)
} else if touch.tapCount >= 2 {
player.position.y += 150 // change to run shield effect :)
}
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
}
}
How can I make the touches method recognise a swipe gesture in a certain direction? and if they swipe in a direction and not take their finger off the screen and swipe back to the origin point in one motion how can i make it so it is then recognised as a tap instead?
Here's an example of how to detect a swipe gesture.
First, define instance variables to store the starting location and time
var start:(location:CGPoint, time:TimeInterval)?
and define parameters of the swipe gesture. Adjust these accordingly:
let minDistance:CGFloat = 25
let minSpeed:CGFloat = 1000
let maxSpeed:CGFloat = 6000
In touchesBegan
, save the location/time of each new touch event
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
start = (touch.location(in:self), touch.timestamp)
}
}
In touchesEnded
, determine if the user's gesture was a swipe by comparing the distance and speed of the gesture. The tests for diagonal swipes are optional.
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
var swiped = false
if let touch = touches.first, let startTime = self.start?.time,
let startLocation = self.start?.location {
let location = touch.location(in:self)
let dx = location.x - startLocation.x
let dy = location.y - startLocation.y
let distance = sqrt(dx*dx+dy*dy)
// Check if the user's finger moved a minimum distance
if distance > minDistance {
let deltaTime = CGFloat(touch.timestamp - startTime)
let speed = distance / deltaTime
// Check if the speed was consistent with a swipe
if speed >= minSpeed && speed <= maxSpeed {
// Determine the direction of the swipe
let x = abs(dx/distance) > 0.4 ? Int(sign(Float(dx))) : 0
let y = abs(dy/distance) > 0.4 ? Int(sign(Float(dy))) : 0
swiped = true
switch (x,y) {
case (0,1):
print("swiped up")
case (0,-1):
print("swiped down")
case (-1,0):
print("swiped left")
case (1,0):
print("swiped right")
case (1,1):
print("swiped diag up-right")
case (-1,-1):
print("swiped diag down-left")
case (-1,1):
print("swiped diag up-left")
case (1,-1):
print("swiped diag down-right")
default:
swiped = false
break
}
}
}
}
start = nil
if !swiped {
// Process non-swipes (taps, etc.)
print("not a swipe")
}
}
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