Create Button in SpriteKit: Swift

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礼貌的吻别
礼貌的吻别 2021-02-05 17:42

I want to create a button in SpriteKit or in an SKScene that sends the view to another view controller.

I tried using the \"performSegue with i

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  •  隐瞒了意图╮
    2021-02-05 18:38

    If you need to create a button in SpriteKit, I think this button must have all or some of the available actions to do whatever you want (exactly as UIButton did)

    Here you can find a simple class that build a SpriteKit button, called FTButtonNode:

    class FTButtonNode: SKSpriteNode {
    
        enum FTButtonActionType: Int {
            case TouchUpInside = 1,
            TouchDown, TouchUp
        }
    
        var isEnabled: Bool = true {
            didSet {
                if (disabledTexture != nil) {
                    texture = isEnabled ? defaultTexture : disabledTexture
                }
            }
        }
        var isSelected: Bool = false {
            didSet {
                texture = isSelected ? selectedTexture : defaultTexture
            }
        }
    
        var defaultTexture: SKTexture
        var selectedTexture: SKTexture
        var label: SKLabelNode
    
        required init(coder: NSCoder) {
            fatalError("NSCoding not supported")
        }
    
        init(normalTexture defaultTexture: SKTexture!, selectedTexture:SKTexture!, disabledTexture: SKTexture?) {
    
            self.defaultTexture = defaultTexture
            self.selectedTexture = selectedTexture
            self.disabledTexture = disabledTexture
            self.label = SKLabelNode(fontNamed: "Helvetica");
    
            super.init(texture: defaultTexture, color: UIColor.whiteColor(), size: defaultTexture.size())
            userInteractionEnabled = true
    
            //Creating and adding a blank label, centered on the button
            self.label.verticalAlignmentMode = SKLabelVerticalAlignmentMode.Center;
            self.label.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Center;
            addChild(self.label)
    
            // Adding this node as an empty layer. Without it the touch functions are not being called
            // The reason for this is unknown when this was implemented...?
            let bugFixLayerNode = SKSpriteNode(texture: nil, color: UIColor.clearColor(), size: defaultTexture.size())
            bugFixLayerNode.position = self.position
            addChild(bugFixLayerNode)
    
        }
    
        /**
         * Taking a target object and adding an action that is triggered by a button event.
         */
        func setButtonAction(target: AnyObject, triggerEvent event:FTButtonActionType, action:Selector) {
    
            switch (event) {
            case .TouchUpInside:
                targetTouchUpInside = target
                actionTouchUpInside = action
            case .TouchDown:
                targetTouchDown = target
                actionTouchDown = action
            case .TouchUp:
                targetTouchUp = target
                actionTouchUp = action
            }
    
        }
    
        /*
        New function for setting text. Calling function multiple times does
        not create a ton of new labels, just updates existing label.
        You can set the title, font type and font size with this function
        */
    
        func setButtonLabel(title: NSString, font: String, fontSize: CGFloat) {
            self.label.text = title as String
            self.label.fontSize = fontSize
            self.label.fontName = font
        }
    
        var disabledTexture: SKTexture?
        var actionTouchUpInside: Selector?
        var actionTouchUp: Selector?
        var actionTouchDown: Selector?
        weak var targetTouchUpInside: AnyObject?
        weak var targetTouchUp: AnyObject?
        weak var targetTouchDown: AnyObject?
    
        override func touchesBegan(touches: Set, withEvent event: UIEvent?) {
            if (!isEnabled) {
                return
            }
            isSelected = true
            if (targetTouchDown != nil && targetTouchDown!.respondsToSelector(actionTouchDown!)) {
                UIApplication.sharedApplication().sendAction(actionTouchDown!, to: targetTouchDown, from: self, forEvent: nil)
            }
        }
    
        override func touchesMoved(touches: Set, withEvent event: UIEvent?) {
    
            if (!isEnabled) {
                return
            }
    
            let touch: AnyObject! = touches.first
            let touchLocation = touch.locationInNode(parent!)
    
            if (CGRectContainsPoint(frame, touchLocation)) {
                isSelected = true
            } else {
                isSelected = false
            }
    
        }
    
        override func touchesEnded(touches: Set, withEvent event: UIEvent?) {
            if (!isEnabled) {
                return
            }
    
            isSelected = false
    
            if (targetTouchUpInside != nil && targetTouchUpInside!.respondsToSelector(actionTouchUpInside!)) {
                let touch: AnyObject! = touches.first
                let touchLocation = touch.locationInNode(parent!)
    
                if (CGRectContainsPoint(frame, touchLocation) ) {
                    UIApplication.sharedApplication().sendAction(actionTouchUpInside!, to: targetTouchUpInside, from: self, forEvent: nil)
                }
    
            }
    
            if (targetTouchUp != nil && targetTouchUp!.respondsToSelector(actionTouchUp!)) {
                UIApplication.sharedApplication().sendAction(actionTouchUp!, to: targetTouchUp, from: self, forEvent: nil)
            }
        }
    
    }
    

    The source is available in this Gist

    Usage:

    let backTexture: SKTexture! = SKTexture(image:"backBtn.png")
    let backTextureSelected: SKTexture! = SKTexture(image:"backSelBtn.png")  
    let backBtn = FTButtonNode(normalTexture: backTexture, selectedTexture: backTextureSelected, disabledTexture: backTexture,size:backTexture.size())
    backBtn.setButtonAction(self, triggerEvent: .TouchUpInside, action: #selector(GameScene.backBtnTap))
    backBtn.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame))
    backBtn.zPosition = 1
    backBtn.name = "backBtn"
    self.addChild(backBtn)
    
    func backBtnTap() {
        print("backBtnTap tapped")
        // Here for example you can do:
        let transition = SKTransition.fadeWithDuration(0.5)
        let nextScene = MenuScene(size: self.scene!.size)
        nextScene.scaleMode = .ResizeFill
        self.scene?.view?.presentScene(nextScene, transition: transition)
    }
    

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