Dra*_*lex 5 multi-touch gesture touches sprite-kit swift
我正在使用XCode 6使用Sprite-Kit在Swift中工作,我有许多不同的节点,但目前我只设法检测一个手指并同时移动一个节点.我想知道如何能够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
}
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你可以看到我只有position我的第一根手指,但我如何检测多个手指位置并将每个手指分配到手指触摸的节点?
0x1*_*41E 10
同时移动多个节点非常简单.关键是要独立跟踪每个触摸事件.一种方法是维护一个字典,该字典使用触摸事件作为键,并将节点作为值移动.
首先,声明字典
var selectedNodes:[UITouch:SKSpriteNode] = [:]
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将触摸事件作为键添加到字典中的每个精灵
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
}
}
}
}
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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
}
}
}
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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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