如何检测已触摸哪个SKSpriteNode [英] How do I detect which SKSpriteNode has been touched

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问题描述

我找到了类似的问题 ,但是我试图检测并确定用户触摸了哪个Sprite,但我不知道该怎么做.这是我的变量:

I find a similar question, but I am trying to detect and identify which Sprite the user touch, and I don't know how to do that. This is my variable:

var sprites: [[SKSpriteNode]] = [[SKSpriteNode(imageNamed: "a"), SKSpriteNode(imageNamed: "b")], [SKSpriteNode(imageNamed: "c"),SKSpriteNode(imageNamed: "d")]]

这个想法是确定spriteNode,然后将其替换为其他sprite或更改颜色,但是我不知道如何使用此spriteNodes矩阵来实现它,我想第一步是确定sprite. /p>

The idea is identify the spriteNode and then replace it for other sprite or change the color, but I don´t know how to do it with this matrix of spriteNodes, I guess the first step it´s identify the sprite.

推荐答案

您要尝试执行的操作(即使我没有看到这样做的原因)也可以使用

What you are trying to do (even if I don't see a reason for this) can be accomplished using delegation pattern. Basically, you will tell your delegate (the scene, or whatever you set as a delegate) to do something for you, and you will do that directly from within the button's touchesBegan method. Also, you will pass the button's name to a scene.

要做到这一点,首先必须定义一个名为ButtonDelegate的协议.该协议定义了一个要求,该要求指出任何符合条件的类都必须实现称为printButtonsName(_:):

To make this happen, first you have to define a protocol called ButtonDelegate. That protocol defines a requirement which states that any conforming class has to implement a method called printButtonsName(_:):

protocol ButtonDelegate:class {

   func printButtonsName(name:String?)
}

这是将在您的GameScene类中实现的方法,但是是在按钮的touchesBegan中调用的.另外,此方法将用于将按钮的名称传递给其委托(场景),因此您将始终知道点击了哪个按钮.

This is the method which will be implemented in your GameSceneclass, but called from within button's touchesBegan. Also, this method will be used to pass a button's name to its delegate (scene), so you will always know which button is tapped.

接下来的事情是按钮类本身. Button可能看起来像这样:

Next thing is button class itself. Button might look like this:

class Button : SKSpriteNode{

    weak var delegate:ButtonDelegate?

    init(name:String){
        super.init(texture: nil, color: .purpleColor(), size: CGSize(width: 50, height: 50))
        self.name = name
        self.userInteractionEnabled = true
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }


    override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

        delegate?.printButtonsName(self.name)
    }  
}

这里重要的是userInteractionEnabled = true,这意味着按钮将接受触摸.另一个重要的事情是delegate属性.如前所述,按钮将场景设置为其委托.当我们创建一些按钮时,将场景设置为按钮的代表将在稍后完成...为了使您更轻松,请考虑将代表视为为老板工作的工人:)老板(一个按钮)告诉他的工人(一个场景)为他做点事(打印他的名字).

The important thing here is userInteractionEnabled = true, which means that button will accept touches. Another important thing is a delegate property. As already mentioned, buttons will have the scene set as their delegate. Setting a scene as delegate of buttons will be done later when we create some buttons... To make this easier for you, think of a delegate as a worker who works for his boss :) The boss (a button) tells his worker (a scene) to do something for him (to prints his name).

好的,所以请确保场景符合ButtonDelegate协议...为什么这很重要?这很重要,因为工人(场景)必须遵循老板的命令(按钮).通过遵守此协议,工人正在与老板签定合同,在合同中确认他知道自己的工作方式并将遵守他的命令:)

Okay, so lets make sure that scene conforms to a ButtonDelegate protocol...Why is this important? It is important because the worker (scene) must follow the orders of his boss (a button). By conforming to this protocol, the worker is making a contract with his boss where confirming that he knows how to do his job and will follow his orders :)

class GameScene: SKScene, ButtonDelegate {


    override func didMoveToView(view: SKView) {

        let play = Button(name:"play")
        play.delegate = self
        let stop = Button(name:"stop")
        stop.delegate = self

        play.position = CGPoint(x: frame.midX - 50.0, y: frame.midY)
        stop.position = CGPoint(x: frame.midX + 50.0, y: frame.midY)

        addChild(play)
        addChild(stop)
    }

    func printButtonsName(name: String?) {

        if let buttonName = name {
            print("Pressed button : \(buttonName) ")
        }

        //Use switch here to take appropriate actions based on button's name (if you like)
    }
}

就是这样.当您点击播放按钮时,按钮本身上的touchesBegan将被调用,然后该按钮将告诉其委托使用场景类内部定义的方法打印其名称.

And that's it. When you tap the play button, the touchesBegan on a button itself will be called, then the button will tell its delegate to print its name using the method defined inside of scene class.

这篇关于如何检测已触摸哪个SKSpriteNode的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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