At the moment I have a game in which the sprite can be controlled and moved along the x axis (with a fixed y position) using the accelerometer of the device. I wish to change this so the user can control the sprite by dragging on the screen like in popular games such as snake vs.block.
I've already tried using the touches moved method which gives the correct effect, although the sprite first moves to the location of the users touch which I don't want.
Below is the environment I've been using to experiment, the touches moved gives the correct type of control I want although I can't seem to figure out how to stop the sprite first moving to the location of the touch before the swipe/drag
import SpriteKit
import GameplayKit
var player = SKSpriteNode()
var playerColor = UIColor.orange
var background = UIColor.black
var playerSize = CGSize(width: 50, height: 50)
var touchLocation = CGPoint()
var shape = CGPoint()
class GameScene: SKScene {
override func didMove(to view: SKView) {
self.backgroundColor = background
spawnPlayer()
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches{
let touchLocation = touch.location(in: self)
player.position.x = touchLocation.x
}
}
func spawnPlayer(){
player = SKSpriteNode(color: playerColor, size: playerSize)
player.position = CGPoint(x:50, y: 500)
self.addChild(player)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
In summary, I'm looking for the same method of controlling a sprite as in snakes vs blocks
Hey so you have the right idea, you need to store a previous touchesMovedPoint. Then use it to determine how far your finger has moved each time touchesMoved has been called. Then add to the player's current position by that quantity.