Swift 在屏幕上移动SKSpriteNode
我想用触摸屏在屏幕上移动一个SKSpriteNode。我遇到的问题是,如果我锁定一个精灵,然后我的手指将它拖到另一个精灵上,第一个精灵被释放,我的手指开始拖第二个精灵。但一旦我触摸到第一个精灵,这是我唯一想移动的。 必须有一个简单的方法来解决这个问题Swift 在屏幕上移动SKSpriteNode,swift,touch,skspritenode,touchesbegan,touchesmoved,Swift,Touch,Skspritenode,Touchesbegan,Touchesmoved,我想用触摸屏在屏幕上移动一个SKSpriteNode。我遇到的问题是,如果我锁定一个精灵,然后我的手指将它拖到另一个精灵上,第一个精灵被释放,我的手指开始拖第二个精灵。但一旦我触摸到第一个精灵,这是我唯一想移动的。 必须有一个简单的方法来解决这个问题 override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) { /* Called when a touch begins */
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
let touch: UITouch = touches.first as UITouch!
touchLocation = touch.locationInNode(self)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch: UITouch = touches.first as UITouch!
let newTouchLocation = touch.locationInNode(self)
let targetNode = self.nodeAtPoint(touchLocation)
if targetNode.physicsBody!.categoryBitMask != PhysicsCategory.Ball {
targetNode.runAction(SKAction.moveBy(CGVector(point: newTouchLocation - touchLocation), duration: 0.0))
touchLocation = newTouchLocation
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
//I don't do anything with this yet
}
覆盖函数触摸开始(触摸:设置,withEvent事件:UIEvent?){
/*当触摸开始时调用*/
让触摸:UITouch=touch.first作为UITouch!
touchLocation=touch.locationInNode(自)
}
覆盖功能触摸移动(触摸:设置,带事件:UIEvent?){
让触摸:UITouch=touch.first作为UITouch!
让newTouchLocation=touch.locationInNode(自)
让targetNode=self.nodeAtPoint(touchLocation)
如果targetNode.physicsBody!.categoryBitMask!=PhysicsCategory.Ball{
targetNode.runAction(SKAction.moveBy(CGVector(点:newTouchLocation-touchLocation),持续时间:0.0))
触摸位置=新触摸位置
}
}
覆盖func touchesEnded(触摸:设置,withEvent事件:UIEvent?){
//我还没有做任何事情
}
之所以会发生这种情况,是因为每次手指移动时,TouchsMoved功能都会运行,如果手指移动到新节点上,则该节点将分配给targetNode。您可以通过更改此行来解决此问题:
let targetNode = self.nodeAtPoint(touchLocation)
为此:
let targetNode = self.nodeAtPoint(touch)
这样,第一次触摸时的节点将是跟随手指的节点,而不是最后一次触摸时的节点 多亏了CodeComposer,我找到了解决方案:
var targetNode: SKNode!
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
let touch: UITouch = touches.first as UITouch!
touchLocation = touch.locationInNode(self)
targetNode = self.nodeAtPoint(touchLocation)
objectTouched(touch.locationInNode(self))
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch: UITouch = touches.first as UITouch!
let newTouchLocation = touch.locationInNode(self)
// let targetNode = self.nodeAtPoint(touchLocation)
if targetNode.physicsBody!.categoryBitMask != PhysicsCategory.Ball {
targetNode.runAction(SKAction.moveBy(CGVector(point: newTouchLocation - touchLocation), duration: 0.0))
touchLocation = newTouchLocation
}
}
var targetNode:SKNode!
覆盖功能触摸开始(触摸:设置,withEvent事件:UIEvent?){
/*当触摸开始时调用*/
让触摸:UITouch=touch.first作为UITouch!
touchLocation=touch.locationInNode(自)
targetNode=self.nodeAtPoint(触摸位置)
objecttouch(touch.locationInNode(self))
}
覆盖功能触摸移动(触摸:设置,带事件:UIEvent?){
让触摸:UITouch=touch.first作为UITouch!
让newTouchLocation=touch.locationInNode(自)
//让targetNode=self.nodeAtPoint(touchLocation)
如果targetNode.physicsBody!.categoryBitMask!=PhysicsCategory.Ball{
targetNode.runAction(SKAction.moveBy(CGVector(点:newTouchLocation-touchLocation),持续时间:0.0))
触摸位置=新触摸位置
}
}
我只定义
目标节点
一次,然后继续使用它,而不是在TouchsMoved中重新定义它:它不起作用-“无法将“UITouch”类型的值转换为预期的参数类型“CGPoint”