Subclassed node, but want to detect touch in the scene - swift

I have a subclassed node called LocationNode, where touch is enabled. It looks like this.
class LocationNode: SKSpriteNode, CustomNodeEvents {
func didMoveToScene() {
self.isUserInteractionEnabled = true
}
}
I haven't overriden touchesBegan in this subclass file, because I want to control all touch events like this in the actual scene file:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchLocation = touches.first!.location(in: self)
let touchedNode = self.atPoint(touchLocation)
//if touchedNode.name != nil {
print("touched")
//}
}
When I try do this, however, it doesn't work. How can I control touch events for a subclassed node in the scene file?
EDIT:
Here's what my override function looks like in the scene.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchLocation = touches.first!.location(in: self)
let touchedNode = self.atPoint(touchLocation)
print("TOUCHED")
}

You could implement this code below in your custom class, in this case LocationNode, to have a "return of touches" to the parent class, then you can handle the touches in both places (also to the main scene) :
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
print("touched!")
}
guard let parent = self.parent else { return }
parent.touchesBegan(touches, with: event)
}

Related

Draggable object jumps a bit when I try to highlight a button

I have 2 UIImageView who are placed on storyboard and setup in code via frames. I have also a UIButton and an optional draggableView: UIView?. What I'm trying to do:
Drag a view - seems to be working fine
Highlight my button when I hover draggableView over it and disable highlight if we moving away from it. Highlight seems to be happening, but my draggableView goes kinda underneath a button and does a very noticeable jump into its starting position before dragging. After that if we continue dragging - position continues to update properly.
Here is the code for touches
override func viewDidLoad() {
...
img01.isUserInteractionEnabled = true
img02.isUserInteractionEnabled = true
...
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {return}
if img01.bounds.contains(touch.location(in: img01)) {
draggableView = img01
} else if img02.bounds.contains(touch.location(in: img02)) {
draggableView = img02
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let draggableView = draggableView else {return}
guard let touch = touches.first else {return}
draggableView.center = touch.location(in: view)
if btnMain.bounds.contains(touch.location(in: btnMain)) {
print("Case 4")
btnMain.isHighlighted = true
} else {
print("Case 5")
btnMain.isHighlighted = false
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
draggableView = nil
btnMain.isHighlighted = false
}
What causes that jump to initial position and is there a way to kinda... make draggableView noticeably on top of anything? Thanks.

Sprite Kit - how do i make the sprite jump by clicking on the image

I want to make the image jump by clicking on the sprite, rather than clicking the screen to make it jump.
func jump() {
Football?.texture = SKTexture(imageNamed: "Football")
Football?.physicsBody?.applyImpulse(CGVector(dx: 100, dy: 2000))
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
func touchUp(atPoint pos: CGPoint) {
Football?.texture = SKTexture(imageNamed: "Football")
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
this is a really basic way of testing if the sprite is touched
BTW your variable is named Football proper nomenclature says thay you should be using lower case variable names "football"
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as UITouch! {
let touchLocation = touch.location(in: self)
if Football.contains(touchLocation) {
//jump code here
}
}
}

Touch implementation in game

I am using Swift 3 with Xcode 8 and I am trying to make simple game with SpritKit. Basically what I'm trying to do is allow player to move my sprite only left and right ( drag it on screen ) and after realising finger ( touch ended ) apply impulse on sprite. I have managed to do that BUT i want that to happen only on first touch, so after applying impulse on sprite player cannot interact with sprite anymore until some collison happens or simillar. Below is my code which works all the time not only on first touch.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
let location = t.location(in: self)
if player.contains(location)
{
player.position.x = location.x
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
if let t = touches.first {
player.physicsBody?.isDynamic = true
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 50))
}
}
}
As Whirlwind commented, you just need a boolean value to determine when you should control the object:
/// Indicates when the object can be moved by touch
var canInteract = true
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
let location = t.location(in: self)
if player.contains(location) && canInteract
{
player.position.x = location.x
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
if let t = touches.first && canInteract {
canInteract = false //Now we cant't interact anymore.
player.physicsBody?.isDynamic = true
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 50))
}
}
}
/* Call this when you want to be able to control it again, on didBeginContact
after some collision, etc... */
func activateInteractivity(){
canInteract = true
// Set anything else you want, like position and physicsBody properties
}

Touchesmoved - updating multiple elements on single drag

I'm trying to update multiple images upon clicking and dragging over the elements. I've implemented touchesbegan, touchesmoved, and touchesended, but I don't know how to make touchesmoved effect multiple images.
I've been scouring the web, but I haven't been able to find any guides on this. If you could point me in the right direction, or provide me with some basic advice, that would be greatly appreciated.
The following is an example image:
Edit: The following is an example image of what should be possible:
What it should look like.
I'd like to be able to effect the other letters in the same way through the same press, changing their pictures. These pictures are temporary images.
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("touches began:\(touches)")
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.image = UIImage(named: "slot")!
print("touches moved:\(touches)")
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
self.image = UIImage(named: "tile")!
print("touches ended")
}
If I understood you correctly, that should be something like this:
class ChangableView: UIView {
private var touchedImageView: UIImageView? {
didSet {
if oldValue == touchedImageView { return }
if let oldValue = oldValue {
oldValue.image = UIImage(named: "tile")!
}
if let newValue = touchedImageView {
newValue.image = UIImage(named: "slot")!
}
}
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
guard let touch = touches.first else { return }
updateTouchedImageViewWithTouch(touch, event: event)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
guard let touch = touches.first else { return }
updateTouchedImageViewWithTouch(touch, event: event)
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
touchedImageView = nil
}
}
private extension ChangableView {
func updateTouchedImageViewWithTouch(touch: UITouch, event: UIEvent?) {
let touchPoint = touch.locationInView(self)
let touchedView = self.hitTest(touchPoint, withEvent: event)
touchedImageView = touchedView as? UIImageView
}
}
In addition your UIViewController should have as view a subclass of ChangableView and do not forget to set userInteractionEnabled property to all the UIImageViews to YES.

How do I drag and drop a sprite in Swift 3.0?

All i'm trying to do is be able to drag and drop a sprite across the screen. I've tried the following code:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in (touches ) {
let location = touch.locationInNode(self)
if ball.containsPoint(location) {
ball.position = location
}
}
}
This code does work, however, when I drag the ball quite fast, I guess it detects that the "ball" no longer contains the point "location" and the ball stops, meaning I have pick the ball up again. I want the ball to be able to respond to my touches quickly, so that the ball wont stop moving. How would I do this?
This is the correct way to do it in Sprite Kit. Like I said in my comment, you need to assign the moving node to an activate state, in this case I use a variable called movableNode to act is my activate state. When you touch the ball, it becomes activated by assigning it to movableNode. Then as you drag your finger, movableNode will go with the drag, Then once you release, you enter a deactivate state by setting movableNode to nil. Note that this code will only work on single touch applications, if you want to handle multitouch, then you need to track which touch is doing the dragging.
var movableNode : SKNode?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.locationInNode(self)
if ball.containsPoint(location) {
movableNode = ball
movableNode!.position = location
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first where movableNode != nil {
movableNode!.position = touch.locationInNode(self)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first where movableNode != nil {
movableNode!.position = touch.locationInNode(self)
movableNode = nil
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
movableNode = nil
}
}
KnightOFDragon solution works just fine. I just added few lines if you don't want to move sprite centre position to position where your finger touched the screen and you would like to move sprite from its centre original position.
var movableNode : SKNode?
var ballStartX: CGFloat = 0.0
var ballStartY: CGFloat = 0.0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let location = touch.location(in: self)
if (map?.contains(location))! {
movableNode = ball
ballStartX = (movableNode?.position.x)! - location.x // Location X of your sprite when touch started
ballStartY = (movableNode?.position.y)! - location.y // Location Y of your sprite when touch started
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first, movableNode != nil {
let location = touch.location(in: self)
movableNode!.position = CGPoint(x: location.x+ballStartX, y: location.y+ballStartY) // Move node around with distance to your finger
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let _ = touches.first, movableNode != nil {
movableNode = nil
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
movableNode = nil
}
I have an implementation where I've subclassed a UIImageView and called it a "DraggableImage"
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
originalPosition = self.center
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: self.superview)
self.center = CGPoint(x: position.x, y: position.y)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
self.center = originalPosition
}