I would have a touches began (which takes you to a separate scene) but i also have a SKSpriteNode setup in such as way that when you touch it you go to a different scene. This is my code for finding if the settingsPage
node has been touched.
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
let touch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
if (settingsPage .containsPoint(touchLocation))
{
println("Going to Settings")
settingsScene()
}
}
for some reason the touches began takes priority over the touchesEnded.
Is their a way to get round this or?
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
let touch = touches.anyObject() as UITouch
let touchLocation = touch.locationInNode(self)
if (settingsPage .containsPoint(touchLocation))
{
println("Going to Settings")
settingsScene()
}
game1 = 1
if (Menu == 0) {
movingObjects.speed = 1
birdPhysics()
let action = SKAction.rotateByAngle(CGFloat(-M_PI), duration:0.8)
bird.runAction(SKAction.repeatActionForever(action))
taptoflap.removeFromParent()
started = 1
if (powerupStatus == 1) {
PUten = NSTimer.scheduledTimerWithTimeInterval(8, target: self, selector: Selector("plustenSpawn"), userInfo: nil, repeats: true)
}
}
if (gameOver == 0) {
bird.physicsBody?.velocity = CGVectorMake(0, 0)
bird.physicsBody?.applyImpulse(CGVectorMake(0, impulse))
// Add 1 to the currentTouches
currentTouches++
Menu = 1
} else {
scoreLabel.text = "0"
bird.physicsBody?.velocity = CGVectorMake(0,0)
settingsPage.removeFromParent()
gameOver = 0
movingObjects.speed = 1
// Animate Bird
var animation = SKAction.animateWithTextures([birdTexture, birdTexture2, birdTexture3, birdTexture4], timePerFrame: 0.08)
var makeBirdFlap = SKAction.repeatActionForever(animation)
bird.runAction(makeBirdFlap)
bird.texture = birdDeadTexture
normButton.removeFromSuperview()
highscoreClassic.removeFromParent()
let height = self.frame.size.height
let width = self.frame.size.width
var speedGameScene: SpeedGameScene = SpeedGameScene(size: CGSizeMake(width, height))
var spriteView: SKView = self.view as SKView!
var trans:SKTransition = SKTransition.doorsCloseHorizontalWithDuration(0.7)
spriteView.presentScene(speedGameScene, transition: trans)
}
}
Put a return
after the code in the touchesBegan
to not execute the rest of the code.
if (settingsPage.containsPoint(touchLocation))
{
println("Going to Settings")
settingsScene()
return
}