[英]How can I detect swipes on Spritekit Nodes?
所以我目前正在開發一個用Swift3編寫的2D無限運行器,並為我的節點和場景使用Spritekit。 我最近實現了一些代碼來檢測一般的滑動,它們將在下面。 所以我的問題是:如何檢測滑動操作並檢查Spritekit節點上的滑動方向? 我意識到之前已經問過這個,但我找不到一個有效的解決方案,因為我遇到的一切似乎都是針對Swift和Swift2,而不是Swift3。
這是我的滑動檢測代碼:
override func viewDidLoad() {
super.viewDidLoad()
let swipeLeft = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeLeft.direction = UISwipeGestureRecognizerDirection.left
self.view.addGestureRecognizer(swipeLeft)
let swipeRight = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeRight.direction = UISwipeGestureRecognizerDirection.right
self.view.addGestureRecognizer(swipeRight)
let swipeUp = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeUp.direction = UISwipeGestureRecognizerDirection.up
self.view.addGestureRecognizer(swipeUp)
let swipeDown = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeDown.direction = UISwipeGestureRecognizerDirection.down
self.view.addGestureRecognizer(swipeDown)
}
我用功能測試了這些:
func respondToSwipeGesture(gesture: UIGestureRecognizer) {
if let swipeGesture = gesture as? UISwipeGestureRecognizer {
switch swipeGesture.direction {
case UISwipeGestureRecognizerDirection.right:
print("Swiped right")
case UISwipeGestureRecognizerDirection.down:
print("Swiped down")
case UISwipeGestureRecognizerDirection.left:
print("Swiped left")
case UISwipeGestureRecognizerDirection.up:
print("Swiped up")
default:
break
}
}
}
滑動似乎可以正常工作,因為打印語句已經顯示正確的輸出以響應我的滑動。
我還添加了一個委托來避免可能的SIGABRT錯誤:
class GameViewController: UIViewController, UIGestureRecognizerDelegate
如果您想了解更多信息,請告訴我們!
編輯:添加了我初始化拼圖的代碼
//The class
class ChoosePiecesClass: SKSpriteNode{
func moveWithCamera() {
self.position.x += 5;
}
//initialize a piece
private var RandomPiece1: ChoosePiecesClass?;
override func didMove(to view: SKView) {
RandomPiece1 = childNode(withName: "RandomPiece1") as? ChoosePiecesClass;
RandomPiece1?.position.x = 195;
RandomPiece1?.position.y = -251;
}
override func update(_ currentTime: TimeInterval) {
RandomPiece1?.moveWithCamera();
}
在單擊“開始游戲”並觸發fatalError代碼時,編輯從控制台提供錯誤語句,導致游戲崩潰。
fatal error: init(coder:) has not been implemented: file /Users/ardemis/Documents/PuzzleRunner/PuzzleRunner 3 V3/PuzzleRunner/ChoosePieces.swift, line 33
它還顯示以下內容
EXEC_BAT_INSTRUCTION(code = EXEC_1386_INVOP, subcode = 0x0)
與fatalError聲明在同一行。
如果我試圖跟蹤特定的SpriteNodes,我不會使用UIGestures。 您可以輕松跟蹤TouchesBegan中的節點,並找出滑動方向發生的方向。 此示例在屏幕上有三個精靈將打印/記錄其中一個被刷卡的方向,並將忽略所有其他滑動。
編輯>我剛剛為我的Box對象創建了一個子類(抱歉,我沒有使用你的命名,但它具有相同的功能)。 可能有很多方法可以做到這一點,我選擇在子類上使用創建協議並使場景符合協議。 我將所有觸摸/滑動功能移動到子類中,當它完成檢測滑動時,它只調用委托並說明哪個對象已被刷過。
protocol BoxDelegate: NSObjectProtocol {
func boxSwiped(box: Box)
}
class Box: SKSpriteNode {
weak var boxDelegate: BoxDelegate!
private var moveAmtX: CGFloat = 0
private var moveAmtY: CGFloat = 0
private let minimum_detect_distance: CGFloat = 100
private var initialPosition: CGPoint = CGPoint.zero
private var initialTouch: CGPoint = CGPoint.zero
private var resettingSlider = false
override init(texture: SKTexture?, color: UIColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
self.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func moveWithCamera() {
self.position.x += 5
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as UITouch! {
initialTouch = touch.location(in: self.scene!.view)
moveAmtY = 0
moveAmtX = 0
initialPosition = self.position
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as UITouch! {
let movingPoint: CGPoint = touch.location(in: self.scene!.view)
moveAmtX = movingPoint.x - initialTouch.x
moveAmtY = movingPoint.y - initialTouch.y
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
var direction = ""
if fabs(moveAmtX) > minimum_detect_distance {
//must be moving side to side
if moveAmtX < 0 {
direction = "left"
}
else {
direction = "right"
}
}
else if fabs(moveAmtY) > minimum_detect_distance {
//must be moving up and down
if moveAmtY < 0 {
direction = "up"
}
else {
direction = "down"
}
}
print("object \(self.name!) swiped " + direction)
self.boxDelegate.boxSwiped(box: self)
}
}
在GameScene.sks中
確保通過在聲明后添加協議使GameScene符合BoxDelegate
class GameScene: SKScene, BoxDelegate {
var box = Box()
var box2 = Box()
var box3 = Box()
override func didMove(to view: SKView) {
box = Box(color: .white, size: CGSize(width: 200, height: 200))
box.zPosition = 1
box.position = CGPoint(x: 0 - 900, y: 0)
box.name = "white box"
box.boxDelegate = self
addChild(box)
box2 = Box(color: .blue, size: CGSize(width: 200, height: 200))
box2.zPosition = 1
box2.name = "blue box"
box2.position = CGPoint(x: 0 - 600, y: 0)
box2.boxDelegate = self
addChild(box2)
box3 = Box(color: .red, size: CGSize(width: 200, height: 200))
box3.zPosition = 1
box3.name = "red box"
box3.position = CGPoint(x: -300, y: 0)
box3.boxDelegate = self
addChild(box3)
}
func boxSwiped(box: Box) {
currentObject = box
print("currentObject \(currentObject)")
}
override func update(_ currentTime: TimeInterval) {
box.moveWithCamera()
box2.moveWithCamera()
box3.moveWithCamera()
}
}
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