我正在尝试构建一个简单的iOS游戏。当我的主菜单加载并出现在屏幕上时,我想让按钮从侧面移动。我唯一的想法是将一些SKActions应用于SKSpriteNodes。但所以我必须创建自己的按钮类。有没有更简单的方法来实现这一目标?是否已经有来自cocos2d的类CCMenuItem / CCMenu?或者UIButtons有办法吗?
由于
答案 0 :(得分:2)
我创建了一个按钮类,它具有SKSpriteNode属性,CGRect属性和Radius属性(对于圆形按钮)。当您使用图像初始化按钮时,它会根据图像大小设置CGRect和Radius属性。然后你可以通过调用它的-collisionRect方法来检查玩家是否按下按钮,该方法返回一个CGRect并检查“触摸”位置是否在该矩形内。这样按钮可以移动并仍然接收输入。这是代码......
////////////////////// HEADER FILE ////////////////////// < / p>
//
// ZSButton.h
// PEGO
//
// Created by Zion Siton on 07/09/2013.
// Copyright (c) 2013 zillustrator. All rights reserved.
//
#import <SpriteKit/SpriteKit.h>
@interface ZSButton : SKNode {
SKSpriteNode *mySprite;
CGRect myRect;
CGFloat myRadius;
}
@property (nonatomic, strong)SKSpriteNode *mySprite;
@property (nonatomic, assign)CGRect myRect;
@property (nonatomic, assign)CGFloat myRadius;
- (id)initWithTexture:(SKTexture *)texture;
- (BOOL)didRadialCollideWith:(CGPoint)aPoint;
@end
///////////////////执行文件//////////////////////
//
// ZSButtonA.m
// PEGO
//
// Created by Zion Siton on 07/09/2013.
// Copyright (c) 2013 zillustrator. All rights reserved.
//
#import "ZSButton.h"
@implementation ZSButton
@synthesize mySprite, myRect, myRadius;
- (id)init {
// Use a default button image
return [self initWithTexture:[SKTexture textureWithImageNamed:@"ButtonDefault.png"]];
}
- (id)initWithTexture:(SKTexture *)texture {
self = [super init];
if (self) {
// Assumes there is a texture
mySprite = [SKSpriteNode spriteNodeWithTexture:texture];
[self addChild:mySprite];
// Assumes the collision area is the size of the texture frame
myRect = [mySprite frame];
// Assumes the texture is square
myRadius = myRect.size.width * 0.5;
}
return self;
}
- (CGRect)myRect {
CGPoint pos = [self position];
CGFloat originX = pos.x - (mySprite.frame.width * 0.5);
CGFloat originY = pos.y - (mySprite.frame.height * 0.5);
CGFloat width = mySprite.frame.width;
CGFloat height = mySprite.frame.height;
myRect = CGRectMake(originX, originY, width, height);
return myRect;
}
- (BOOL)didRadialCollideWith:(CGPoint)aPoint {
// Get the distance between the button centre and the touch
// ZSMath is a class I wrote that mainly performs trigonometric functions
CGFloat distance = [ZSMath distanceFromA:[self position] toB:aPoint];
// Perform a radial collision check
if (distance < [self myRadius]) {
// HIT!!!
return YES;
}
// MISS!!!
return NO;
}
@end
//////////////////初始化按钮......
// Initialize BACK BUTTON
backButton = [[ZSButton alloc] initWithTexture:
[[ZSGraphicLoader sharedGraphicLoader] frameByName:kBACK_BUTTON]];
[self addChild:backButton];
//////////////////测试碰撞/用户按压
for (UITouch *touch in touches) {
// Get the user's touch location
CGPoint location = [touch locationInNode:self];
// If the user taps on BACK Button Rectangle
if (CGRectContainsPoint(backButton.myRect, location))
{
// DO A RADIAL CHECK
if ([backButton didRadialCollideWith:location])
{
// DO BACK BUTTON STUFF
}
}
}
答案 1 :(得分:0)
创建自己的继承自SKSpriteNode的按钮类并添加操作只需几分钟就可以正常工作。 UIButton和SKScene在触摸方面似乎并不能很好地发挥作用,并且确实没有必要考虑所描述的方法非常好。您可以使用继承的SKSpriteNode成员将自己的纹理和颜色添加到按钮。