我想在SpriteKit
或SKScene
中创建一个按钮,将视图发送到另一个视图控制器。
我尝试使用“performSegue with identifier”,但显然SKScene
不支持此功能。
如何创建一个按钮,使用SpriteKit
将视图发送到另一个视图?
这是我尝试用来执行此操作的代码。
“HomeButton.prepareForSegueWithIdentifier()”这一行只是一个例子。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,它是无法识别的。
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,但它们不适用于SKScene。
如果有任何混淆,我会回复。
答案 0 :(得分:6)
如果您需要在SpriteKit
中创建一个按钮,我认为此按钮必须包含所有或部分可用操作才能执行您想要的操作(与UIButton
完全相同)
在这里你可以找到一个构建SpriteKit按钮的简单类,名为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)
}
}
}
该来源位于this Gist
<强>用法强>:
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)
}
答案 1 :(得分:6)
我已经翻译了Alessandro Ornano对Swift 3.1的回答:
import SpriteKit
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.white, size: defaultTexture.size())
isUserInteractionEnabled = 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.clear, 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>, with event: UIEvent?) {
if (!isEnabled) {
return
}
isSelected = true
if (targetTouchDown != nil && targetTouchDown!.responds(to: actionTouchDown)) {
UIApplication.shared.sendAction(actionTouchDown!, to: targetTouchDown, from: self, for: nil)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if (!isEnabled) {
return
}
let touch: AnyObject! = touches.first
let touchLocation = touch.location(in: parent!)
if (frame.contains(touchLocation)) {
isSelected = true
} else {
isSelected = false
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if (!isEnabled) {
return
}
isSelected = false
if (targetTouchUpInside != nil && targetTouchUpInside!.responds(to: actionTouchUpInside!)) {
let touch: AnyObject! = touches.first
let touchLocation = touch.location(in: parent!)
if (frame.contains(touchLocation) ) {
UIApplication.shared.sendAction(actionTouchUpInside!, to: targetTouchUpInside, from: self, for: nil)
}
}
if (targetTouchUp != nil && targetTouchUp!.responds(to: actionTouchUp!)) {
UIApplication.shared.sendAction(actionTouchUp!, to: targetTouchUp, from: self, for: nil)
}
}
}
用法:
func buttonTap() {
print("Button pressed")
}
override func didMove(to view: SKView)
{
backgroundColor = SKColor.white
let buttonTexture: SKTexture! = SKTexture(imageNamed: "button")
let buttonTextureSelected: SKTexture! = SKTexture(imageNamed: "buttonSelected.png")
let button = FTButtonNode(normalTexture: buttonTexture, selectedTexture: buttonTextureSelected, disabledTexture: buttonTexture)
button.setButtonAction(target: self, triggerEvent: .TouchUpInside, action: #selector(GameScene.buttonTap))
button.setButtonLabel(title: "Button", font: "Arial", fontSize: 12)
button.position = CGPoint(x: self.frame.midX,y: self.frame.midY)
button.zPosition = 1
button.name = "Button"
self.addChild(button)
}
我创建了两个.png:
答案 2 :(得分:3)
最简单的解决方案,但可能不是最好的质量,是使用包含图像的SpriteNode并命名它。之后,使用该场景,您可以轻松对其进行编程,以便在点击时将用户转移到下一个场景:
getInfo()
别忘了更换&#34; YourNextScene&#34;以及下一个场景的实际名称。