I'm making a game using sprite kit and I want my Character to move across the screen when you hold down the left/right move button. The problem is that he only moves when the button is tapped, not held. I have looked everywhere for a solution but nothing seems to work!
Here's my code;
class Button: SKNode
{
var defaultButton: SKSpriteNode // defualt state
var activeButton: SKSpriteNode // active state
var timer = Timer()
var action: () -> Void
//default constructor
init(defaultButtonImage: String, activeButtonImage: String, buttonAction: @escaping () -> Void )
{
//get the images for both button states
defaultButton = SKSpriteNode(imageNamed: defaultButtonImage)
activeButton = SKSpriteNode(imageNamed: activeButtonImage)
//hide it while not in use
activeButton.isHidden = true
action = buttonAction
super.init()
isUserInteractionEnabled = true
addChild(defaultButton)
addChild(activeButton)
}
//When user touches button
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
{
action()
//using timer to repeatedly call action, doesnt seem to work...
self.timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(getter: Button.action), userInfo: nil, repeats: true)
//swtich the image of our button
activeButton.isHidden = false
defaultButton.isHidden = true
}
code..........
In my game scene...
// *** RIGHT MOVEMENT ***
let rightMovementbutton = Button(defaultButtonImage: "arrow", activeButtonImage: "arrowActive", buttonAction:
{
let moveAction = SKAction.moveBy(x: 15, y: 0, duration: 0.1)
self.player.run(moveAction)
})
You know when the button is touched because touchesBegan
is called. You then have to set a flag to indicate that the button is pressed.
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first!
if leftButton.containsPoint(touch.locationInNode(self)) {
leftButtonIsPressed = true
}
if rightButton.containsPoint(touch.locationInNode(self)) {
rightButtonIsPressed = true
}
}
In update()
, call your function that flag is true:
update() {
if leftButtonIsPressed == true {
moveLeft()
}
if rightButtonIsPressed == true {
moveRight()
}
}
You set the flag to false when touchesEnded
is called for that button:
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first!
if leftButton.containsPoint(touch.locationInNode(self)) {
leftButtonIsPressed = false
}
if rightButton.containsPoint(touch.locationInNode(self)) {
rightButtonIsPressed = flase
}
}
Edit:
As pointed out by KoD, a cleaner way to do this (for movement buttons) is with SKAction
which removes the need for the flag:
SKActions
for moveTo x:0
and moveTo x:frame.width
in
didMoveTo(View:)
touchesBegan
, run the correct SKAction on the correct object
specifying a key for the SKAction.touchesEnded
, remove the relevant SKAction.You'll have to do some maths to calculate how many points your object will have to move and then set a duration for the SKAction based upon this distance and a movement speed (in points per second).
Alternatively, (thanks to KnightOfDragons for this) create a SKAction.MoveBy x:
which moves a small distance (based upon your desired movement speed) and with a duration of 1/60s. Repeat this action forever (SKAction.repeatForever
) when the button is touched and remove the repeating SKAction when the button is released.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With