我正在使用此代码来检测并查看用户点击是否在我的 SKSpriteNode 的框架内,如果是,则从屏幕上删除该节点。但我只希望被点击的节点消失。
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
if ((location.x > self.crate.frame.origin.x && location.x < self.crate.frame.origin.x + self.crate.frame.size.width) &&
(location.y > self.crate.frame.origin.y && location.y < self.crate.frame.origin.y + self.crate.frame.size.height)) {
[self.crate removeFromParent];
}
}
}
在我的更新方法中,我正在调用一个方法 addCrate: 来每秒生成节点。
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast {
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 1) {
self.lastSpawnTimeInterval = 0;
[self addCrate];
}
}
- (void)update:(NSTimeInterval)currentTime {
// Handle time delta.
// If we drop below 60fps, we still want everything to move the same distance.
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
self.lastUpdateTimeInterval = currentTime;
if (timeSinceLast > 1) { // more than a second since last update
timeSinceLast = 1.0 / 60.0;
self.lastUpdateTimeInterval = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}
这是它正在调用的方法。
- (void)addCrate {
// Create sprite
self.crate = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(30, 30)];
//self.crate.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.crate.frame.size];
// Determine where to spawn the crate along the X axis
int minX = self.crate.size.width / 2;
int maxX = self.frame.size.width - self.crate.size.width / 2;
int rangeX = maxX - minX;
int actualX = (arc4random_uniform(rangeX)) + minX;
// Create the crate slightly off-screen along the top,
// and along a random position along the X axis as calculated above
self.crate.position = CGPointMake(actualX, self.frame.size.height + self.crate.size.height/2);
[self addChild:self.crate];
self.crate.size = CGSizeMake(50, 50);
// Determine speed of the crate
int actualDuration = 3.5;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, -self.crate.size.height/2) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[self.crate runAction:[SKAction sequence:@[actionMove, actionMoveDone]]];
}
但是当我在我的 iPhone 上运行时,只有有时会注册点击并从屏幕上删除块,有时则不会。同样,我希望被点击的节点消失并且只有那个节点。
谢谢!
U1:
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];
[self addCrate];
}
return self;
}
- (void)addCrate {
// Create sprite
self.crate = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:CGSizeMake(30, 30)];
self.crate.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:CGSizeMake(30, 30)];
self.crate.userInteractionEnabled = YES;
//self.crate.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:self.crate.frame.size];
// Determine where to spawn the crate along the X axis
int minX = self.crate.size.width / 2;
int maxX = self.frame.size.width - self.crate.size.width / 2;
int rangeX = maxX - minX;
int actualX = (arc4random_uniform(rangeX)) + minX;
// Create the crate slightly off-screen along the top,
// and along a random position along the X axis as calculated above
self.crate.position = CGPointMake(actualX, self.frame.size.height + self.crate.size.height/2);
[self addChild:self.crate];
self.crate.size = CGSizeMake(50, 50);
// Determine speed of the crate
int actualDuration = 3.5;
// Create the actions
SKAction * actionMove = [SKAction moveTo:CGPointMake(actualX, -self.crate.size.height/2) duration:actualDuration];
SKAction * actionMoveDone = [SKAction removeFromParent];
[self.crate runAction:[SKAction sequence:@[actionMove, actionMoveDone]]];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInNode:self];
SKNode *touchedNode = [self nodeAtPoint:touchLocation];
NSLog(@"touchLocation x: %f and y: %f", touchLocation.x, touchLocation.y);
if (touchedNode != self) {
NSLog(@"Removed from parent.");
[touchedNode removeFromParent];
}
}
- (void)updateWithTimeSinceLastUpdate:(CFTimeInterval)timeSinceLast {
self.lastSpawnTimeInterval += timeSinceLast;
if (self.lastSpawnTimeInterval > 1) {
self.lastSpawnTimeInterval = 0;
[self addCrate];
}
}
- (void)update:(NSTimeInterval)currentTime {
// Handle time delta.
// If we drop below 60fps, we still want everything to move the same distance.
CFTimeInterval timeSinceLast = currentTime - self.lastUpdateTimeInterval;
self.lastUpdateTimeInterval = currentTime;
if (timeSinceLast > 1) { // more than a second since last update
timeSinceLast = 1.0 / 60.0;
self.lastUpdateTimeInterval = currentTime;
}
[self updateWithTimeSinceLastUpdate:timeSinceLast];
}