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sprite kit-我可以在Swift的touchesBegan之间设置延迟时间吗?

(sprite kit - Can I set a lag time in between touchesBegan in Swift?)

发布于 2020-11-28 04:45:33

我的应用有多个球,但一次只能移动。我的以下代码显示,在touchesBegin时,我设置了touchesMoved中使用的特定字段touchesCancelledtouchesEnded中,我重置了所有内容。

这是我的第一个Swift应用程序,但不是我的第一个程序,我知道用户喜欢尝试使应用程序崩溃。因此,我用两根手指开始尽可能快地触摸多个球,最终,是的,我在第一个可以设置为“移动”球之前,先在另一个球上碰过touches。是否有任何滞后属性可以让iOS在touchesBegan之间等待甚至0.3秒?

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?){
    guard let touch = touches.first else { return }
    let location = touch.location(in: self)
    let touchedNodes = self.nodes(at: location)
    for node in  touchedNodes{
        if let theNode = node as? MyBall {
            if theNode.nodeType == .ball, theNode.isMoving == false,
                (myGV.currentBall == nil) {
                    theNode.isMoving = true
                    theNode.zPosition += 1
                    myGV.currentBall = theNode
                }
            }
        }
      }

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?){
    guard touches.first != nil else { return }
    if let touch = touches.first, let node = myGV.currentBall, node.isMoving == true {
        let touchLocation = touch.location(in: self)
        node.position = touchLocation
        node.isMoving = true
        node.inSlot = false
    }
}
Questioner
LuisC329
Viewed
0
bg2b 2020-11-28 22:40:06

我认为自然的事情是围绕一种个体的主动接触进行组织。touchesMoved,,touchesEnded和中touchesCancelled,当没有活动触摸时,将忽略所有内容,并忽略不是活动触摸的所有触摸。在中touchesBegan,如果已经有活动的触摸,请忽略新的触摸。最后,在中touchesBegan,如果没有活动的触摸并且该触摸在一个球上,则该触摸变为活动的触摸,并且该球成为被移动的球。草图:

// activeTouch is a UITouch?

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
  for touch in touches {
    if activeTouch == nil {
      // Look for a touched ball; if found set that as the moving ball
      // and set this touch as activeTouch
    }
  }
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?){
  guard let active = activeTouch else { return }
  for touch in touches {
    if touch == active {
      // Do stuff with the moving ball
    }
  }
}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?){
  guard let active = activeTouch else { return }
  for touch in touches {
    if touch == active {
      // The moving ball stops moving, reset activeTouch to nil
    }
  }
}

// Probably touchesCancelled should be the same as touchesEnded, or
// maybe you'd want to move the ball back to the starting position;
// depends on your game.