将UIButton的属性赋予SpriteKit中的SKSpriteNode [英] Giving properties of a UIButton to a SKSpriteNode in SpriteKit
问题描述
我想知道是否有办法给出 UIButton
的属性,比如按下按钮后变暗,...到 SKSpiteNode
因为 SKSpiteNode
有更多自定义,因为我使用的是 SpriteKit
。我已经看到了另外一个这样的问题,但没有一个答案奏效。以下是我必须创建 SKSpriteNode
并检测触摸的代码:
I was wondering if there was a way to give the properties of a UIButton
like darkening the button once it has been pressed,... to a SKSpiteNode
since an SKSpiteNode
has more customization and because I am using SpriteKit
. I have seen 1 other question like this but none of the answers worked. Here is the code I have to create the SKSpriteNode
and to detect a touch on it:
import SpriteKit
class StartScene: SKScene {
var startButton = SKSpriteNode()
override func didMoveToView(view: SKView) {
startButton = SKSpriteNode(imageNamed: "playButton")
startButton.size = CGSize(width: 100, height: 100)
startButton.position = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2 - 50)
self.addChild(startButton)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
/* Called when a touch begins */
for touch in touches {
let location = touch.locationInNode(self)
if startButton.containsPoint(location){
// When it has been selected
}
}
}
//...
请帮忙。在此先感谢... Anton
Pleas help. Thanks in advance... Anton
推荐答案
我总是通过添加代码来触摸开始实现这一点,并触及结束方法。在这些方法中,我只需将sprite颜色设置为黑色,然后更改其颜色混合因子。让我知道这是否适合您!
I have always achieved this by adding code to the touches began, and touches ended method. Inside of these methods I simply set the sprites color to black, and then change its color blend factor. Let me know if this works for you!
//This will hold the object that gets darkened
var target = SKSpriteNode()
//This will keep track if an object is darkened
var have = false
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
var first = touches.first as! UITouch
var location:CGPoint = first.locationInNode(self)
touchP = location
mouse.position = touchP
var node:SKNode = self.nodeAtPoint(location)
if let button = node as? SKSpriteNode
{
target = button
have = true
}
else
{
have = false
}
if (have == true)
{
target.color = UIColor.blackColor()
target.colorBlendFactor = 0.2
}
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
if (havet == true)
{
target.color = UIColor.blackColor()
target.colorBlendFactor = 0
target = SKSpriteNode()
have = false
}
}
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