我正在使用 XCode 6 在 Swift 中使用 Sprite-Kit,并且我有许多不同的节点,但目前我只能检测到一根手指并同时移动一个节点。
我想知道如何设法检测多个手指以便同时移动多个节点。
我的实际代码是:
var location = CGFloat() // finger position
var actualNode = -1 // node touched by the finger, -1 means no node touched
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) // when a finger touch the screen
{
for touch: AnyObject in touches
{
location = touch.locationInNode(self) // we detect the finger position
}
for var index = 0; index < colorNode.count; index++
{
if nodeAtPoint(location) == colorNode[index].node
{
actualNode = index // the number of the node touched by the finger
}
}
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) // when a finger move
{
for touch: AnyObject in touches
{
location = touch.locationInNode(self) // we detect the finger position
}
if actualNode != -1 // if a node is touched
{
colorNode[actualNode].position = location // we move this node to the finger
}
}
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) // when a finger don't touch the screen anymore
{
actualNode = -1 // there is no node touched
}
正如你所看到的,我只有position
我的第一个手指,但如何检测多个手指位置并将每个手指分配给手指触摸的节点?
同时移动多个节点相当简单。关键是独立跟踪每个触摸事件。一种方法是维护一个字典,使用触摸事件作为键,将移动的节点作为值。
首先声明字典
var selectedNodes:[UITouch:SKSpriteNode] = [:]
以触摸事件为键将每个触摸的精灵添加到字典中
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in:self)
if let node = self.atPoint(location) as? SKSpriteNode {
// Assumes sprites are named "sprite"
if (node.name == "sprite") {
selectedNodes[touch] = node
}
}
}
}
根据需要更新精灵的位置
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in:self)
// Update the position of the sprites
if let node = selectedNodes[touch] {
node.position = location
}
}
}
触摸结束时从字典中删除精灵
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
if selectedNodes[touch] != nil {
selectedNodes[touch] = nil
}
}
}
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