单击时如何使对象(SKSprite节点)消失



我希望当我单击对象时该节点消失。对象在屏幕上移动,当您在屏幕上单击任何地方时,当前将被删除。但是,我希望仅在单击对象时才将其删除。

代码如下:

import SpriteKit
import GameplayKit
struct Physics {
    static let Enemy: UInt32 = 0x1 << 1
    let BorderCategory : UInt32 = 0x1 << 2
    let BottomCategory : UInt32 = 0x1 << 3
    let BallCategory   : UInt32 = 0x1 << 4
}
class GameScene: SKScene {
    var Enemy = SKSpriteNode()
    var gameStarted = Bool()
    var gameState = "running"
    var destX : CGFloat = 0.0
    var destY : CGFloat = 0.0
    var score = 0
    override func didMove(to view: SKView) {
        let borderBody = SKPhysicsBody(edgeLoopFrom: self.frame)
        borderBody.friction = 0
        self.physicsBody = borderBody
        Enemy.name = "Enemys"
        Enemy = SKSpriteNode(imageNamed: "red2")
        Enemy.size = CGSize(width: 60, height: 70)
        Enemy.position = (CGPoint(x: self.frame.width / 6 - Enemy.frame.width, y: self.frame.height / 10))
        Enemy.physicsBody = SKPhysicsBody(circleOfRadius: Enemy.frame.height / 2)
        Enemy.physicsBody?.categoryBitMask = Physics.Enemy
        //Enemy.physicsBody?.categoryBitMask = Physics.Ground | Physics.wall
        //Enemy.physicsBody?.contactTestBitMask = Physics.Ground | Physics.wall
        Enemy.physicsBody?.affectedByGravity = false
        Enemy.physicsBody?.isDynamic = true
        Enemy.physicsBody?.restitution = 1
        Enemy.physicsBody?.friction = 0
        Enemy.physicsBody?.angularDamping = 0
        Enemy.physicsBody?.linearDamping = 0

        self.addChild(Enemy)
        let force = SKAction.applyForce(CGVector(dx: 300, dy: 300) , duration: 0.1)
        Enemy.run(force)
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        let touch = touches.first as UITouch!
        let touchLocation = touch?.location(in: self)
        let targetNode = atPoint(touchLocation!) as! SKSpriteNode
        if(targetNode.name == "Enemys"){
        Enemy.removeFromParent()
        }
    }

我个人发现处理此操作的最简单方法是亚类SKSpriteNode并深入研究它是UIResponder的后代。

class AlienSprite: SKSpriteNode {
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        self.removeFromParent()
    }
}

您还需要在实例的某个地方设置isUserInteractionEnabled = true

您必须确定哪个节点在触摸下,SKNode具有以下方法:nodeAtPointnodesAtPoint

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    let touch = touches.first as UITouch!
    let touchLocation = touch?.location(in: self)
    if let hit = yourRootNode.nodeAtPoint(touchLocation) {
      if hit.name=="Enemy" {
         hit.removeFromParent();
      }
    }
}

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