我是Swift和Sprite Kit的新手。
我想在MyScene.swift中创建一个具有特定图像的按钮。每次我点击按钮我想用新图像更改按钮图像。 我怎么能这样做?
GameScene.swift
class GameScene: SKScene {
var rollButton:SKSpriteNode = SKSpriteNode(imageNamed: "dice1.png")
override func didMoveToView(view: SKView) {
rollButton.position = CGPoint(x: 79, y: 290) //this position is based to what? Is there an easier way to put a button using storyborard
rollButton.setScale(0.5) //what does setScale mean?
self.addChild(rollButton)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch: AnyObject in touches {
if CGRectContainsPoint(rollButton.frame, touch.locationInNode(self)) {
changeButtonImage()
}
}
}
func changeButtonImage() {
//radom get value beteween 1 - 6
change the rollButton image with a new value??? //how to do that
}
这是目标C代码:
NSString *fileName = [NSString stringWithFormat:@"dice%d.png", num];
// Setting the uiimageview to the appropriate image
self.rollButton.image = [UIImage imageNamed:fileName];
我没有找到任何关于如何设置storyborard按钮的好例子,而是使用uiviewcontrollers来创建每个新的GameScene,
答案 0 :(得分:3)
首先,创建一个希望按钮具有的图像数组:
let arrayOfImages = [
"image1.png",
"image2.png",
"image3.png",
"image4.png",
"image5.png",
"image6.png"
]
然后初始化按钮精灵并给它一个纹理开始:
var rollButton = SKSpriteNode()
rollButton.texture = SKTexture(imageNamed: arrayOfImages[0])
然后,每次调用changeButtonImage()
时,生成一个随机数并更改按钮的纹理:
var randomNumberBetween0And5 = Int(arc4random_uniform(6))
rollButton.texture = SKTexture(imageNamed: arrayOfImages[randomNumberBetween0And5])
答案 1 :(得分:1)
如果你想构建一个按钮或开关用于通用,你应该尝试我做的这个控件,使用它很直接: 您只需初始化所需的按钮/开关类型(ColoredSprite,Textured或TextOnly)
let control = TWButton(normalColor: SKColor.blueColor(), highlightedColor: SKColor.redColor(), size: CGSize(width: 160, height: 80))
初始化后,为它添加一个闭包(就像UIButton上的addTargetForSelector)
control.addClosureFor(.TouchUpInside, target: self, closure: { (scene, sender) -> () in
scene.testProperty = "Changed Property"
})
}
就是这样!有关GitHub页面上自述文件部分的更多信息:https://github.com/txaidw/TWControls
但是,如果您想在特定节点中实现,我就是这样做的:
internal override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let touchPoint = touch.locationInNode(self.parent)
if self.containsPoint(touchPoint) {
self.touchLocationLast = touchPoint
touchDown()
}
}
internal override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let touchPoint = touch.locationInNode(self.parent)
self.touchLocationLast = touchPoint
}
internal override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let touchPoint = touch.locationInNode(self.parent)
if let lastPoint = self.touchLocationLast where self.containsPoint(lastPoint) {
// Ended inside
touchUpInside()
}
else {
// Ended outside
touchUpOutside()
}
}