在 SpriteKit 中创建按钮:Swift [英] Create Button in SpriteKit: Swift

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问题描述

我想在 SpriteKitSKScene 中创建一个按钮,将视图发送到另一个视图控制器.

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

我尝试使用performSegue with identifier",但显然 SKScene 不支持这一点.如何使用 SpriteKit 创建一个将视图发送到另一个视图的按钮?

I tried using the "performSegue with identifier ", however apparently an SKScene doesn't support this. How would I create a button that sends the view to another view with SpriteKit?

这是我尝试用来执行此操作的代码.

This is the code that I've tried using to perform this action.

带有HomeButton.prepareForSegueWithIdentifier()"的行只是一个例子.它实际上不会让我添加prepareForSegue"部分,它不支持它<---我的意思是当我去添加它时,它无法识别.

The line with "HomeButton.prepareForSegueWithIdentifier()" is just an example. It won't actually let me add the "prepareForSegue" part, it doesn't support it <--- What I mean by that is when I go to add it, it is unrecognized.

class GameOverScene: SKScene {

     var HomeButton: SKNode! = nil


    init(size: CGSize, won: Bool) {
        super.init(size: size)

        backgroundColor = SKColor.whiteColor()

        HomeButton = SKSpriteNode(color: SKColor.blueColor(), size: CGSize(width: 100, height: 100))
        HomeButton.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
        HomeButton.userInteractionEnabled = true
        self.addChild(HomeButton)

        let message = won ? "You Won!" : "You Lose!"





        let label = SKLabelNode(fontNamed: "Title 1")
        label.text = message
        label.fontSize = 40
        label.fontColor = SKColor.blackColor()
        label.position = CGPoint(x: size.width/2, y: size.height/2)
        addChild(label)

        runAction(SKAction.sequence([SKAction.waitForDuration(3.0), SKAction.runBlock() {
            let reveal = SKTransition.flipHorizontalWithDuration(0.5)
            let scene = GameScene(size: size)
            self.view?.presentScene(scene, transition: reveal)
        }
        ]))


    }

    override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
        for touch: AnyObject in touches {
            let location = touch.locationInNode(self)

            if HomeButton.containsPoint(location) {

                HomeButton.prepareForSegueWithIdentifier()

            }
        }
    }

注意:我尝试过使用按钮,但它们在 SKScene 中不起作用.

Note: I've tried using a button, but they don't work in and SKScene.

如有任何疑问,我会及时回复.

I'll be on to respond if there is any confusion.

推荐答案

如果你需要在 SpriteKit 中创建一个按钮,我认为这个按钮必须有全部或部分可用的动作才能做任何事情你想要(就像 UIButton 一样)

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)

在这里你可以找到一个构建 SpriteKit 按钮的简单类,称为 FTButtonNode:

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<UITouch>, 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<UITouch>, 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<UITouch>, 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)
        }
    }

}

源代码可在 this Gist 中找到

用法:

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)
}

这篇关于在 SpriteKit 中创建按钮:Swift的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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