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快速滑動觸摸方式

[英]swipe gesture in touches methods in swift

因此,我已經在我的游戲中實現了手勢校正器,以檢測玩家的動作,但是發現它們沒有給我想要的結果,因此我正在嘗試通過touches方法進行輕掃手勢,同時在接觸方法。 我設法使touch功能在touches方法中起作用,但是我無法實現在touches方法中滑動的功能,而且我似乎找不到有關如何執行此操作的教程。 下面的代碼顯示了我正在嘗試實現的touches方法:

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?) {
}

}

如何使touches方法識別特定方向上的滑動手勢? 如果他們朝某個方向滑動而不是將手指從屏幕上移開,然后一次動作向后滑動回原點,我該怎么做,以便將其識別為輕拍?

這是一個如何檢測滑動手勢的示例。

首先,定義實例變量以存儲起始位置和時間

var start:(location:CGPoint, time:TimeInterval)?

並定義滑動手勢的參數。 相應地調整這些:

let minDistance:CGFloat = 25
let minSpeed:CGFloat = 1000
let maxSpeed:CGFloat = 6000

touchesBegan ,保存每個新觸摸事件的位置/時間

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    if let touch = touches.first {
        start = (touch.location(in:self), touch.timestamp)
    }
}

touchesEnded ,通過比較手勢的距離和速度來確定用戶的手勢是否為輕掃。 對角滑動的測試是可選的。

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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