I have been programming in Swift for about four months now using Sprite Kit to build some simple Arcade games for IOS. Until recently I haven't had any problems with recognising touches in specific nodes. In the main screen in one of my projects, I have added another SKLabelNode for the latest addition to the app, following the same layout of implementation as the others, but this one doesn't work. When the label is tapped it is supposed run a function but doesn't even get that far, I figured out using breakpoints. Here is all of the relevant code, please have a look, I have going over this four hours and it has been driving me crazy.
import SpriteKit
let twistedLabelName = "twisted"
class StartScene: SKScene {
var play1P = SKLabelNode(fontNamed: "HelveticaNeue-Thin")
var play2P = SKLabelNode(fontNamed: "HelveticaNeue-Thin")
var playTwisted = SKLabelNode(fontNamed: "HelveticaNeue-Thin")
override func didMoveToView(view: SKView) {
initializeValues()
self.userInteractionEnabled = true
}
func initializeValues () {
backgroundColor = UIColor.whiteColor()
play1P.name = "1p"
play1P.text = "Play 1P"
play1P.fontColor = SKColor.blackColor()
play1P.fontSize = 40
play1P.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetHeight(self.frame) * 0.8)
play1P.zPosition = 100
self.addChild(play1P)
play2P.name = "2p"
play2P.text = "Play 2P"
play2P.fontColor = SKColor.blackColor()
play2P.fontSize = 40
play2P.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetHeight(self.frame) * 0.6)
play2P.zPosition = 100
self.addChild(play2P)
playTwisted.text = "Twisted"
playTwisted.fontColor = SKColor.blackColor()
playTwisted.name = twistedLabelName
playTwisted.fontSize = 40
playTwisted.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetHeight(self.frame) * 0.4)
self.addChild(playTwisted)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch in touches {
let location = touch.locationInNode(self)
if let theName = self.nodeAtPoint(location).name {
if theName == "1p" {
// Some function
}
else if theName == "2p" {
// Some function
}
else if theName == twistedLabelName {
// This is the one that doesn't work
// Some function
}
}
}
}
}
Note that you can extend any SKNode (including SKLabelNode) and handle touches in the subclass. Set isUserInteractionEnabled = true first though. e.g.
import SpriteKit
class MyLabelNode: SKLabelNode {
override init() {
super.init()
isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
isUserInteractionEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print( #file + #function )
}
}
Related
I am trying to implement a multi-row sequence of items (like Video editing sequence in Final Cut Pro or Adobe Premiere pro shown below).
While I one can always implement it using UIScrollView and placing custom views manually, it would be tedious particularly in reordering items and animating changes and also zooming across the timeline using pinch gesture. Is it possible to implement it using UICollectionView using UICollectionViewCompositionalLayout and UICollectionViewDiffableDataSource? From WWDC videos, it seems almost everything is possible using compositional layout but it isn't clear if it is possible to implement a timeline using it. Maybe UICollectionView is not the right paradigm for this use case and one should use UIScrollView? Even if I use UIScrollView, managing things like dragging & reordering items, animating datasource changes, trimming items, zooming the content are going to be issues. Any pointers to existing code base that implements these features?
Here is my playground code as a partial answer for a simple empty iOS Playground file. It should give you a basic idea how to implement it using SpriteKit. I didn't add any animations and the scene so far has a fixed width and the "camera" is also fixed and doesn't allow zooming yet. But I wanted to give you something so you can decided if this is even the right solution for you.
import UIKit
import SpriteKit
import PlaygroundSupport
class MyViewController: UIViewController {
override func loadView() {
// Setting up a basic UIView as parent
let parentView = UIView()
parentView.frame = CGRect(x: 0, y: 0, width: 600, height: 600)
parentView.backgroundColor = .black
// Defining the SKView
let tracksSKView = SKView(frame: parentView.frame)
tracksSKView.ignoresSiblingOrder = false
// Options to debug visually
// tracksSKView.showsNodeCount = true
// tracksSKView.showsPhysics = true
// tracksSKView.showsFields = true
// tracksSKView.showsLargeContentViewer = true
// Defining our subclassed SKScene
let scene = GameScene(size: tracksSKView.bounds.size)
// Presenting and adding views and sceens
tracksSKView.presentScene(scene)
parentView.addSubview(tracksSKView)
self.view = parentView
}
}
//MARK: - Custom SKScene
class GameScene: SKScene {
let trackSize = CGSize(width: 2048, height: 120)
let tracksCount = 4
// Hardcoded clips, use your data source and update when a clip has been moved in any way.
let clips: [Clip] = [
Clip(name: "SongA", track: 1, xPosition: 0, lengh: 245),
Clip(name: "SongB", track: 2, xPosition: 200, lengh: 166, color: .blue),
Clip(name: "SongC", track: 3, xPosition: 200, lengh: 256, color: .red)
]
var touchingClip = false
var touchedClip = SKNode()
// Bacically like loadView or viewDidLoad
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
self.size = CGSize(width: 1024, height: 768)
self.name = "scene"
addTracks(amount: tracksCount)
addClips(clips: clips)
}
// Adding x amount of tracks.
func addTracks(amount: Int) {
for n in 0..<amount {
let trackNode = SKSpriteNode(color: n%2 == 0 ? .systemGray : .systemGray2, size: trackSize)
// Setting up physical propeties of the border of the track
trackNode.physicsBody = SKPhysicsBody(edgeLoopFrom: trackNode.frame)
trackNode.physicsBody?.restitution = 0.2
trackNode.physicsBody?.allowsRotation = false
trackNode.physicsBody?.affectedByGravity = false
trackNode.physicsBody?.isDynamic = false
// Positioning the track
trackNode.zPosition = -1
trackNode.position.y = frame.minY + trackSize.height / 2 + CGFloat(n) * trackSize.height
addChild(trackNode)
}
}
// Adding the Clip objects stored in an array.
func addClips(clips: [Clip]) {
for clip in clips {
let clipNode = SKSpriteNode(color: clip.color, size: CGSize(width: clip.lengh, height: Int(trackSize.height) - 20))
clipNode.position.x = clip.xPosition + CGFloat(clip.lengh / 2)
clipNode.position.y = frame.minY + (trackSize.height * CGFloat(clip.track)) + 1
clipNode.zPosition = 1
clipNode.physicsBody = SKPhysicsBody(rectangleOf: clipNode.frame.size)
clipNode.physicsBody?.affectedByGravity = true
clipNode.physicsBody?.allowsRotation = false
clipNode.physicsBody?.restitution = 0.2
addChild(clipNode)
}
}
//MARK: - User interaction
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
// getting all nodes the user touched (visible and hidden below others.
let tappedNodes = nodes(at: location)
//getting the top node
if let node = tappedNodes.first {
touchedClip = node
touchingClip = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard touchingClip else { return }
// Moving the clip (node) based on the movement of the touch. It's very basic and can look jittery. Using the animate methods would create better results.
for touch in touches {
let location = touch.location(in: self)
touchedClip.position = location
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
touchingClip = false
}
}
//MARK: - Interaction in between object like collisions etc.
extension GameScene: SKPhysicsContactDelegate {
// handle different contact cases here
}
//MARK: - Clip object
struct Clip {
var name: String
var track: Int
var xPosition: CGFloat
var lengh: Int
var color: UIColor = .green
}
PlaygroundPage.current.liveView = MyViewController()
I've added a gesture recognizer for a long press to move the clips, while touch and pan is not resizing the clip. Here is the new code:
import UIKit
import SpriteKit
import PlaygroundSupport
PlaygroundPage.current.liveView = MyViewController()
class MyViewController: UIViewController {
override func loadView() {
// Setting up a basic UIView as parent
let parentView = UIView()
parentView.frame = CGRect(x: 0, y: 0, width: 600, height: 600)
parentView.backgroundColor = .black
// Defining the SKView
let tracksSKView = SKView(frame: parentView.frame)
tracksSKView.ignoresSiblingOrder = false
// Options to debug visually
tracksSKView.showsNodeCount = true
tracksSKView.showsPhysics = true
tracksSKView.showsFields = true
tracksSKView.showsLargeContentViewer = true
// Defining our subclassed SKScene
let scene = GameScene(size: tracksSKView.bounds.size)
// Presenting and adding views and sceens
tracksSKView.presentScene(scene)
parentView.addSubview(tracksSKView)
self.view = parentView
}
}
//MARK: - Custom SKScene
class GameScene: SKScene {
let trackSize = CGSize(width: 2048, height: 120)
let tracksCount = 4
// Hardcoded clips, use your data source and update when a clip has been moved in any way.
let clips: [Clip] = [
Clip(name: "SongA", track: 1, xPosition: 0, lengh: 245),
Clip(name: "SongB", track: 2, xPosition: 200, lengh: 166, color: .blue),
Clip(name: "SongC", track: 3, xPosition: 200, lengh: 256, color: .red)
]
// Different interactions, I used a sepperate variable for each interaction instead of one to be able to add more later.
var touchingClip = false
var movingClip = false
var resizingClip = true
var touchedClip = SKNode()
var location = CGPoint()
// Bacically like loadView or viewDidLoad
override func didMove(to view: SKView) {
physicsWorld.contactDelegate = self
// Using the UI gesture recognizer in the case of a long press seemed easier than trying to figure out the gestures in the touches methods.
let longPressRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(GameScene.longPress))
self.view!.addGestureRecognizer(longPressRecognizer)
// Adding tracks and clips
addTracks(amount: tracksCount)
addClips(clips: clips)
}
// Method that handles the long press
#objc func longPress(sender: UILongPressGestureRecognizer) {
if sender.state == .began || sender.state == .changed {
movingClip = true
resizingClip = false
} else {
movingClip = false
resizingClip = true
}
location = sender.location(in: self.view)
}
//MARK: - Setting up the tracks and clips
// Adding x amount of tracks.
func addTracks(amount: Int) {
for n in 0..<amount {
let trackNode = SKSpriteNode(color: n%2 == 0 ? .systemGray : .systemGray2, size: trackSize)
// Setting up physical propeties of the border of the track
trackNode.physicsBody = SKPhysicsBody(edgeLoopFrom: trackNode.frame)
trackNode.physicsBody?.restitution = 0.2
trackNode.physicsBody?.allowsRotation = false
trackNode.physicsBody?.affectedByGravity = false
trackNode.physicsBody?.isDynamic = false
// Positioning the track
trackNode.zPosition = -1
trackNode.position.y = frame.minY + trackSize.height / 2 + CGFloat(n) * trackSize.height
addChild(trackNode)
}
}
// Adding the Clip objects stored in an array.
func addClips(clips: [Clip]) {
for clip in clips {
let clipNode = SKSpriteNode(color: clip.color, size: CGSize(width: clip.lengh, height: Int(trackSize.height) - 20))
clipNode.name = clip.name
clipNode.position.x = clip.xPosition + CGFloat(clip.lengh / 2)
clipNode.position.y = frame.minY + (trackSize.height * CGFloat(clip.track)) + 1
clipNode.zPosition = 1
clipNode.physicsBody = SKPhysicsBody(rectangleOf: clipNode.frame.size)
clipNode.physicsBody?.affectedByGravity = true
clipNode.physicsBody?.allowsRotation = false
clipNode.physicsBody?.restitution = 0.2
clipNode.physicsBody?.isDynamic = true
addChild(clipNode)
}
}
//MARK: - User interaction
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard touches.first != nil else { return }
for touch in touches {
let location = touch.location(in: self)
touchedClip = atPoint(location) as! SKSpriteNode
if clips.contains(where: { $0.name == touchedClip.name }) {
touchingClip = true
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard touchingClip else { return }
for touch in touches {
if resizingClip {
let resizeValue = touch.location(in: touchedClip).x - touch.previousLocation(in: touchedClip).x
// Checking that we're only adding width to the clip or trimming no more then the remaining width.
if resizeValue > 0 || (resizeValue < 0 && abs(resizeValue) < touchedClip.frame.size.width) {
let action = SKAction.resize(byWidth: resizeValue, height: 0, duration: 0.0)
action.timingMode = .linear
touchedClip.run(action)
}
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
touchingClip = false
resizingClip = true
movingClip = false
}
//MARK: - Scene update
// Runs as long as scene is active once per frame (target of 60 frames per second)
override func update(_ currentTime: TimeInterval) {
// The moving needs to be done in the update method, the touches methods are unresponsive while the gesture recognizer is active.
if movingClip && touchingClip {
let newLocation = convertPoint(fromView: location)
let action = SKAction.move(to: newLocation, duration: 0.1)
action.timingMode = .easeInEaseOut
touchedClip.run(action)
}
// The physics body does not change when the clip node is resized. I'm updating it here.
if resizingClip && touchingClip {
touchedClip.physicsBody = SKPhysicsBody(rectangleOf: touchedClip.frame.size)
touchedClip.physicsBody?.affectedByGravity = true
touchedClip.physicsBody?.allowsRotation = false
touchedClip.physicsBody?.restitution = 0.2
touchedClip.physicsBody?.isDynamic = true
}
}
}
//MARK: - Interaction in between object like collisions etc.
extension GameScene: SKPhysicsContactDelegate {
// handle different contact cases here
}
//MARK: - Clip object
struct Clip {
var name: String
var track: Int
var xPosition: CGFloat
var lengh: Int
var color: UIColor = .green
}
Sources:
www.udemy.com/course/dive-into-spritekit (Pretty good, but not great)
designcode.io (Not recommended)
stackoverflow.com/questions/30337608/detect-long-touch-in-sprite-kit
as well as more SO and Apple Dev :)
I am trying to make an ARKit app for ios and the nodes in the scene are not responding to touch. The scene is properly displayed but I haven't been able to detect any touch.
fileNamed: "TestScene" refers to a TestScene.sks file in my project which is empty and I add the node in the code as shown below.
let detailPlane = SCNPlane(width: xOffset, height: xOffset * 1.4)
let testScene = SKScene(fileNamed: "TestScene")
testScene?.isUserInteractionEnabled = true
let winner = TouchableNode(fontNamed: "Chalkduster")
winner.text = "You Win!"
winner.fontSize = 65
winner.fontColor = SKColor.green
winner.position = CGPoint(x: 0, y: 0)
testScene?.addChild(winner)
let material = SCNMaterial()
material.diffuse.contents = testScene
material.diffuse.contentsTransform = SCNMatrix4Translate(SCNMatrix4MakeScale(1, -1, 1), 0, 1, 0)
detailPlane.materials = [material]
let node = SCNNode(geometry: detailPlane)
rootNode.addChildNode(node)
For TouchableNode I have the following class
class TouchableNode : SKLabelNode {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touch detected")
}
}
I've achieved this affect using gesture recognize
private func registerGestureRecognizers() -> Void {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap))
sceneView.addGestureRecognizer(tapGestureRecognizer)
}
then have a function to handle the tap gesture
#objc private func handleTap(sender: UITapGestureRecognizer) -> Void {
let sceneViewTappedOn = sender.view as! SCNView
let touchCoordinates = sender.location(in: sceneViewTappedOn)
let hitTest = sceneViewTappedOn.hitTest(touchCoordinates)
if !hitTest.isEmpty {
let hitResults = hitTest.first!
var hitNode = hitResults.node
// do something with the node that has been tapped
}
}
}
You need to do isUserInteractionEnabled = true first.
So, something like:
class TouchableNode : SKLabelNode {
override init() {
super.init()
isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
isUserInteractionEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touch detected")
}
}
I was wondering if there was a way to give the properties of a UIButton like darkening the button once it has been pressed,... to a SKSpiteNode since an SKSpiteNode has more customization and because I am using SpriteKit. I have seen 1 other question like this but none of the answers worked. Here is the code I have to create the SKSpriteNode and to detect a touch on it:
import SpriteKit
class StartScene: SKScene {
var startButton = SKSpriteNode()
override func didMoveToView(view: SKView) {
startButton = SKSpriteNode(imageNamed: "playButton")
startButton.size = CGSize(width: 100, height: 100)
startButton.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 - 50)
self.addChild(startButton)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
if startButton.containsPoint(location){
// When it has been selected
}
}
}
//...
Pleas help. Thanks in advance... Anton
I have always achieved this by adding code to the touches began, and touches ended method. Inside of these methods I simply set the sprites color to black, and then change its color blend factor. Let me know if this works for you!
//This will hold the object that gets darkened
var target = SKSpriteNode()
//This will keep track if an object is darkened
var have = false
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
var first = touches.first as! UITouch
var location:CGPoint = first.locationInNode(self)
touchP = location
mouse.position = touchP
var node:SKNode = self.nodeAtPoint(location)
if let button = node as? SKSpriteNode
{
target = button
have = true
}
else
{
have = false
}
if (have == true)
{
target.color = UIColor.blackColor()
target.colorBlendFactor = 0.2
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
if (havet == true)
{
target.color = UIColor.blackColor()
target.colorBlendFactor = 0
target = SKSpriteNode()
have = false
}
}
I want to increase a CGFloat every time while the Screen is tapped.
The float has a set maximum and minimum value.
I tried to go through this suggestion: StackOverflow
However, this only increases the CGFloat after the touch is made, or the maximum is reached. I want to increase the CGFloat during the touch, meaning the longer you touch the higher the Jump/CGFloat.
The problem probably lies within the impulse, that you cant change it after it was applied. That means, after the 'Player' gets an impulse of 20, and the screen is longer touched, the Float may increase, but the impulse won't.
If you look at my current code, the impulse is set at maximum while the screen is touched, but if released the action should be removed. However, it doesn't work, the impulse does not stop.
I know that you can set the velocity of the body at a value after the press is made, and if the press has ended the velocity back to 0 so it stops it 'jump', but that doesn't look quite smooth as it would be with an impulse.
Has anybody a solution?
struct Constants {
static let minimumJumpForce:CGFloat = 20.0
static let maximumJumpForce:CGFloat = 60.0
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var force: CGFloat = 20.0
func longPressed(longPress: UIGestureRecognizer) {
if (longPress.state == UIGestureRecognizerState.Began) {
println("Began")
self.pressed = true
let HigherJump = SKAction.runBlock({Player.physicsBody?.applyImpulse(CGVectorMake(0, Constants.maximumJumpForce))})
self.runAction(HigherJump , withKey:"HighJump")
}else if (longPress.state == UIGestureRecognizerState.Ended) {
println("Ended")
self.pressed = false
self.removeActionForKey("HighJump")
}
}
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch in (touches as! Set<UITouch>) {
let location = touch.locationInNode(self)
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
1.Create ‘Game’ from Xcode template based on SpriteKit
2.Copy paste listed code to GameScene class
import SpriteKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var location = CGPoint()
var floorSize = CGSize()
var floorColor = UIColor()
var player = SKSpriteNode()
override func didMoveToView(view: SKView) {
view.showsFPS = true;
view.showsNodeCount = true;
view.showsDrawCount = true;
self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
self.physicsBody?.categoryBitMask = 1
self.physicsBody?.contactTestBitMask = 1
self.physicsWorld.gravity = CGVectorMake(0, 0)
self.physicsWorld.contactDelegate = self;
location = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
player = SKSpriteNode(imageNamed:"Spaceship")
player.physicsBody = SKPhysicsBody(rectangleOfSize: CGSize(width: 320, height: 320))
player.physicsBody?.categoryBitMask = 1
player.physicsBody?.collisionBitMask = 1
player.physicsBody?.contactTestBitMask = 1
player.physicsBody?.linearDamping = 0;
player.xScale = 1
player.yScale = 1
player.position = location
self.addChild(player)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.physicsWorld.gravity = CGVectorMake(0, 0)
let direction = Float(1.5708)//Float(player.zRotation) + Float(M_PI_2)
player.physicsBody?.applyForce(CGVector(dx: 150000*CGFloat(cosf(direction)), dy: 150000*CGFloat(sinf(direction))))
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.physicsWorld.gravity = CGVectorMake(0, -7.9)
}
}
3.Run the app
This should give you start point for you 'Jump' game :)
Try changing this:
if(self.pressed){
let HigherJump = SKAction.runBlock({if(self.force < Constants.maximumJumpForce){
self.force += 2.0
}else{
self.force = Constants.maximumJumpForce
}})
self.runAction(HigherJump)
}
to this:
if(self.pressed){
if(self.force < Constants.maximumJumpForce) {
self.force += 2.0
}
else {
self.force = Constants.maximumJumpForce
}
}
Theres no need to use a runBlock SKAction here.
I'm new to swift programming and I decided I would make a simple game to start with SpriteKit. I have a SpriteNode that is supposed to pick 1 of 6 locations and move there when it is tapped, however from the methods I've seen I can't figure out how to implement it (again I'm new at this) Here is my code from the GameScene.swift file:
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let screenSize: CGRect = UIScreen.mainScreen().bounds
let greenTileWidth = screenSize.width * 0.5
let greenTileHeight = screenSize.height * 0.33
let greenTilePositionY = [greenTileHeight / 2, greenTileHeight / 2 + greenTileHeight, greenTileHeight / 2 + greenTileHeight * 2 ]
let greenTilePositionX = [greenTileWidth / 2, greenTileWidth / 2 + greenTileWidth]
let backgroundTile = SKSpriteNode(imageNamed: "whiteTile")
backgroundTile.size.width = screenSize.width * 100
backgroundTile.size.height = screenSize.height * 100
addChild(backgroundTile)
let greenTile = SKSpriteNode(imageNamed: "greenTile")
greenTile.size.width = greenTileWidth
greenTile.size.height = greenTileHeight
greenTile.position.y = greenTilePositionY[0]
greenTile.position.x = greenTilePositionX[0]
greenTile.userInteractionEnabled = true
addChild(greenTile)
var randomX:Int = 0
var randomY:Int = 0
func getRandomY() -> Int{
randomY = Int(arc4random_uniform(26))%3
return randomY
}
func getRandomX() -> Int{
randomX = Int(arc4random_uniform(26))%2
return randomX
}
func moveGreenTile(){
greenTile.position.x = greenTilePositionX[randomX]
greenTile.position.y = greenTilePositionY[randomY]
}
getRandomX()
getRandomY()
moveGreenTile()
}
when the SpriteNode greenTile is tapped, getRandomY() getRandomX() and moveGreenTile() should be called.
First you have to set the name attribute of your SKSpriteNodes:
greenTile.name = "greenTile"
First I see some errors in your code. The return values of getRandomX and getRandomY never get really used. Because you set the randomX and randomY variables without actually calling getRandom. So you should update it to:
func moveGreenTile(){
greenTile.position.x = greenTilePositionX[getRandomX()]
greenTile.position.y = greenTilePositionY[getRandomY()]
}
That way you only have to call moveGreenTile and it will call the getRandom methods by itself.
Then you have to use the touchesBegan method to check if the user touches the screen. So with the name you can check if the user touched the greenTile by checking the name you've set earlier:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch in touches{
let location = touch.locationInNode(self)
let node:SKNode = self.nodeAtPoint(location)
if(node.name == "greenTile"){
moveGreenTile()
}
}
}
This code detects tap events, not only touches, on a SKSpriteNode.
You can change how sensitive the tap gesture is by modifying TapMaxDelta.
class TapNode : SKSpriteNode {
// Tap Vars
var firstPoint : CGPoint?
var TapMaxDelta = CGFloat(10)
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
init() {
let texture = SKTexture(imageNamed: "Test.png")
super.init(texture: texture, color: UIColor.clear, size: texture.size())
isUserInteractionEnabled = true
}
// ================================================================================================
// Touch Functions
// ================================================================================================
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouch = touches.first {
firstPoint = firstTouch.location(in: self)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouch = touches.first, let firstPoint = firstPoint {
let curPoint = firstTouch.location(in: self)
if abs(curPoint.x - firstPoint.x) <= TapMaxDelta && abs(curPoint.y - firstPoint.y) <= TapMaxDelta {
print("tap yo")
}
}
}
}