使 SKLabelNode 的触摸区域对于小字符更大 [英] Make touch-area for SKLabelNode bigger for small characters
问题描述
我在我的游戏中添加了一个老式的高分输入屏幕,用户可以在其中点击每个字母来输入他们的名字.
I'm adding an old-school high-score entry screen to my game, in which the users tap each letter to enter their name.
每个字母、符号或短语('DEL'、'SP' 等)都是一个 SKLabelNode
,很难点击,"和."字符和一些符号.通过通常的 touchesBegan
Each letter, symbol or phrase ('DEL', 'SP' etc) is a single SKLabelNode
and it's very difficult to tap on the ',' and '.' characters and some of the symbols though. Each tap is detected via the usual touchesBegan
为了使拘留更容易,我计划在每个字母后面放置一个更大的节点并更新 touchesBegan
以检测标签本身或其他标签上的触摸,在这种情况下只需使用子节点触摸(将是字母或短语).
To make detention easier I plan on placing a larger node behind each letter and update touchesBegan
to either detect a touch on the label itself or on this other label, in which case just use the child node for the touch (which will be the letter or phrase).
在我这样做之前,我想知道是否有一种简单的方法来实现我想要的,可以通过检测离触摸最近的 SKLabelNode
等来实现.
Before I do this I was wondering if there is an easy way to achieve what I want, possible by detecting the nearest SKLabelNode
to a touch etc.
推荐答案
基于@KnightOfDragon 所说的,我将为每个键创建一个 SKSpriteNode 的子类.这样可以让你的代码保持客观和漂亮!
Just building on what @KnightOfDragon said, I would just create a subclass of SKSpriteNode for each key. That way it keeps your code objectified and pretty!
这里还有很多可以做的事情,但我匆匆忙忙地做了这件事.它没有所有的字母,也不知道如何处理 del、space、return,但我认为您的代码已经知道如何处理这些.
There is so much more that can be done here, but I whipped this up in a hurry. It doesn't have all the letters and it doesn't know how to handle del, space, return, but I figured your code already knew what to do with those.
Key 类使用协议来发送按下哪个键,因此您不必担心捕获场景中的每个关键区域
The Key class uses a protocol to send down which key was pushed, so you don't have to worry about capturing each key area in the scene
所以我输入了其余的键,并为间距添加了一些空白填充选项.我没有和你一样的字体,但看起来很酷
So I entered the rest of the keys and added some blank filler options for spacing. I don't have the same font as you but it looks pretty cool
import SpriteKit
protocol KeyDelegate: NSObjectProtocol {
func keyWasPressed(sender: Key)
}
enum KeyType: Int {
case a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, comma, period, del, space, ret, dash, lb, rb, pound, exclaim, quest, filler, halfFiller
var height: CGFloat {
return 60
}
var width: CGFloat {
switch self {
case .del: return 150
case .space: return 180
case .ret: return 150
case .halfFiller: return 30
default: return 60
}
}
var keyValue: String {
switch self {
case .filler: return ""
default: return String(describing: self)
}
}
var keyText: String {
switch self {
case .del: return "DEL"
case .space: return "SP"
case .ret: return "ENT"
case .lb: return "("
case .rb: return ")"
case .exclaim: return "!"
case .comma: return ","
case .period: return "."
case .dash: return "-"
case .pound: return "#"
case .quest: return "?"
case .filler, .halfFiller: return ""
default: return String(describing: self).uppercased()
}
}
var keyTextColor: SKColor {
switch self {
case .del, .space, .ret: return .red
case .lb, .rb, .exclaim, .dash, .pound, .quest: return .green
default: return .blue
}
}
var filler: Bool {
switch self {
case .filler, .halfFiller: return true
default: return false
}
}
}
class Key: SKSpriteNode {
var keyType: KeyType = .a
private var keyValue = ""
var keyText: String = ""
weak var keyDelegate: KeyDelegate!
init(keyType: KeyType) {
//let backgroundColor: SKColor = keyType.filler ? .clear : .red
super.init(texture: nil, color: .clear, size: CGSize.zero)
self.isUserInteractionEnabled = true
self.size = CGSize(width: keyType.width, height: keyType.height)
self.anchorPoint = CGPoint(x: 0, y: 0)
self.keyType = keyType
self.keyValue = keyType.keyValue
self.keyText = keyType.keyText
guard !keyType.filler else { return }
// let square = SKShapeNode(rectOf: size)
// square.strokeColor = .white
// square.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
// square.zPosition = 1
// addChild(square)
let titleLabel = SKLabelNode(fontNamed: "04b_19")
titleLabel.fontColor = keyType.keyTextColor
titleLabel.fontSize = 56
titleLabel.horizontalAlignmentMode = .center
titleLabel.verticalAlignmentMode = SKLabelVerticalAlignmentMode.center
titleLabel.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
titleLabel.zPosition = 10
titleLabel.text = self.keyText
self.addChild(titleLabel)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func getKeyValue() -> String {
return self.keyValue
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard !keyType.filler else { return }
self.keyDelegate.keyWasPressed(sender: self)
}
}
class GameScene: SKScene, KeyDelegate {
private var titleLabel = SKLabelNode()
override func didMove(to view: SKView) {
titleLabel.fontColor = .white
titleLabel.fontSize = 68
titleLabel.horizontalAlignmentMode = .left
titleLabel.verticalAlignmentMode = SKLabelVerticalAlignmentMode.baseline
titleLabel.position = CGPoint(x: 220, y: 800)
titleLabel.zPosition = 10
titleLabel.text = ""
self.addChild(titleLabel)
let keys: [[KeyType]] = [[.q, .w, .e, .r, .t, .y, .u, .i, .o, .p],
[.halfFiller, .a, .s, .d, .f, .g, .h, .j, .k, .l],
[.halfFiller, .filler, .z, .x, .c, .v, .b, .n, .m, .comma, .period],
[.del, .filler, .halfFiller, .space, .filler, .halfFiller, .ret],
[.filler, .filler, .dash, .lb, .rb, .pound, .exclaim, .quest]]
let padding: CGFloat = 8
let startPoint = CGPoint(x: 30, y: 700)
var xOffset: CGFloat = 0
var yOffset: CGFloat = 0
var keyHeight: CGFloat = 0
for row in keys {
for keyType in row {
print("keyType (keyType)")
let key = Key(keyType: keyType)
key.position = CGPoint(x: startPoint.x + xOffset, y: startPoint.y + yOffset)
key.keyDelegate = self
addChild(key)
xOffset += key.keyType.width + padding
keyHeight = key.keyType.height
}
xOffset = 0
yOffset -= (keyHeight + padding)
}
}
//MARK:- KeyDelegate Func
func keyWasPressed(sender: Key) {
let text = titleLabel.text!
titleLabel.text = text + sender.getKeyValue()
}
}
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