在Sprite工具包(swift)中用圆圈写一个文本

时间:2015-05-30 10:19:59

标签: ios swift sprite-kit skshapenode

我想画一个圆圈并在里面放一个文字。 我该怎么办?

如果我移动或调整圆圈的大小,文字移动或调整大小

i want this

        var color = UIColor(red: 0x00, green: 0x44, blue: 0x44, alpha: 1)
        var Circle = SKShapeNode(circleOfRadius: 100 )
        Circle.position = CGPointMake(frame.midX, frame.midY)
        Circle.strokeColor = SKColor.blackColor()
        Circle.glowWidth = 1.0
        Circle.fillColor = color

        let myLabel = SKLabelNode(fontNamed:"Chalkduster")
        myLabel.text = "Hello, World!";
        myLabel.fontSize = 60;
        myLabel.position = CGPointMake(frame.midX, frame.midY)
        myLabel.fontColor = UIColor.blackColor()

        self.addChild(Circle)

4 个答案:

答案 0 :(得分:6)

同时拖动两种方法的一种方法是,您可以将两者都添加到同一个视图中,之后您可以通过触摸事件(例如show下面的代码)更改两者的位置。

import SpriteKit

class GameScene: SKScene {

    var deltaPoint = CGPointZero
    let myLabel = SKLabelNode(fontNamed:"Chalkduster")
    var Circle = SKShapeNode(circleOfRadius: 100 )

    override func didMoveToView(view: SKView) {
        /* Setup your scene here */
        var color = UIColor(red: 0x00, green: 0x44, blue: 0x44, alpha: 1)

        Circle.position = CGPointMake(frame.midX, frame.midY)
        Circle.strokeColor = SKColor.blackColor()
        Circle.glowWidth = 1.0
        Circle.fillColor = color

        myLabel.text = "Hello, World!";
        myLabel.fontSize = 20
        myLabel.position = CGPointMake(Circle.frame.midX, Circle.frame.midY)
        myLabel.fontColor = UIColor.blackColor()

        // Add them into same scene
        self.addChild(Circle)
        self.addChild(myLabel)

    }

    override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {

        if let touch = touches.first as? UITouch {
            let currentPoint = touch.locationInNode(self)
            let previousPoint = touch.previousLocationInNode(self)
            deltaPoint = CGPointMake(currentPoint.x - previousPoint.x, currentPoint.y - previousPoint.y)
        }

    }

    override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {

        deltaPoint = CGPointZero
    }

    override func touchesCancelled(touches: Set<NSObject>!, withEvent event: UIEvent!) {

        deltaPoint = CGPointZero
    }

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
        var newPoint = CGPointMake(self.myLabel.position.x + self.deltaPoint.x, self.myLabel.position.y + self.deltaPoint.y)

        // you can drag both item at same time
        myLabel.position = newPoint
        Circle.position = newPoint

        deltaPoint = CGPointZero
    }
}

答案 1 :(得分:2)

更新: 使用您的完整示例。

不是SpritKit用户,但我相信每个节点都有一个.addChild()。 因此,应该可以将它作为孩子添加到您的圈子中:

var color = UIColor(red: 0x00, green: 0x44, blue: 0x44, alpha: 1)
var Circle = SKShapeNode(circleOfRadius: 100 )
Circle.position = CGPointMake(frame.midX, frame.midY)
Circle.strokeColor = SKColor.blackColor()
Circle.glowWidth = 1.0
Circle.fillColor = color

let myLabel = SKLabelNode(fontNamed:"Chalkduster")
myLabel.text = "Hello, World!";
myLabel.fontSize = 60;
// Using half of the circle (center point)
myLabel.position = CGPointMake(Circle.frame.midX, Circle.frame.midY)
myLabel.fontColor = UIColor.blackColor()

Circle.addChild(myLabel)
self.addChild(Circle)

然后位置将相对于圆圈框架。

答案 2 :(得分:1)

您应该根据您的圆圈尺寸给出标签字体大小。

这是创建按钮的功能:

func createCircleButton(position: CGPoint, buttonSize: CGFloat, yourText: String) {

    let circle = SKShapeNode( circleOfRadius: buttonSize)
    circle.position = position
    circle.fillColor = SKColor.blueColor()

    let label = SKLabelNode(fontNamed:"ArialMT")
    label.text = yourText
    label.fontSize = circle.frame.size.height / 6;
    label.fontColor = SKColor.whiteColor()

    circle.addChild(label)
    self.addChild(circle)

}

像这样添加:

self.createCircleButton(CGPointMake(self.frame.size.width / 2, self.frame.size.height / 2), buttonSize: self.frame.size.height / 5, yourText: "Your text")

答案 3 :(得分:1)

Dharmesh Kheni在Swift 3 +中的答案将标签作为圆形的子项,并将标签的中心对齐标记为圆心。

import SpriteKit

class GameScene: SKScene {

    var deltaPoint = CGPoint.zero
    let myLabel = SKLabelNode(fontNamed:"Chalkduster")
    var circle = SKShapeNode(circleOfRadius: 100 )

    override func didMove(to view: SKView) {

        let color = UIColor(red: 0x00, green: 0x44, blue: 0x44, alpha: 1)

        circle.position = CGPoint(x: frame.midX, y: frame.midY)
        circle.strokeColor = .black
        circle.glowWidth = 1.0
        circle.fillColor = color

        myLabel.text = "Hello, World!";
        myLabel.fontSize = 20
        myLabel.horizontalAlignmentMode = .center
        myLabel.verticalAlignmentMode = .center
        myLabel.position = CGPoint(x:circle.frame.width/2, y: circle.frame.height/2)
        myLabel.fontColor = .black

        // Add them into same scene
        self.addChild(circle)
        circle.addChild(myLabel)

    }

    override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {

        if let touch = touches.first as? UITouch {
            let currentPoint = touch.location(in: self)
            let previousPoint = touch.previousLocation(in: self)
            deltaPoint = CGPoint(x: currentPoint.x - previousPoint.x,y: currentPoint.y - previousPoint.y)
        }

    }

    override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {

        deltaPoint = CGPoint.zero
    }

    override func touchesCancelled(touches: Set<NSObject>!, withEvent event: UIEvent!) {

        deltaPoint = CGPoint.zero
    }

    override func update(currentTime: CFTimeInterval) {
        /* Called before each frame is rendered */
        let newPoint = CGPoint(x: self.myLabel.position.x + self.deltaPoint.x,y: self.myLabel.position.y + self.deltaPoint.y)

        // you can drag both item at same time
        myLabel.position = newPoint
        circle.position = newPoint

        deltaPoint = CGPoint.zero
    }
}