How do I programmatically add a button that will run an action when it\'s clicked? What code would be used?
I am used to just adding a button in the storyboard and r
I have created a class SgButton (https://github.com/nguyenpham/sgbutton) in Swift to create buttons for SpriteKit. You can create buttons with images, textures (from SpriteSheet), text only, text and background images/texture. For example, to create button with image:
SgButton(normalImageNamed: "back.png")
Create button with textures:
SgButton(normalTexture: buttonSheet.buy(), highlightedTexture: buttonSheet.buy_d(), buttonFunc: tappedButton)
Create round corner text button:
SgButton(normalString: "Tap me", normalStringColor: UIColor.blueColor(), size: CGSizeMake(200, 40), cornerRadius: 10.0, buttonFunc: tappedButton)
Adding a button in SpriteKit and responding to taps on it is not quite as easy as it is in UIKit. You basically need to create an SKNode
of some sort which will draw your button and then check to see if touches registered in your scene are within that node's bounds.
A really simple scene with just a single red rectangle in the center acting as a button would look something like this:
import UIKit
import SpriteKit
class ButtonTestScene: SKScene {
var button: SKNode! = nil
override func didMove(to view: SKView) {
// Create a simple red rectangle that's 100x44
button = SKSpriteNode(color: .red, size: CGSize(width: 100, height: 44))
// Put it in the center of the scene
button.position = CGPoint(x:self.frame.midX, y:self.frame.midY);
self.addChild(button)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// Loop over all the touches in this event
for touch in touches {
// Get the location of the touch in this scene
let location = touch.location(in: self)
// Check if the location of the touch is within the button's bounds
if button.contains(location) {
print("tapped!")
}
}
}
}
If you need a button that looks and animates like the ones in UIKit, you'll need to implement that yourself; there's nothing built in to SpriteKit.
You can use OOButtonNode. Text/Image buttons, Swift 4.
func tappedButton(theButton: UIButton!) {
println("button tapped")
}
}
The above code prints out button tapped when the button is tapped.
P.S. the swift ebook is a really good guide for the new programming language.
Mike S - Answer updated for - Swift 5.2
override func didMove(to view: SKView) {
createButton()
}
func createButton()
{
// Create a simple red rectangle that's 100x44
button = SKSpriteNode(color: SKColor.red, size: CGSize(width: 100, height: 44))
// Put it in the center of the scene
button.position = CGPoint(x:self.frame.midX, y:self.frame.midY);
self.addChild(button)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
// Check if the location of the touch is within the button's bounds
if button.contains(touchLocation) {
print("tapped!")
}
}