My problem is that touchesBegan() is not called as I know it from other projects. Therefore there must be a difference somewhere to my other projects. Now I got the idea, that the following code prevents calling touchesBegan() :
In didMove()
tapRec.addTarget(self, action:#selector(GameScene.tappedView(_:) ))
tapRec.numberOfTouchesRequired = 1
tapRec.numberOfTapsRequired = 1
self.view!.addGestureRecognizer(tapRec)
The function:
@objc func tappedView(_ sender:UITapGestureRecognizer) {
let point:CGPoint = sender.location(in: self.view)
print("Single tap")
print(point)
}
touchesBegan()
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let locationUser = touch.location(in: self)
if self.atPoint(locationUser) == background {
print("background touch")
}
}
}
I come to the idea that the above function tappedView() is to blame for not executing touchesBegan() , since this function is called when the screen is touched instead of touchesBegan() .
Is there a way to use both touchesBegan() and tappedView() without them blocking each other?
Thank you in advance.
eskimo
(Quinn “The Eskimo!”)
2
My problem is that touchesBegan(…) is not called as I know it from
other projects.
This question is very UIKit specific, so you might have more luck asking it somewhere dedicated to UIKit, like the App Frameworks > Cocoa Touch topic area on DevForums.
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Quinn “The Eskimo!” @ DTS @ Apple