I am making a SpriteKit game that has a button node that is at the highest zPosition. I am overriding the touchesBegan function to add functionality to the button. It works because that button is at the highest position in the z dimension. The .zPosition is set to the highest amount compared to any other nodes. I need to have another button in the scene but it needs to have a lower .zPosition because it needs to be covered by another node at one point. When I have a .zPosition that is lower than another node, the touchesBegan method does not trigger. It works if I have a higher .zPosition but that makes the other button node not work. How can I make the touchesBegan method work regardless of what the .zPosition is? Please ask me for more clarification. Thanks!
2 Answers
0
votes
Once you get the point in touchesBegan did you try to test if the button node contains the point :
func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) -> Bool {
if touches.count == 1 {
if let touch = touches.first {
let location = touch.location(in: self)
if myButtonNode.contains(location) {
...
0
votes
You want to use the nodes(at:) method. This is an array of all nodes at a particular point, the point being where you touch.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches {
let location = t.location(in: self)
let touchedNodes = self.nodes(at: location) // Array of all nodes at the point
for node in touchedNodes { // Iterate through all nodes in the touchedNode array
if node.name == "your button node" {
... // Add your button code here
}
}
}
}