Sprite kit 如何在触摸屏中检测哪些节点仍被按下
这个问题我已经纠缠了好几天了。我有多个SKSpriteNode,一个用于左箭头、右箭头和向上箭头。当我按住向右箭头时,我希望我的角色在按住向右箭头的同时继续向右移动,另一方面,如果按向上箭头,则无论是否按住它,都只会跳一次。 例如,我的问题是,当我按住向右箭头,然后按下向上箭头时,会调用touchesend,它会阻止我的角色向右移动,即使我的手指仍在向右箭头上Sprite kit 如何在触摸屏中检测哪些节点仍被按下,sprite-kit,touchesended,Sprite Kit,Touchesended,这个问题我已经纠缠了好几天了。我有多个SKSpriteNode,一个用于左箭头、右箭头和向上箭头。当我按住向右箭头时,我希望我的角色在按住向右箭头的同时继续向右移动,另一方面,如果按向上箭头,则无论是否按住它,都只会跳一次。 例如,我的问题是,当我按住向右箭头,然后按下向上箭头时,会调用touchesend,它会阻止我的角色向右移动,即使我的手指仍在向右箭头上 -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
for (UITouch *touch in touches){
CGPoint location = [touch locationInNode:self];
if (CGRectContainsPoint(rightArrow.frame, location)){
[wizard setTexture:[SKTexture textureWithImageNamed:@"wizardRight"]];
didTouchRightArrow = YES;
isLookingRight = YES;
isLookingLeft = NO;
rightArrow.alpha = 0.5;
NSLog(@"Touching right");
}
if (CGRectContainsPoint(leftArrow.frame, location)){
[wizard setTexture:[SKTexture textureWithImageNamed:@"wizardLeft"]];
isLookingRight = NO;
isLookingLeft = YES;
didTouchLeftArrow = YES;
leftArrow.alpha = 0.5;
NSLog(@"Touching left");
}
if (CGRectContainsPoint(upArrow.frame, location)){
didTouchUpArrow = YES;
upArrow.alpha = 0.5;
NSLog(@"Touching up");
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
if (rightArrow.alpha != 1.0){
rightArrow.alpha = 1.0;
}
if (leftArrow.alpha != 1.0){
leftArrow.alpha = 1.0;
}
if (upArrow.alpha != 1.0){
upArrow.alpha = 1.0;
for (UITouch *touch in touches){
CGPoint location = [touch locationInNode:self];
if (CGRectContainsPoint(rightArrow.frame, location)){
NSLog(@"Touching right");
didTouchRightArrow = YES;
} {
NSLog(@"Not touching right");
didTouchRightArrow = NO;
}
if (CGRectContainsPoint(leftArrow.frame, location)){
NSLog(@"Touching Left");
didTouchLeftArrow = YES;
} else {
NSLog(@"not touching left");
didTouchLeftArrow = NO;
}
didTouchUpArrow = NO;
}
这可能不是解决问题的正确方法,但在touchesEnded中,我试图查看触摸是否仍在所需的矩形中。您需要一种方法来识别正在注册触摸的不同节点。实现这一点的方法不止一种,但我始终发现使用节点的name属性是最简单、最容易使用的方法 通过使用BOOLs来注册触摸状态,您已经有了正确的想法 我编写了一些代码来处理您试图完成的任务:
#import "GameScene.h"
@implementation GameScene {
SKSpriteNode *node0;
SKSpriteNode *node1;
BOOL node0touch;
BOOL node1touch;
}
-(void)didMoveToView:(SKView *)view {
self.backgroundColor = [SKColor blackColor];
node0 = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(100, 100)];
node0.name = @"node0";
node0.position = CGPointMake(100, 300);
[self addChild:node0];
node1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(100, 100)];
node1.name = @"node1";
node1.position = CGPointMake(400, 300);
[self addChild:node1];
node0touch = false;
node1touch = false;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint touchLocation = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:touchLocation];
if([node.name isEqualToString:@"node0"])
node0touch = true;
if([node.name isEqualToString:@"node1"])
node1touch = true;
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint touchLocation = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:touchLocation];
if([node.name isEqualToString:@"node0"])
node0touch = false;
if([node.name isEqualToString:@"node1"])
node1touch = false;
}
}
-(void)update:(CFTimeInterval)currentTime {
if(node0touch)
NSLog(@"node0 touch");
if(node1touch)
NSLog(@"node1 touch");
}
非常感谢。成功了!我只是有一个关于触摸部分的问题。我不明白为什么if语句在这里起作用。您能解释一下原因吗?因为它似乎不应该工作。@Xsv23-touchesend与touchestart或touchesMoved基本相同。只是不同的通话状态。所有触控方法中的for循环会循环当前注册的所有触控。请记住,一次可以有多个触摸,因此循环。if语句检查先前声明的节点的name属性是否匹配。由于我们有两个具有不同声明名称的节点,因此它能够使用字符串比较isEqualToString.ok区分这两个节点,这很有意义。非常感谢。还有一个问题。我试图实现touchesMoved,因为如果您触摸节点并将手指移出节点的rect,那么该变量仍然是真的。如何实现这一点,以便在手指移动时检测手指是否仍在直肠中@sangony@Xsv23-与开始和结束时完全相同的原则。使用for循环并检查每个节点的接触状态。