I am working with SpriteKit right now and I came across a problem that seems simple but I couldn't find anything on the internet. I have three buttons that are shaped like parallelograms stacked on top of each other and it looks like this: Screenshot of buttons
let button = SKSpriteNode(imageNamed: "playbutton")
let leaderButton = SKSpriteNode(imageNamed: "leaderbutton")
let homeButton = SKSpriteNode(imageNamed: "homebutton")
button.position = CGPoint(x: size.width/2, y: size.height/2)
addChild(button)
leaderButton.position = CGPoint(x: size.width/2, y: size.height/2 - button.size.height/2)
addChild(leaderButton)
homeButton.position = CGPoint(x: size.width/2, y: size.height/2 - button.size.height)
addChild(homeButton)
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if button.containsPoint(location) {
button.runAction(SKAction.scaleTo(0.8, duration: 0.1))
}
else if leaderButton.containsPoint(location) {
leaderButton.runAction(SKAction.scaleTo(0.8, duration: 0.1))
}
else if homeButton.containsPoint(location) {
homeButton.runAction(SKAction.scaleTo(0.8, duration: 0.1))
}
}
}
This is how I am detecting touches. The problem is that they overlap because the sprite is actually a rectangle so when i try and tap on the top left of the second button, the top button detects it. I was wondering of there is a way to detect touch only in the texture like how you can set the physics body to a texture. Thanks for any help you can give me!
Link works now.
So I tried this:
button.position = CGPoint(x: size.width/2, y: size.height/2)
button.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "playbutton"), size: button.size)
button.physicsBody?.dynamic = false
addChild(button)
leaderButton.position = CGPoint(x: size.width/2, y: size.height/2 - button.size.height/2)
leaderButton.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "leaderbutton"), size: leaderButton.size)
leaderButton.physicsBody?.dynamic = false
addChild(leaderButton)
homeButton.position = CGPoint(x: size.width/2, y: size.height/2 - button.size.height)
homeButton.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "homebutton"), size: homeButton.size)
homeButton.physicsBody?.dynamic = false
addChild(homeButton)
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if physicsWorld.bodyAtPoint(location)?.node == button {
button.runAction(SKAction.scaleTo(0.8, duration: 0.1))
print("play")
}
if physicsWorld.bodyAtPoint(location)?.node == leaderButton {
leaderButton.runAction(SKAction.scaleTo(0.8, duration: 0.1))
print("leader")
}
if physicsWorld.bodyAtPoint(location)?.node == homeButton {
homeButton.runAction(SKAction.scaleTo(0.8, duration: 0.1))
}
}
}
It still registers the full frame and not just the physics body. See the link to see the buttons and how their coordinates intersect.
If you attach a physics body to each button, you can detect which physics body your touch lands on.
You can generate a physics body from the button's texture (assuming the button is an SKSpriteNode
) using SKPhysicsBody(texture:size:)
or SKPhysicsBody(texture:alphaThreshold:size:)
, or you can create a CGPath
describing the button's shape and use SKPhysicsBody(polygonFromPath:)
. Assign the body to the button's physicsBody
property. Assuming you don't actually want the physics simulator to move your buttons, set each body's dynamic
property to false
.
Then you can use physicsWorld.bodyAtPoint(_:)
to get one of the bodies that a touch lands on (where physicsWorld
is a property of your SKScene
). Use the body's node
property to get back to the button node. If bodies overlap, bodyAtPoint
returns an arbitrary body.
You can use physicsWorld.enumerateBodiesAtPoint(_:usingBlock:)
if you need all of the bodies that your touch lands on.
A completely different approach, if you can create a CGPath
describing the button's shape, is to use SKScene.convertPointFromView(_:)
and then SKNode.convertPoint(_:fromNode:_)
to convert the point into the button's coordinate system, and then use CGPathContainsPoint
(a global function) to detect whether the point is in the path describing the button shape.
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