Custom SKSpriteNode not detected during touch

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一整个雨季
一整个雨季 2020-12-15 09:06

In learning SpriteKit, I am trying to make a small adventure game. I am creating a hero, and adding it to the scene, and then later, during touchesBegan:, I det

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  • 2020-12-15 09:46

    I usually check the touched node's parent until i find the class i want to control. Here's a code snippet.

    while (touchedNode.parent)
        {
            if ([touchedNode isKindOfClass:[GameObject class]])
                break;
            else
                touchedNode = (SKSpriteNode*)self.touchedNode.parent;
        }
    
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  • 2020-12-15 09:49

    Your ADVHeroNode is either a SkNode or SkSpriteNode with no image. Neither will have any extents, they're points so to speak. They will not be found by nodeAtPoint: but the image child SKSpriteNode will. Since you're explicitly checking for the node's name, the check fails.

    You could give the image a name, and check for that and then refer to its parent to gethe ADVHeronode instance. Or just check node.parent's name directly.

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  • 2020-12-15 09:50

    It just detected touch on this sprite only.

    When you create an Object SKSpriteNode, it will control itself. It mean, when a touch begin on it, it mean this object receive this touch not the SKView.

    So if you want to detect this touch, you must write this code on this object not on the SKView. If you want to do anything on SKView when a touch happen on SKSpriteNode, you can use delegate to do this.

    Feel free to ask more if you cannot understand what I answer.

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  • 2020-12-15 09:56

    Just be sure to add this in your init method.

    self.userInteractionEnabled = YES;
    

    For some reasons this is not enabled by default when you subclass. At least for me it worked only when manually enabled.

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  • 2020-12-15 10:12

    Here are some example ways to subclass your Hero

    SKNode

    Subclass an SKNode this method requires your node to monitor for touches, hence the self.userInteractionEnabled property.

    @implementation HeroSprite
    
    - (id) init {
        if (self = [super init]) {
            [self setUpHeroDetails];
            self.userInteractionEnabled = YES;
        }
        return self;
    }
    
    -(void) setUpHeroDetails
    {
        self.name = @"heroNode";
        SKSpriteNode *heroImage = [SKSpriteNode spriteNodeWithImageNamed:@"Spaceship"];
        [self addChild:heroImage];
    }
    
    
    -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
    {
        UITouch *touch = [touches anyObject];
        CGPoint locationA = [touch locationInNode:self];
        CGPoint locationB = [touch locationInNode:self.parent];
        NSLog(@"Hit at, %@ %@", NSStringFromCGPoint(locationA), NSStringFromCGPoint(locationB));
    }
    
    @end
    

    SKSpriteNode

    The other "easier" way, if you just want to subclass a SKSpriteNode. This will work essentially the same as you are use to (before you wanted to subclass your Hero). So your touchesBegan, as set up in your question will work.

    @implementation HeroSprite
    
    - (id) init {
        if (self = [super init]) {
            self = [HeroSprite spriteNodeWithImageNamed:@"Spaceship"];
            [self setUpHeroDetails];
    
        }
        return self;
    }
    
    -(void) setUpHeroDetails {
        self.name = @"heroNode";
    }
    
    @end
    
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