我使用下面的代码创建了一个滚动菜单。我试图在每个菜单精灵按钮之间创建相等的行间隙(宽度间距)。目前,我已经能够在左右两端留下相等的宽度间距,但不能在精灵按钮之间。请参阅以下相关代码:
class LevelScene: SKScene {
let levelButtonSize = SKSpriteNode(imageNamed: "b1").size
let levelButton1: SKSpriteNode = SKSpriteNode(imageNamed: "b1")
let levelButton2: SKSpriteNode = SKSpriteNode(imageNamed: "b2")
let levelButton3: SKSpriteNode = SKSpriteNode(imageNamed: "b3")
let levelButton4: SKSpriteNode = SKSpriteNode(imageNamed: "b4")
let levelButton5: SKSpriteNode = SKSpriteNode(imageNamed: "b5")
let levelButton6: SKSpriteNode = SKSpriteNode(imageNamed: "b6")
let levelButton7: SKSpriteNode = SKSpriteNode(imageNamed: "b7")
let levelButton8: SKSpriteNode = SKSpriteNode(imageNamed: "b8")
let levelButton9: SKSpriteNode = SKSpriteNode(imageNamed: "b9")
let levelButton10: SKSpriteNode = SKSpriteNode(imageNamed: "b10")
let levelButton11: SKSpriteNode = SKSpriteNode(imageNamed: "b11")
let levelButton12: SKSpriteNode = SKSpriteNode(imageNamed: "b12")
let levelButton13: SKSpriteNode = SKSpriteNode(imageNamed: "b13")
let levelButton14: SKSpriteNode = SKSpriteNode(imageNamed: "b14")
let levelButton15: SKSpriteNode = SKSpriteNode(imageNamed: "b15")
let levelButton16: SKSpriteNode = SKSpriteNode(imageNamed: "b16")
let levelButton17: SKSpriteNode = SKSpriteNode(imageNamed: "b17")
let levelButton18: SKSpriteNode = SKSpriteNode(imageNamed: "b18")
private var scrollCell = SKSpriteNode()
private var moveAmtX: CGFloat = 0
private var moveAmtY: CGFloat = 0
private let minimum_detect_distance: CGFloat = 30
private var initialPosition: CGPoint = CGPoint.zero
private var initialTouch: CGPoint = CGPoint.zero
private var resettingSlider = false
override init(size: CGSize){
super.init(size: size)
createMenu()
}
func createMenu() {
let buttons = [levelButton1, levelButton2, levelButton3, levelButton4, levelButton5, levelButton6, levelButton7, levelButton8, levelButton9, levelButton10, levelButton11, levelButton12, levelButton13, levelButton14, levelButton15, levelButton16, levelButton17, levelButton18]
for i in 1..<buttons.count {
buttons[i-1].name = "level\(i)"
}
let padding: CGFloat = 50
let numberOfRows = CGFloat(buttons.count / 3)
scrollCell = SKSpriteNode(color: .blue, size: CGSize(width: self.size.width, height: levelButtonSize.height * numberOfRows + padding * numberOfRows))
scrollCell.position = CGPoint(x: 0 - self.size.width / 2, y: 0 - (scrollCell.size.height - self.size.height / 2))
scrollCell.anchorPoint = CGPoint.zero
scrollCell.zPosition = 0
self.addChild(scrollCell)
// let backgroundImage = SKSpriteNode(imageNamed: "bg")
// backgroundImage.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
// self.addChild(backgroundImage)
let totalMarginX = self.frame.width - 3*levelButtonSize.width
let marginX = totalMarginX/4
let column1PosX = marginX + levelButtonSize.width/2
let column2PosX = 2*marginX + 3*levelButtonSize.width/2
let column3PosX = 3*marginX + 5*levelButtonSize.width/2
print("levelButtonSize.width is \(levelButtonSize.width)")
print("self.frame.width is \(self.frame.width)")
print("marginX is \(marginX)")
print("column1PosX is \(column1PosX)")
print("column2PosX is \(column2PosX)")
print("column3PosX is \(column3PosX)")
var colCount = 0
var rowCount = 0
for button in buttons {
var posX: CGFloat = column2PosX
if colCount == 0 {
posX = column1PosX
}
if colCount == 1 {
posX = column2PosX
}
else if colCount == 2 {
posX = column3PosX
colCount = -1
}
let indexOffset = CGFloat(rowCount) * (levelButtonSize.height + padding)
let posY = scrollCell.size.height - levelButtonSize.height / 2 - (indexOffset + padding / 2)
button.position = CGPoint(x: posX, y: posY)
//button.setScale(0.5)
button.zPosition = 10
scrollCell.addChild(button)
if colCount == -1 {
rowCount += 1
}
colCount += 1
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as UITouch! {
self.scrollCell.removeAllActions()
initialTouch = touch.location(in: self.scene!.view)
moveAmtY = 0
initialPosition = self.scrollCell.position
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as UITouch! {
let movingPoint: CGPoint = touch.location(in: self.scene!.view)
moveAmtX = movingPoint.x - initialTouch.x
let topPos: CGFloat = scrollCell.size.height - self.size.height / 2
let bottomPos = 0 - (self.size.height / 2)
if (initialPosition.y - (movingPoint.y - initialTouch.y)) < -topPos {
print("stop on top")
moveAmtY = 0
scrollCell.position.y = -topPos
}
else if (initialPosition.y - (movingPoint.y - initialTouch.y)) > bottomPos {
print("stop on bottom")
moveAmtY = 0
scrollCell.position.y = bottomPos
}
else {
moveAmtY = movingPoint.y - initialTouch.y
scrollCell.position = CGPoint(x: initialPosition.x, y: initialPosition.y - moveAmtY)
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
}
func checkForResettingSlider() {
let topPos: CGFloat = scrollCell.size.height - self.size.height / 2
let bottomPos = 0 - (self.size.height / 2)
if scrollCell.position.y > bottomPos {
let move = SKAction.moveTo(y: bottomPos, duration: 0.3)
move.timingMode = .easeOut
scrollCell.run(move)
}
if scrollCell.position.y < -topPos {
let move = SKAction.moveTo(y: -topPos, duration: 0.3)
move.timingMode = .easeOut
scrollCell.run(move)
}
}
func yMoveActions(moveTo: CGFloat) {
let move = SKAction.moveBy(x: 0, y: (moveTo * 1.5), duration: 0.3)
move.timingMode = .easeOut
self.scrollCell.run(move, completion: { self.checkForResettingSlider() })
}
请注意我按以下方式设置场景:
let levelScene = LevelScene(size: CGSize(width:480, height:640))
levelScene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
levelScene.scaleMode = .aspectFill
skView?.presentScene(levelScene)
修改
下图显示了我的关卡菜单的一部分,与侧边相比,关卡按钮之间的空间更大。我想在按钮之间以及两侧获得相同的宽度间隙。
答案 0 :(得分:0)
我建议:
let scaledWidth = levelButtonSize.width/2;
let totalMarginX = self.frame.width - 3*scaledWidth
let marginX = totalMarginX/4
let column1PosX = marginX + scaledWidth/2
let column2PosX = 2*marginX + 3*scaledWidth/2
let column3PosX = 3*marginX + 5*scaledWidth/2