Reputation:
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")
}
Upvotes: 2
Views: 81
Reputation: 35392
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)
}
Upvotes: 2