[英]Moving SpriteKit Node with Touch Gestures only moves one point with each new touch
我有一個 SpriteKitNode,當我觸摸它並拖動它時,我想在場景中移動它。
我有一個touchesBegan
方法,可以檢測我要移動的特定節點是否被觸摸:
var selectionBoxIsTouched: Bool!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self.canvasScene)
canvasScene.enumerateChildNodes(withName: "Selection_Box", using:
{ [self] (node, stop) -> Void in
if self.canvasScene.atPoint(location) == node {
selectionBoxIsTouched = true
} else {
selectionBoxIsTouched = false
}
})
}
}
接下來,我有touchesMoved
方法,如果我的節點當前被觸摸,它會隨着用戶在屏幕上移動手指而移動:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if selectionBoxIsTouched {
if let touch = touches.first {
let touchLoc = touch.location(in: self.canvasScene)
let prevTouchLoc = touch.previousLocation(in: self.canvasScene)
canvasScene.enumerateChildNodes(withName: "Selection_Box", using:
{ (node, stop) -> Void in
if let touchedNode = node as? SKShapeNode {
let newYPos = touchedNode.position.y + (touchLoc.y - prevTouchLoc.y)
let newXPos = touchedNode.position.x + (touchLoc.x - prevTouchLoc.x)
touchedNode.position = CGPoint(x: newXPos, y: newYPos) //set new X and Y for your sprite.
}
})
}
}
}
當我 select 節點+嘗試移動它時,它不會連續移動....它移動少量,然后停止; 即使我的手指一直在屏幕上移動。
如何解決這個問題,以便節點用我的手指平穩、連續地移動?
這個觸摸代碼應該適合你
extension GameScene {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self)
let _ = self.nodes(at: location).map { ($0 as? DraggableNode)?.isPicked = true }
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let touchLoc = touch.location(in: self)
let prevTouchLoc = touch.previousLocation(in: self)
let picked_nodes = self.children.filter { ($0 as? DraggableNode)?.isPicked ?? false }
for node in picked_nodes {
let deltaX = touchLoc.x - prevTouchLoc.x
let deltaY = touchLoc.y - prevTouchLoc.y
node.position.x += deltaX
node.position.y += deltaY
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let _ = self.children.map { ($0 as? DraggableNode)?.isPicked = false }
}
}
結合以下SKScene。 我建議將您的選擇器標志放在可移動節點內,這樣您就可以拖動單個節點而不是進行單個全局測試。
class DraggableNode: SKNode {
var isPicked:Bool = false
override init() {
super.init()
let shape = SKShapeNode(circleOfRadius: 50)
shape.fillColor = .red
shape.name = "Selection_Box"
self.addChild(shape)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameScene: SKScene {
let draggableNodeA = DraggableNode()
let draggableNodeB = DraggableNode()
override func didMove(to view: SKView) {
draggableNodeA.position.x = 50
draggableNodeB.position.x = -50
self.addChild(draggableNodeA)
self.addChild(draggableNodeB)
}
}
問題最終是我有一個與多點觸控委托方法沖突的平移手勢識別器。 如果我想要移動的特定節點是否被觸摸,我通過添加邏輯來啟用/禁用該手勢識別器來修復。
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