Godot手势识别:触摸屏与移动设备输入

Godot手势识别:触摸屏与移动设备输入

【免费下载链接】godot-docs Godot Engine official documentation 【免费下载链接】godot-docs 项目地址: https://gitcode.com/GitHub_Trending/go/godot-docs

概述

在移动设备游戏开发中,手势识别是提升用户体验的关键技术。Godot Engine提供了强大的触摸输入系统,支持从简单的点击到复杂的手势识别。本文将深入探讨Godot的触摸输入机制,帮助开发者构建流畅的移动端交互体验。

核心输入事件类型

Godot为移动设备输入提供了专门的输入事件类:

1. InputEventScreenTouch(屏幕触摸事件)

mermaid

关键属性:

  • pressed: 触摸状态(按下/释放)
  • double_tap: 是否为双击
  • index: 多点触控索引(0=第一个手指)
  • position: 触摸位置坐标

2. InputEventScreenDrag(屏幕拖拽事件)

mermaid

关键属性:

  • relative: 相对于上次事件的位移
  • velocity: 拖拽速度向量
  • pressure: 压力值(触控笔支持)

3. InputEventGesture(手势事件基类)

Godot还提供了专门的手势事件:

mermaid

基础触摸输入处理

单点触摸检测

extends Node2D

var touch_start_position := Vector2.ZERO
var is_dragging := false

func _input(event):
    if event is InputEventScreenTouch:
        if event.pressed:
            # 触摸开始
            touch_start_position = event.position
            print("Touch started at: ", event.position)
        else:
            # 触摸结束
            print("Touch ended at: ", event.position)
            is_dragging = false
            
    elif event is InputEventScreenDrag:
        # 拖拽处理
        is_dragging = true
        var drag_distance = event.position - touch_start_position
        print("Dragging: ", drag_distance)

多点触控支持

extends Node2D

var active_touches := {}

func _input(event):
    if event is InputEventScreenTouch:
        if event.pressed:
            # 记录新触摸点
            active_touches[event.index] = {
                "start_position": event.position,
                "current_position": event.position
            }
            print("Touch ", event.index, " started")
        else:
            # 移除结束的触摸点
            active_touches.erase(event.index)
            print("Touch ", event.index, " ended")
            
    elif event is InputEventScreenDrag:
        # 更新拖拽中的触摸点
        if active_touches.has(event.index):
            active_touches[event.index]["current_position"] = event.position

常用手势识别实现

1. 点击与双击检测

extends Node2D

var last_touch_time := 0.0
var touch_count := 0

func _input(event):
    if event is InputEventScreenTouch and event.pressed:
        var current_time = Time.get_ticks_msec()
        
        if current_time - last_touch_time < 300:  # 300ms内再次点击
            touch_count += 1
        else:
            touch_count = 1
            
        last_touch_time = current_time
        
        if touch_count == 2 and event.double_tap:
            print("Double tap detected!")
            touch_count = 0

2. 拖拽手势

extends Node2D

var drag_start_pos := Vector2.ZERO
var is_dragging := false
var drag_threshold := 10.0  # 拖拽阈值

func _input(event):
    if event is InputEventScreenTouch:
        if event.pressed:
            drag_start_pos = event.position
        else:
            is_dragging = false
            
    elif event is InputEventScreenDrag:
        var drag_distance = (event.position - drag_start_pos).length()
        
        if not is_dragging and drag_distance > drag_threshold:
            is_dragging = true
            print("Drag gesture started")
            
        if is_dragging:
            handle_drag_movement(event.relative)

3. 缩放手势(Pinch)

extends Node2D

var initial_distance := 0.0
var current_scale := 1.0

func _input(event):
    if event is InputEventScreenTouch:
        if active_touches.size() == 2:
            # 双指触摸开始,记录初始距离
            var touches = active_touches.values()
            initial_distance = touches[0].position.distance_to(touches[1].position)
            
    elif event is InputEventScreenDrag:
        if active_touches.size() == 2:
            # 计算当前双指距离
            var touches = active_touches.values()
            var current_distance = touches[0].current_position.distance_to(touches[1].current_position)
            
            # 计算缩放比例
            var scale_factor = current_distance / initial_distance
            current_scale *= scale_factor
            
            print("Scale: ", current_scale)
            initial_distance = current_distance

4. 旋转手势

extends Node2D

var initial_angle := 0.0
var current_rotation := 0.0

func _input(event):
    if event is InputEventScreenTouch:
        if active_touches.size() == 2:
            var touches = active_touches.values()
            var vector = touches[1].position - touches[0].position
            initial_angle = vector.angle()
            
    elif event is InputEventScreenDrag:
        if active_touches.size() == 2:
            var touches = active_touches.values()
            var current_vector = touches[1].current_position - touches[0].current_position
            var current_angle = current_vector.angle()
            
            var rotation_delta = current_angle - initial_angle
            current_rotation += rotation_delta
            
            print("Rotation: ", rad_to_deg(current_rotation))
            initial_angle = current_angle

高级手势识别系统

手势状态机实现

mermaid

完整手势管理器

class_name GestureManager
extends Node

enum GestureType {
    NONE,
    TAP,
    DOUBLE_TAP,
    DRAG,
    PINCH,
    ROTATE,
    SWIPE
}

signal gesture_detected(gesture_type: GestureType, data: Dictionary)

var gesture_data := {
    "start_position": Vector2.ZERO,
    "current_position": Vector2.ZERO,
    "start_time": 0.0,
    "touch_count": 0
}

func _input(event):
    if event is InputEventScreenTouch:
        handle_touch_event(event)
    elif event is InputEventScreenDrag:
        handle_drag_event(event)

func handle_touch_event(event: InputEventScreenTouch):
    if event.pressed:
        # 触摸开始
        gesture_data.start_position = event.position
        gesture_data.current_position = event.position
        gesture_data.start_time = Time.get_ticks_msec()
        gesture_data.touch_count += 1
    else:
        # 触摸结束,识别手势
        recognize_gesture()
        gesture_data.touch_count = 0

func handle_drag_event(event: InputEventScreenDrag):
    gesture_data.current_position = event.position

func recognize_gesture():
    var duration = Time.get_ticks_msec() - gesture_data.start_time
    var distance = gesture_data.current_position.distance_to(gesture_data.start_position)
    
    if gesture_data.touch_count == 1:
        if duration < 200 and distance < 20:
            emit_signal("gesture_detected", GestureType.TAP, {})
        elif distance > 50:
            var direction = (gesture_data.current_position - gesture_data.start_position).normalized()
            emit_signal("gesture_detected", GestureType.SWIPE, {"direction": direction})
        else:
            emit_signal("gesture_detected", GestureType.DRAG, {"distance": distance})

性能优化与最佳实践

1. 输入处理优化

# 使用InputMap进行输入映射
func _ready():
    # 创建手势相关的输入动作
    var drag_action = InputEventScreenDrag.new()
    InputMap.add_action("gesture_drag")
    InputMap.action_add_event("gesture_drag", drag_action)

# 在_process中处理,避免每帧都调用_input
func _process(delta):
    if Input.is_action_pressed("gesture_drag"):
        handle_continuous_gestures()

2. 手势灵敏度配置

@export var drag_threshold: float = 5.0  # 拖拽阈值
@export var double_tap_interval: float = 0.3  # 双击时间间隔
@export var hold_duration: float = 0.5  # 长按持续时间

# 可在编辑器中调整这些参数以适应不同设备

3. 跨平台兼容性

func is_mobile_device() -> bool:
    return OS.has_feature("mobile") or OS.has_feature("web_mobile")

func setup_input_handling():
    if is_mobile_device():
        # 移动设备专用输入处理
        set_process_input(true)
    else:
        # 桌面设备备用方案
        setup_mouse_emulation()

实战案例:图片查看器

extends Control

@onready var texture_rect: TextureRect = $TextureRect

var current_scale: float = 1.0
var current_position: Vector2 = Vector2.ZERO
var base_scale: float = 1.0

func _input(event):
    if event is InputEventScreenTouch:
        handle_touch_events(event)
    elif event is InputEventScreenDrag:
        handle_drag_events(event)
    elif event is InputEventMagnifyGesture:
        handle_scale_gesture(event)

func handle_touch_events(event: InputEventScreenTouch):
    if event.pressed and event.double_tap:
        # 双击重置
        reset_transform()

func handle_drag_events(event: InputEventScreenDrag):
    # 单指拖拽移动图片
    current_position += event.relative
    update_transform()

func handle_scale_gesture(event: InputEventMagnifyGesture):
    # 双指缩放
    current_scale *= event.factor
    current_scale = clamp(current_scale, 0.5, 3.0)
    update_transform()

func update_transform():
    texture_rect.scale = Vector2(current_scale, current_scale)
    texture_rect.position = current_position

func reset_transform():
    current_scale = base_scale
    current_position = Vector2.ZERO
    update_transform()

调试与测试技巧

1. 手势可视化调试

extends CanvasLayer

func _draw():
    # 绘制触摸点
    for touch_index in active_touches:
        var touch = active_touches[touch_index]
        draw_circle(touch.current_position, 20, Color.RED)
        
    # 绘制手势轨迹
    if is_dragging:
        draw_line(drag_start_pos, current_drag_pos, Color.BLUE, 2)

2. 手势数据记录

func log_gesture_data(gesture_type: String, data: Dictionary):
    print("Gesture: %s, Data: %s" % [gesture_type, str(data)])
    # 可以保存到文件用于分析

总结

Godot Engine提供了完整的移动设备输入解决方案,从基础的触摸事件到高级的手势识别。通过合理使用InputEventScreenTouchInputEventScreenDrag和手势事件类,开发者可以创建流畅自然的移动端交互体验。

关键要点:

  • 使用多点触控索引支持复杂手势
  • 合理设置手势识别阈值和灵敏度
  • 结合InputMap实现可配置的输入系统
  • 注意跨平台兼容性和性能优化

通过本文介绍的技术和方法,您将能够为Godot游戏添加专业级的手势识别功能,提升移动端用户的游戏体验。

【免费下载链接】godot-docs Godot Engine official documentation 【免费下载链接】godot-docs 项目地址: https://gitcode.com/GitHub_Trending/go/godot-docs

创作声明:本文部分内容由AI辅助生成(AIGC),仅供参考

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