无法触摸正在移动的 UIImageView Swift
Can't touch UIImageView that is moving in Swift
我制作了瓷砖从屏幕顶部落到屏幕底部的掉落瓷砖游戏。
这个游戏系统是当你触摸一个方块时,方块就会隐藏。
图块是自定义的 class(GameTile class),但 GameViewController 中的 Touches Began 不起作用。
我该如何解决?
GameTile.swift
class GameTile: UIImageView {
init(named: String, frame: CGRect) {
super.init(frame: frame)
super.image = (UIImage(named: named))
super.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameTileNormal: GameTile {
let namedDefault: String
var frameDefault: CGRect
let isHiddenDefault: Bool
var isUserInteractionEnabledDefault: Bool
let colorName: UIColor
init(
named: String,
frame: CGRect,
isHidden: Bool = false,
isUserInteractionEnabled: Bool = true,
color: UIColor = UIColor.blue) {
namedDefault = named
isHiddenDefault = isHidden
frameDefault = frame
isUserInteractionEnabledDefault = isUserInteractionEnabled
colorName = color
super.init(named: named, frame: frame)
super.isHidden = isHiddenDefault
super.isUserInteractionEnabled = isUserInteractionEnabledDefault
super.backgroundColor = colorName
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
GameView.swift
class GameView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.isUserInteractionEnabled = true
self.backgroundColor = (UIColor.white)
self.frame = CGRect(x:0, y:0, width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height)
//make tiles
let tileNormal = GameTileNormal.init(named: "clear",
frame: CGRect(x:0), y:-60, width:60, height:60),isUserInteractionEnabled: true)
self.addSubview(tileNormal)
//move tiles
moveTile(tile: tileNormal, lane: 1)
}
}
func moveTile(tile: GameTile, lane: Int) {
UIImageView.animate(withDuration: TimeInterval(2.0),
delay: 0.0,
options: .curveLinear,
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
tile.removeFromSuperview()
//make new tile
self.makeTiles(lane: lane)
})
}
GameViewController.swift
class GameViewController: UIViewController {
var gameView: GameView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.view.isUserInteractionEnabled = true
gameView = GameView.init(frame: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width, height: 568))
self.view.addSubview(trapView)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
if let gameView = self.gameView {
// touchEvent.view is "gameView", not the view whose kind of class is GameTileNormal...
if let touchedGameTile = touchEvent.view as? GameTileNormal {
print("Touched normal tile")
touchEvent.view?.isHidden = true
touchEvent.view?.isUserInteractionEnabled = false
}else{
// other view
}
}
}
更新
我更改了将图块从 UIImageView.animation 移动到计时器的方式。
然后如果我触摸了瓷砖,在 touchesBegan、GameViewController 中 if (tile.layer.presentation()?.hitTest(location)) != nil {
之后它没有通过.....
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
if let standardView = self.standardView {
for tile in standardView.tiles {
//breakpoint stops here
if (tile.layer.presentation()?.hitTest(location)) != nil {
//breakpoint doesn't through here
if tile is GameTileNormal {
//normal tile touched
}else{
}
break
}
}
}
}
移动方块
makeTileTimer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(updateTilesPositionY(timer:)), userInfo: sendArray, repeats: true)
更新方块位置(放下方块)
@objc func updateTilesPositionY(timer: Timer){
//tile info
let timerInfo:[Any] = timer.userInfo as! [Any]
let tile:GameTile = timerInfo[0] as! GameTile
let lane: Int = timerInfo[1] as! Int
//drop tile
tile.frame.origin.y = tile.frame.origin.y+1
//if tile reached on the bottom
if tile.frame.origin.y >= UIScreen.main.bounds.size.height {
if tile is GameTileNormal {
self.showGameOverView()
}
}else{
//drop tile
}
在UIImageView.animate
中添加选项.allowUserInteraction
:
UIImageView.animate(withDuration: TimeInterval(2.0),
delay: 0.0,
options: [.curveLinear, .allowUserInteraction],
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
...
默认情况下,在动画期间不允许用户交互。
更新
但是,要测试用户是否击中了移动物体,您会遇到一些困难。例如,参见 。基本上,UIView
对象并没有真正移动,你可以很容易地测试在触发动画后,动画对象的frame
直接设置到结束位置。只是表示层绘制移动视图。
你必须始终检查游戏中所有移动的方块,并测试每个方块是否已被触摸(这里我假设你有对游戏中所有 tiles
的引用) :
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
if let gameView = self.gameView {
for tile in tiles {
// go over all the moving objects in your scene and hit test all of them
if let touchedLayer = tile.layer.presentation()?.hitTest(location) {
// if a hittest returns a layer, it means that this tile was touched, we can handle it and break out of the loop
tile.isHidden = true
tile.isUserInteractionEnabled = false
tile.removeFromSuperview()
break
}
}
}
}
使用 layer.presentationLayer 到 运行 一个 hitTest 如果那个 hitTest return 一个 CALayer
那么你正在触摸那个 titleView,事实上,这仅在您的标题为 userInteractionEnabled = false
时才有效
完整代码
import UIKit
class GameTile: UIImageView {
init(named: String, frame: CGRect) {
super.init(frame: frame)
super.image = (UIImage(named: named))
super.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameTileNormal: GameTile {
let namedDefault: String
var frameDefault: CGRect
let isHiddenDefault: Bool
var isUserInteractionEnabledDefault: Bool
let colorName: UIColor
init(
named: String,
frame: CGRect,
isHidden: Bool = false,
isUserInteractionEnabled: Bool = false,
color: UIColor = UIColor.blue) {
namedDefault = named
isHiddenDefault = isHidden
frameDefault = frame
isUserInteractionEnabledDefault = isUserInteractionEnabled
colorName = color
super.init(named: named, frame: frame)
super.isHidden = isHiddenDefault
super.isUserInteractionEnabled = isUserInteractionEnabledDefault
super.backgroundColor = colorName
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.isUserInteractionEnabled = true
self.backgroundColor = (UIColor.white)
self.frame = CGRect(x:0, y:0, width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height)
//make tiles
let tileNormal = GameTileNormal.init(named: "clear",
frame: CGRect(x:0, y:-60, width:60, height:60),isUserInteractionEnabled: false)
self.addSubview(tileNormal)
//move tiles
moveTile(tile: tileNormal, lane: 1)
self.layer.borderWidth = 1
self.layer.borderColor = UIColor.blue.cgColor
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func moveTile(tile: GameTile, lane: Int) {
UIImageView.animate(withDuration: TimeInterval(10),
delay: 0.0,
options: .curveLinear,
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
tile.removeFromSuperview()
//make new tile
//self.makeTiles(lane: lane)
})
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
for tile in self.subviews {
// go over all the moving objects in your scene and hit test all of them
if tile.layer.presentation()?.hitTest(location) != nil {
// if a hittest returns a layer, it means that this tile was touched, we can handle it and break out of the loop
tile.isHidden = true
break
}
}
}
}
class ViewController: UIViewController {
var gameView: GameView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.view.isUserInteractionEnabled = true
gameView = GameView.init(frame: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width, height: 568))
self.view.addSubview(gameView)
}
}
我制作了瓷砖从屏幕顶部落到屏幕底部的掉落瓷砖游戏。 这个游戏系统是当你触摸一个方块时,方块就会隐藏。
图块是自定义的 class(GameTile class),但 GameViewController 中的 Touches Began 不起作用。 我该如何解决?
GameTile.swift
class GameTile: UIImageView {
init(named: String, frame: CGRect) {
super.init(frame: frame)
super.image = (UIImage(named: named))
super.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameTileNormal: GameTile {
let namedDefault: String
var frameDefault: CGRect
let isHiddenDefault: Bool
var isUserInteractionEnabledDefault: Bool
let colorName: UIColor
init(
named: String,
frame: CGRect,
isHidden: Bool = false,
isUserInteractionEnabled: Bool = true,
color: UIColor = UIColor.blue) {
namedDefault = named
isHiddenDefault = isHidden
frameDefault = frame
isUserInteractionEnabledDefault = isUserInteractionEnabled
colorName = color
super.init(named: named, frame: frame)
super.isHidden = isHiddenDefault
super.isUserInteractionEnabled = isUserInteractionEnabledDefault
super.backgroundColor = colorName
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
GameView.swift
class GameView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.isUserInteractionEnabled = true
self.backgroundColor = (UIColor.white)
self.frame = CGRect(x:0, y:0, width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height)
//make tiles
let tileNormal = GameTileNormal.init(named: "clear",
frame: CGRect(x:0), y:-60, width:60, height:60),isUserInteractionEnabled: true)
self.addSubview(tileNormal)
//move tiles
moveTile(tile: tileNormal, lane: 1)
}
}
func moveTile(tile: GameTile, lane: Int) {
UIImageView.animate(withDuration: TimeInterval(2.0),
delay: 0.0,
options: .curveLinear,
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
tile.removeFromSuperview()
//make new tile
self.makeTiles(lane: lane)
})
}
GameViewController.swift
class GameViewController: UIViewController {
var gameView: GameView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.view.isUserInteractionEnabled = true
gameView = GameView.init(frame: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width, height: 568))
self.view.addSubview(trapView)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
if let gameView = self.gameView {
// touchEvent.view is "gameView", not the view whose kind of class is GameTileNormal...
if let touchedGameTile = touchEvent.view as? GameTileNormal {
print("Touched normal tile")
touchEvent.view?.isHidden = true
touchEvent.view?.isUserInteractionEnabled = false
}else{
// other view
}
}
}
更新
我更改了将图块从 UIImageView.animation 移动到计时器的方式。
然后如果我触摸了瓷砖,在 touchesBegan、GameViewController 中 if (tile.layer.presentation()?.hitTest(location)) != nil {
之后它没有通过.....
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
if let standardView = self.standardView {
for tile in standardView.tiles {
//breakpoint stops here
if (tile.layer.presentation()?.hitTest(location)) != nil {
//breakpoint doesn't through here
if tile is GameTileNormal {
//normal tile touched
}else{
}
break
}
}
}
}
移动方块
makeTileTimer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(updateTilesPositionY(timer:)), userInfo: sendArray, repeats: true)
更新方块位置(放下方块)
@objc func updateTilesPositionY(timer: Timer){
//tile info
let timerInfo:[Any] = timer.userInfo as! [Any]
let tile:GameTile = timerInfo[0] as! GameTile
let lane: Int = timerInfo[1] as! Int
//drop tile
tile.frame.origin.y = tile.frame.origin.y+1
//if tile reached on the bottom
if tile.frame.origin.y >= UIScreen.main.bounds.size.height {
if tile is GameTileNormal {
self.showGameOverView()
}
}else{
//drop tile
}
在UIImageView.animate
中添加选项.allowUserInteraction
:
UIImageView.animate(withDuration: TimeInterval(2.0),
delay: 0.0,
options: [.curveLinear, .allowUserInteraction],
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
...
默认情况下,在动画期间不允许用户交互。
更新
但是,要测试用户是否击中了移动物体,您会遇到一些困难。例如,参见 UIView
对象并没有真正移动,你可以很容易地测试在触发动画后,动画对象的frame
直接设置到结束位置。只是表示层绘制移动视图。
你必须始终检查游戏中所有移动的方块,并测试每个方块是否已被触摸(这里我假设你有对游戏中所有 tiles
的引用) :
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
if let gameView = self.gameView {
for tile in tiles {
// go over all the moving objects in your scene and hit test all of them
if let touchedLayer = tile.layer.presentation()?.hitTest(location) {
// if a hittest returns a layer, it means that this tile was touched, we can handle it and break out of the loop
tile.isHidden = true
tile.isUserInteractionEnabled = false
tile.removeFromSuperview()
break
}
}
}
}
使用 layer.presentationLayer 到 运行 一个 hitTest 如果那个 hitTest return 一个 CALayer
那么你正在触摸那个 titleView,事实上,这仅在您的标题为 userInteractionEnabled = false
完整代码
import UIKit
class GameTile: UIImageView {
init(named: String, frame: CGRect) {
super.init(frame: frame)
super.image = (UIImage(named: named))
super.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameTileNormal: GameTile {
let namedDefault: String
var frameDefault: CGRect
let isHiddenDefault: Bool
var isUserInteractionEnabledDefault: Bool
let colorName: UIColor
init(
named: String,
frame: CGRect,
isHidden: Bool = false,
isUserInteractionEnabled: Bool = false,
color: UIColor = UIColor.blue) {
namedDefault = named
isHiddenDefault = isHidden
frameDefault = frame
isUserInteractionEnabledDefault = isUserInteractionEnabled
colorName = color
super.init(named: named, frame: frame)
super.isHidden = isHiddenDefault
super.isUserInteractionEnabled = isUserInteractionEnabledDefault
super.backgroundColor = colorName
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.isUserInteractionEnabled = true
self.backgroundColor = (UIColor.white)
self.frame = CGRect(x:0, y:0, width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height)
//make tiles
let tileNormal = GameTileNormal.init(named: "clear",
frame: CGRect(x:0, y:-60, width:60, height:60),isUserInteractionEnabled: false)
self.addSubview(tileNormal)
//move tiles
moveTile(tile: tileNormal, lane: 1)
self.layer.borderWidth = 1
self.layer.borderColor = UIColor.blue.cgColor
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func moveTile(tile: GameTile, lane: Int) {
UIImageView.animate(withDuration: TimeInterval(10),
delay: 0.0,
options: .curveLinear,
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
tile.removeFromSuperview()
//make new tile
//self.makeTiles(lane: lane)
})
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
for tile in self.subviews {
// go over all the moving objects in your scene and hit test all of them
if tile.layer.presentation()?.hitTest(location) != nil {
// if a hittest returns a layer, it means that this tile was touched, we can handle it and break out of the loop
tile.isHidden = true
break
}
}
}
}
class ViewController: UIViewController {
var gameView: GameView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.view.isUserInteractionEnabled = true
gameView = GameView.init(frame: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width, height: 568))
self.view.addSubview(gameView)
}
}