I have a SpriteKitNode that I want to move around my scene when I touch it and drag it.
I have a touchesBegan
method that detects if the particular node I want to move is being touched:
var selectionBoxIsTouched: Bool!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let location = touch.location(in: self.canvasScene)
canvasScene.enumerateChildNodes(withName: "Selection_Box", using:
{ [self] (node, stop) -> Void in
if self.canvasScene.atPoint(location) == node {
selectionBoxIsTouched = true
} else {
selectionBoxIsTouched = false
}
})
}
}
Next, I have touchesMoved
method where if my node is currently being touched, it gets moved as the user moves a finger across the screen:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if selectionBoxIsTouched {
if let touch = touches.first {
let touchLoc = touch.location(in: self.canvasScene)
let prevTouchLoc = touch.previousLocation(in: self.canvasScene)
canvasScene.enumerateChildNodes(withName: "Selection_Box", using:
{ (node, stop) -> Void in
if let touchedNode = node as? SKShapeNode {
let newYPos = touchedNode.position.y + (touchLoc.y - prevTouchLoc.y)
let newXPos = touchedNode.position.x + (touchLoc.x - prevTouchLoc.x)
touchedNode.position = CGPoint(x: newXPos, y: newYPos) //set new X and Y for your sprite.
}
})
}
}
}
When I select the node + try to move it, it doesn't move in a continuous motion....it moves a small amount, then stops; even if my finger keeps moving across the screen.
How do I fix this so that the node moves in a smooth, continuous motion with my finger?
The issue ended up being that I had a pan gesture recognizer that was conflicting with the multitouch delegate methods. I fixed by adding logic to enable/disable that gesture recognizer if the particular node I wanted to move was being touched or not.