I have a 2d animation on scene.When I try to detect tap or click on the animation using OnMouseDown function it doesn't work.But it works using the following code
Input.GetMouseButtonDown(0)
it works but it detects tap on whole window and if I print the onject name like
Debug.log(this.name);
it prints the name of the animated sprite name.I want to detect tap only on the animated sprite.Please anyone help me..
You need to use Raycasting to detect that. Cast a 2D ray down from the input location and check if it hits something. Here's good info about it.
if (Input.GetMouseButtonDown(0))
{
var hit : RaycastHit2D = Physics2D.Raycast(cam.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
if(hit != null)
{
Debug.Log("object clicked: "+hit.collider.tag);
}
}
Related
I'm writing an app for Apple Watch using SpriteKit, so I don't have access to functions like touchesBegan and I have to use a WKTapGestureRecognizer to detect taps, no big deal, but I have issues detecting taps on a node.
In my InterfaceController I have:
#IBAction func handleTap(tapGestureRecognizer: WKTapGestureRecognizer){
scene?.didTap(tapGesture: tapGestureRecognizer)
}
And in my Scene file I have
func didTap(tapGesture:WKTapGestureRecognizer) {
let position = tapGesture.locationInObject()
let hitNodes = self.nodes(at: position)
if hitNodes.contains(labelNode) {
labelNode.text = "tapped!"
}
Problem is the Tap Gesture Recognizer gives me the absolute coordinates of the touch point (for example 11.0, 5,0) while my node is positioned relatively to the center of the screen (so its position is -0.99,-11.29 even though is at the center of the screen) therefore the tap is hitting the node not when actually tapping it, but when I tap on the top left of the screen. I searched everywhere and it looks like this is the way to do it yet I don't find people having the same issues. The node has been added via the editor. What am I doing wrong?
So you have the right idea. You are getting this wrong because hitNodes is an array of SKNodes. Those are newly created. So when you use hitNodes.contains the addresses of the labelNode and the address of the newly created SKNode that is being compared would be completely different. Therefore it would never be tapped.
Here's what I would do. This would be in my Scene File. Your InterfaceController class is correct.
func didTap(tapGesture:WKTapGestureRecognizer) {
let position = tapGesture.locationInObject()
if labelNode.contains(position) {
labelNode.text = "tapped!"
}
}
OR another way would be this. I like this way because you only have one function which would be in the WKInterfaceControlller And you would need no functions in your Scene File.
#IBAction func tapOnScreenAct(_ sender: WKGestureRecognizer) {
if scene.labelNode.contains(sender.locationInObject()) {
scene.labelNode.text = "tapped!"
}
}
Either way, both should work. Let me know if you have any more questions or clarifications.
The App supports iPad Pro and it has to work with the Apple Pencil. What I would like to do is to differentiate whether the user is using the Apple Pencil or his finger.
Something like:
if( the user is pressing the screen with his finger){
do something
} else if ( the user is pressing the screen with an Apple Pencil){
do something else
}
I found the UITouchTypeStylus attribute but was not able to know how it works.
My main problem is that there are really few examples, and they are written in swift, but I am working in objective C. And I am not able to really understand these samples.
Look at this, this is a function from a sample that I found on the apple developer:
func addPointsOfType(var type: LinePoint.PointType, forTouches touches: [UITouch], toLine line: Line, currentUpdateRect updateRect: CGRect) -> CGRect {
var accumulatedRect = CGRect.null
for (idx, touch) in touches.enumerate() {
let isStylus = touch.type == .Stylus // I think that what I'm looking for is something like that
[...]
}
I don't really have the time to learn swift now, unfortunately... This is blocking me completely.
So if someone could give me some samples in Objective C that will allow me to work with the Apple Pencil, or just a beginning. A tutorial on a web site would be perfect also but I don't think there are any.
To check if a UITouch is using the stylus touch type in Objective-C:
if (touch.type == UITouchTypeStylus) {
// Do stuff
}
If you're not handling touches directly, but using a gesture recognizer, then it is a little more complicated.
You could try adding a second long press gesture recogniser and setting the allowedTouchTypes property on each one to recognise stylus or direct touches:
longPressGestureFinger.allowedTouchTypes = #[#(UITouchTypeDirect)];
longPressGesturePencil.allowedTouchTypes = #[#(UITouchTypeStylus)];
If that doesn't work, you would have to add a delegate to the long press gesture, and in the gestureRecognizer: shouldReceiveTouch: method, check and store the type of touch and use this when the gesture action fires.
The UITouch class in iOS 9.1 has a touch property which returns the type:
typedef enum {
UITouchTypeDirect,
UITouchTypeIndirect,
UITouchTypeStylus // THIS ONE
} UITouchType;
So far I have a grid of buttons and have attached a pan gesture recognizer to the view. I can track the events and get the location of the finger as it moves but there doesn't seem to be the equivalent of a "mouseEnter" message to use to get info about or control properties (such as the highlighting) of the other buttons I pass over.
Am I missing something? How can I accomplish, say, highlighting the buttons under the users' fingers as they pan over them? Does cocoa touch support this or must something else be done?
Thanks.
You are right, there is no such event. Also UIButton events won't help you either, because those require to actually start gesture inside. What you can do instead is to get location of the point you are currently dragging:
func panDetected(sender : MoreInformativeGestureRecognizer) {
let touchPoint = sender.locationInView(self.view)
}
And now, when you have the point, you can iterate on all the buttons you have and check if the point is inside the button:
let buttons = [UIButton]
let lastActiveButton = UIButton?
...
// Iterate through all the buttons
for button in buttons {
// Check area of the button against your touch
if CGRectContainsPoint(button.frame, touchPoint) {
// You are inside the touch area of the button
// Here, you can for example perform some action if you want, store information
// about the button so you don't do it multiple times etc.. your call :)
self.lastActiveButton = button
}
}
This way you can detect then you go in and out and do whatever you want with events. Hope it helps!
UIButton inherits from UIControl which has a number of events
Have you tried that? You can add a listener to those events, either through nib/storyboard or through code (look under discussion to see how to do this)
I recently started using scenekit for scenekit in iOS 8. I am facing difficulty in detecting whether the user has tapped or pressed on the object. Is there any way to do that?
See the documentation for the hitTest method. Call that from wherever you're handling touch events to get a list of 3D scene objects/locations "under" a 2D screen point.
An easy way to get sample code that shows the hitTest in action is to create a sample app using the Game template in XCode6. Create a new project, select the "Game" template.
The hitTest code should be there in the implementation of:
- (void) handleTap:(UIGestureRecognizer*)gestureRecognize
Add a tap gesture to the object and check whether it is a SCNNode()
#objc func tapGestureRec(sender: UIPanGestureRecognizer? = nil){
let location: CGPoint = (sender?.location(in: self.view))!
let hits = self.sceneKitView.hitTest(location, options: nil)
if let tappedNode : SCNNode = hits.first?.node {
...
}
}
I'm just going to explain the context so it is clearer.
I made this menu : my menu
I am looking to make an improved and more advanced version of the same menu.
I made an animation of waves on the cofee's surface and am looking to make it loop when the mouse is moving and to stop looping when it's not.
Sorry for the lack of specifications as I am quite new to actionscript, but I hope somebody will be able to help me. :)
Thanks,
Mathieu
Well, you said it - leverage MouseEvent.MOUSE_MOVE to set a conditional in your looping routine.
private var _isMoving:Boolean = false;
stage.addEventListener(MouseEvent.MOUSE_MOVE, checkMouse);
this.addEventListener(Event.ENTER_FRAME, doLoop);
private function checkMouse(e:MouseEvent):void
{
_isMoving = true;
}
private function doLoop(e:Event):void
{
trace("moving =" + _isMoving);
if(_isMoving)
{
// loop animation
}
_isMoving = false;
}
depending on how you want it to work I would do this as follows:
create an animation of wavy coffee
ensure the animation loops
note that clips loop by default, so all you have to do is match the first and last frames!
place the clip at the edge of your current coffee graphic
double click on the graphic to edit it
drag an instance of the looping animation from the library onto the "edge" of the graphic
OR just replace your entire light brown graphic with an animated one that loops
when the mouse is moving, call play on the animated loop clip
when the mouse stops, call stop on the animated loop clip
Some example code would be along the lines of:
public function init():void {
menuClip.addEventListener(MouseEvent.MOUSE_OVER, onMenuRollOver);
menuClip.addEventListener(MouseEvent.MOUSE_OUT, onMenuRollOut);
}
public function onMenuRollOver(event:MouseEvent):void {
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMove);
/* do the stuff you're currently doing to animate the clip here.
something like: coffee graphic height = ease to mouseHeight */
}
public function onMenuRollOut(event:MouseEvent):void {
/* do the stuff you're currently doing to stop the clip here. */
stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMove);
coffeeClip.stop();
}
public function onMove(event:MouseEvent):void {
resetTimer();
coffeeClip.play(); //note: play has no effect when movie is playing (that's ideal in this case)
}
public function resetTimer():void {
if(mouseMovementTimer == null) createTimer();
mouseMovementTimer.reset();
mouseMovementTimer.start();
}
public function createTimer():Timer {
mouseMovementTimer = new Timer(DELAY, 1); //fiddle with the delay variable. Try 500, at first
mouseMovementTimer.addEventListener(TimerEvent.TIMER, stopAnimationLoop);
}
public function stopAnimationLoop(event:TimerEvent):void {
mouseMovementTimer.removeEventListener(TimerEvent.TIMER, stopAnimationLoop); //optional but recommended
mouseMovementTimer = null;
coffeClip.stop();
}
Of course, you would need to do things like call init() and import flash.utils.Timer and initialize variables like mouseMovementTimer, menuClip, coffeeClip and DELAY.
Warning: This code is off the top of my head and untested. So there's likely to be small bugs in it but you should get the general idea:
add a mouse listener when the user mouses over the menu
remove that listener if the user mouses out of the menu
have that listener play the looping movie clip
trigger an event that will stop the looping clip if movement hasn't been detected in a while
once the trigger goes of, stop the clip
The key is in detecting when the mouse stops moving. Flash detects interaction well but does not detect NON-INTERACTION for obvious reasons. One easy way to solve that is to trigger a timer that will go off once too much time has elapsed since the last activity. Then, when the timer triggers, you know action has stopped!
I think that's the key piece to solving your problem. I hope that helps someone in some way.
~gmale