Detect separate touches on different SpriteKit nodes? - ios

I am making a SpriteKit game where in order to begin the game, you need to hold two separate spots (SKShapeNodes) for 3 seconds. If you let go either finger or move either finger off a node, the game will not start. I have it working fine with 1 spot, but when I try to do 2 spots, I'm stuck. What is the simplest way to detect the 2 correct touches on the correct nodes?
This doesn't seem like a very uncommon situation, so if anyone knows the best way to handle this, I would appreciate the help.
Swift preferred, also.

Set multipleTouchEnabled to YES and use the touchesForView: method.
You can get more specific information on multi touch from the Apple Docs Multitouch Events.

The main idea is to have all touches when users provides any actions and operate them at the same time.
So, add 3 handlers to your Scene class:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
checkTouches((event?.allTouches())!)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
checkTouches((event?.allTouches())!)
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
checkTouches((event?.allTouches())!)
}
In the checkTouches function you will see all touches with updated properties (like positions etc).
Simple example:
func checkTouches(touches: Set<UITouch>) {
// iterate over all touches
for t in touches {
let touch = t as UITouch
let touchLocation = touch.locationInNode(self)
if... <-- YOUR CODE HERE TO CHECK NODE NAME AND TOUCHED TIME
}
}
Using this approach you will be able to handle any changes simultaniously.
E.g. user may touch on your node, then move finger outside it and then move bach to this node.
Enjoy!

Related

Defining my spaceship movement in spritekit game in Swift

Hi I am new to Xcode and Swift, right now I am trying to design a game that involves a spaceship as player with alien spaceships.
I ran into a little problem where I am trying to differentiate the movement of the spaceship from the firing of the spaceship.
Basically I used touchesBegan() function to run the function which my spaceship fires, and touchesMoved() function to move the spaceship's x-position.
These are the code:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
pShoot()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self)
spaceship.run(SKAction.moveTo(x: location.x, duration: 0.5))
}
}
What I am trying to do is to differentiate the clicking or touching indicator and pressed and move indicator, in other words I dont want the spaceship to fire when I am pressed and move on the screen, and I do not want the spaceship to move when I am clicking constantly but at different position. ( touchesMoved() detects changes in touch positions so if I am clicking at different positions spaceship will move which I dont want)
I would like to know what would be the best way of implementing this, thank you.
You could try checking the area that the user pressed and deciding whether or not to move the spaceship depending on the origin of the touch.

Custom UIGestureRecognizer for a two finger gesture

I have a custom UIGestureRecognizer for a two finger gesture that works perfectly except for it being very picky about how simultaneously the fingers have to touch the iOS-device for touchesBegan to be called with 2 touches. touchesBegan is often called with only one Touch even though I am trying to use two fingers.
Is there any way to make recognition for the number of Touches more forgiving in regards to how simultaneously you have to place your fingers on the touch screen?
I've noticed that a two finger tap is recognized even when you place first one finger and then another much later while still holding the first finger down.
Here is the code for my touchesBegan function:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
if touches.count != 2 {
state = .failed
return
}
// Capture the first touch and store some information about it.
if trackedTouch == nil {
trackedTouch = touches.min { $0.location(in: self.view?.window).x < $1.location(in: self.view?.window).x }
strokePhase = .topSwipeStarted
topSwipeStartPoint = (trackedTouch?.location(in: view?.window))!
// Ignore the other touch that had a larger x-value
for touch in touches {
if touch != trackedTouch {
ignore(touch, for: event)
}
}
}
}
For two-finger gestures, touchesBegan is most likely going to be called twice: once you put the first finger on the screen, and once for the second one.
In the state you keep, you should keep track of both touches (or for that matter, all current touches), and only start the gesture once both touches have been received and the gesture's start condition has been met.
public class TwoFingerGestureRecognizer: UIGestureRecognizer {
private var trackedTouches: Set<UITouch> = []
public override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
for touch in touches {
if self.trackedTouches.count < 2 {
self.trackedTouches.insert(touch)
}
else {
self.ignore(touch, for: event)
}
}
if self.trackedTouches.count == 2 {
// put your current logic here
}
}
public override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
}
public override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
self.trackedTouches.subtract(touches)
}
public override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
self.trackedTouches.subtract(touches)
}
public override func reset() {
super.reset()
self.trackedTouches = []
}
}
don't worry about touchesBegan:withEvent: instead use touchesEnded:withEvent: or touchesMoved:withEvent: if the end state does not contain both fingers, set it as .failed otherwise set it as .ended
tapping the screen with more than one finger simultaneously is impossible, so during touchesMoved:withEvent: you will find two fingers. I'm not sure about touchesEnded:withEvent: this one probably won't work since removing two fingers simultaneously is just as hard as applying two fingers simultaneously, but it's worth a try to see how it reacts.
I'd recommend making your code a little more forgiving. Although touchesBegan/Moved/Ended/Cancelled respond to events of "one or more touches" (as stated in the Apple docs) relying on the precision of a user to simultaneously touch the screen with 2 fingers is not ideal. This is assuming you have multi-touch enabled, which it sounds like you do.
Try tracking the touches yourself and executing your logic when you're collection of touches reaches 2. Obviously you'll also have to track when your touch amount becomes more or less and handle things accordingly, but I'd guess you're already handling this if you're gesture is meant to be for 2 fingers only (aside from the extra logic you'd have to add in touchesBegan).
Not sure why the other guys answering with using touchesMoved:withEvent did not answer your question, but maybe you need a github example.
Double touch move example.
Is touchesMoved an option in order for you to achieve the desire outcome? Also you could implement a counter before setting the state to failed
Don't forget to set isMultipleTouchEnabled = true
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if touches.count != 2 {
print("we do NOT have two touches")
if counter > 100 { // 100 "more fogiven"
state = .failed
}
counter += 1
return
} else {
print("we have to two touches")
}

How to set up a UIView to detect touches (not taps)

I am trying to make my interface feel more responsive. A UIView changes color on user touch and I want it to do so already when the View is touched.
I could implement a UITapGestureRecognizer but a tap is not what I am looking for, since it requires the touch to end before being recognized.
I imagine this to be quite simple. Or am I wrong?
Do I create a custom UIGestureRecognizer class?
Have you tried touchedBegan?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
// ...
}
super.touchesBegan(touches, with: event)
}

Swift, Spritekit Rotating sprites swift 3

I am trying to rotate a sprite using swift, IOS 10 and the touchesmoved function, the code I have works in the fact it moves the sprite but in not the right way, the wrong directions etc.
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesMoved(touches, with: event)
guard let touch=touches.first{
return
}
let touchLocation = touch.location(in: self)
self.zRotation=CGFloat(atan2(Double(touchLocation.y), Double(touchLocation.x)))
}
does anyone know the correct way to rotate a sprite using zRotation and touchesMoved?
Thank you
I think you've probably overlooked the wonderful power of constraints in SpriteKit. Easy enough to do, Apple does a terrible job of promoting, presenting and educating those considering using SpriteKit.
Constraints allow you to say "go here", or "look at this".
In your case, the "look at this" is ideal, from the docs:
Orientation Constraints
A common use for orientation constraints is to make a look-at
constraint. For example, you may create a look-at constraint to make a
pair of eyes follow a moving object or to have a rocket point in the
direction of its target.
More specifically, you can use these in your touchesMoved:
https://developer.apple.com/reference/spritekit/skconstraint/1519627-orient
thanks for all the suggestions. Yes my explanation of the problem was not too great. so will add the full code here and it seems to be working apart from occasionally moving by 90 degrees on its own when i stop dragging and start dragging again
What I was trying to do was rotate a sprite around another sprite for example a cannon barrel around its wheel... When the wheel is loaded from the scene it calls this class and adds a child node (the barrel) which should be able to be moved around its wheel
import SpriteKit
class WheelNode: SKSpriteNode, CustomNodeEvent{
private var tubeNode=SKSpriteNode(imageNamed: "cannon-barrel")
var previousPoint:CGPoint!
var touchLocation:CGPoint!
func didMoveToScene() {
guard let scene=scene else{
return
}
isUserInteractionEnabled=true
tubeNode.anchorPoint=CGPoint(x:0, y:0)
tubeNode.position=position
self.addChild(tubeNode)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch=touches.first{
previousPoint=touch.location(in: scene!)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesMoved(touches, with: event)
if let touch=touches.first{
touchLocation=touch.location(in: scene!)
var angle=atan2(touchLocation.y-previousPoint.y, touchLocation.x-previousPoint.x)
self.zRotation=angle
}
}
}

Sprite kit touch and hold with swift

i'm try to make my first game in sprite kit using swift
everything work fine for now but i couldn't know how could handle touch and hold in the screen
i'm try to make a jump power when the player hold the touch but i can't find event for this
thanks ;)
you can try this :
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
// action when the user touches the screen
// you can know where did he touch the screen like this
let touchLocation = touches?.anyObject().locationInView(self/* or your view */)
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
// your code here
}
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
// your code here
}
those method will help cary touches events in your screen
As I understand you need to handle 2 situations
1 - player taps on the screen/node - e.g. to jump
2 - player taps and holds - e.g. to change jump power
I think you need to handle both "touchesBegan" and "touchesEnded".
In "touchesBegan" start special timer and after some delay (e.g. 0.5 secs) start playing special animation for it (jump power indicator that shows current jump power)
on "touchesEnded" - stop timer, stop animation and calculate result jump power (based on timer's value).
If you also need to handle direction (angle) of jump - in this case you should also handle "touchesMoved" and calculate current angle based on touch position.

Resources