First set the name
property of the SKSpriteNode
to a string.
pineapple.name = "pineapple"
pineapple.userInteractionEnabled = false
then in touchesBegan
function in the Scene
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch:UITouch = touches.anyObject()! as UITouch
let positionInScene = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(positionInScene)
if let name = touchedNode.name
{
if name == "pineapple"
{
print("Touched")
}
}
}
This is one way to do it.
You can also subclass SKSpriteNode
and override the touchesBegan
inside it.
class TouchableSpriteNode : SKSpriteNode
{
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
print("touched")
}
}
Then do
let pineapple = TouchableSpriteNode(imageNamed: "Pineappleimg")
pineapple.userInteractionEnabled = true
pineapple.position = CGPoint(x: CGRectGetMidX(self.frame) - 200, y: CGRectGetMidY(self.frame));
self.addChild(pineapple)
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