I have an app thats spawn ball on the screen every 1 second. now, I want the user to touch those balls what make them disappear (removeFromParent()). as I understand I have to set the touch function via touchesBegan and I do so, here is my code:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches{
let positionOfTouch = touch.location(in: self)
enumerateChildNodes(withName: "BALL") { (node: SKNode, nil) in
if positionOfTouch == node.position {
print("just touched the ball")
}
else{
print("error")
}
}
}
the problem is that when I touch the screen/ ball the console print error instead of just touched the ball, which mean that my code doesn't work. moreover, the console print the error message as the number of the balls in my view. i don't relay understand what I am doing wrong and how to really set this function. here is my createBall function which implement from my BallNode class (type SKShapeNode):
func createBall(){
let ball = BallNode(radius: 65)
print(ball.Name)
print(ball._subName!)
ball.position.y = ((frame.size.height) - 200)
let ballXPosition = arc4random_uniform(UInt32(frame.size.width)) // set the ball a randon position from the top of the screen
ball.position.x = CGFloat(ballXPosition)
ball.physicsBody?.categoryBitMask = PhysicsCategory.ball // ball's category bitMask
ball.physicsBody?.collisionBitMask = PhysicsCategory.ball // prevent objects from intersecting
ball.physicsBody?.contactTestBitMask = PhysicsCategory.topBorder // when need to know if two objects touch each other
addChild(ball)
}
can you help me with that? because I am quit new for swift I also would like to get some explanation about this touch detection (and touches in general - the apple doc is poor).