Reputation: 454
Im using Xcode 7, Swift, and SpriteKit and I'm attempting to allow the user to use two fingers at once in my app.
Basically I have two halves to my screen, and I want separate touch-recognition for each side, and simultaneously.
Here is my current code below :
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?)
{
guard let touch = touches.first else {
return;
}
let location = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(location)
if (touchedNode == touch1){
//code1
}
else if (touchedNode == touch2){
//code2
}
}
touch1 and touch2 are SkSpriteNodes that each take up a different half of the screen.
This code works well, as long as you only have 1 finger on the screen at a time.
However if there are two(1 for each half), which ever one was placed on the screen first is the one that is registered.
How do I make it so that both are being registered, and therefore code1 and code2 are being run?
Upvotes: 0
Views: 2158
Reputation: 13675
You need multipleTouchEnabled property set to true
. From the docs about this property :
When set to YES, the receiver receives all touches associated with a multi-touch sequence. When set to NO, the receiver receives only the first touch event in a multi-touch sequence. The default value of this property is NO.
EDIT:
Based on your comments, you might try this (making sprites responsive to touches):
class Button:SKSpriteNode {
init(size:CGSize, color:SKColor) {
super.init(texture: nil, color: color, size: size)
userInteractionEnabled = true
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let name = self.name {
print("Button with \(name) pressed")
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let name = self.name {
print("Button with \(name) pressed")
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let name = self.name {
print("Button with \(name) released")
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameScene: SKScene, SKPhysicsContactDelegate {
override func didMoveToView(view: SKView) {
let left = Button(size: CGSize(width: frame.size.width/2.0, height: frame.size.height), color: .blackColor())
left.name = "left"
left.position = CGPoint(x: left.size.width/2.0, y: frame.midY)
let right = Button(size: CGSize(width: frame.size.width/2.0, height: frame.size.height), color: .whiteColor())
right.name = "right"
right.position = CGPoint(x:frame.maxX-right.size.width/2.0, y: frame.midY)
addChild(left)
addChild(right)
}
}
Upvotes: 1