我發現UIButtons
與SKScene
不能很好地工作,所以我試圖在SKNode
的子類中創建一個按鈕SpriteKit
。在SKScene中設置按鈕
我希望它的工作方式是,如果我在SKScene
中初始化一個按鈕並啓用了觸摸事件,那麼當按下按鈕時,該按鈕將調用我的SKScene
中的方法。
我會很感激任何意見,會導致我找到解決這個問題。謝謝。
我發現UIButtons
與SKScene
不能很好地工作,所以我試圖在SKNode
的子類中創建一個按鈕SpriteKit
。在SKScene中設置按鈕
我希望它的工作方式是,如果我在SKScene
中初始化一個按鈕並啓用了觸摸事件,那麼當按下按鈕時,該按鈕將調用我的SKScene
中的方法。
我會很感激任何意見,會導致我找到解決這個問題。謝謝。
你可以使用一個SKSpriteNode作爲你的按鈕,然後當用戶觸摸時,檢查它是否是觸摸的節點。使用SKSpriteNode的名稱屬性標識節點:
//fire button
- (SKSpriteNode *)fireButtonNode
{
SKSpriteNode *fireNode = [SKSpriteNode spriteNodeWithImageNamed:@"fireButton.png"];
fireNode.position = CGPointMake(fireButtonX,fireButtonY);
fireNode.name = @"fireButtonNode";//how the node is identified later
fireNode.zPosition = 1.0;
return fireNode;
}
添加節點到場景:
[self addChild: [self fireButtonNode]];
手柄亮點:
//handle touch events
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//if fire button touched, bring the rain
if ([node.name isEqualToString:@"fireButtonNode"]) {
//do whatever...
}
}
如果你添加一個iVar作爲按鈕,你可以刪除名稱檢查,並使用if([_fireNode containsPoint:location])做同樣的事情,只是不同而已。 – DogCoffee
比較字符串是一個骯髒的解決方案。儘管@Smick的解決方案更好,但是實現這一目標是否還有其他更簡潔的方法? –
嘿,我們不能像SpLabelNode那樣在SpriteKit中添加按鈕? –
我做了我自己的鈕釦類我正在合作。 SKButton.h:
#import <SpriteKit/SpriteKit.h>
@interface SKButton : SKSpriteNode
@property (nonatomic, readonly) SEL actionTouchUpInside;
@property (nonatomic, readonly) SEL actionTouchDown;
@property (nonatomic, readonly) SEL actionTouchUp;
@property (nonatomic, readonly, weak) id targetTouchUpInside;
@property (nonatomic, readonly, weak) id targetTouchDown;
@property (nonatomic, readonly, weak) id targetTouchUp;
@property (nonatomic) BOOL isEnabled;
@property (nonatomic) BOOL isSelected;
@property (nonatomic, readonly, strong) SKLabelNode *title;
@property (nonatomic, readwrite, strong) SKTexture *normalTexture;
@property (nonatomic, readwrite, strong) SKTexture *selectedTexture;
@property (nonatomic, readwrite, strong) SKTexture *disabledTexture;
- (id)initWithTextureNormal:(SKTexture *)normal selected:(SKTexture *)selected;
- (id)initWithTextureNormal:(SKTexture *)normal selected:(SKTexture *)selected disabled:(SKTexture *)disabled; // Designated Initializer
- (id)initWithImageNamedNormal:(NSString *)normal selected:(NSString *)selected;
- (id)initWithImageNamedNormal:(NSString *)normal selected:(NSString *)selected disabled:(NSString *)disabled;
/** Sets the target-action pair, that is called when the Button is tapped.
"target" won't be retained.
*/
- (void)setTouchUpInsideTarget:(id)target action:(SEL)action;
- (void)setTouchDownTarget:(id)target action:(SEL)action;
- (void)setTouchUpTarget:(id)target action:(SEL)action;
@end
SKButton.m:
#import "SKButton.h"
#import <objc/message.h>
@implementation SKButton
#pragma mark Texture Initializer
/**
* Override the super-classes designated initializer, to get a properly set SKButton in every case
*/
- (id)initWithTexture:(SKTexture *)texture color:(UIColor *)color size:(CGSize)size {
return [self initWithTextureNormal:texture selected:nil disabled:nil];
}
- (id)initWithTextureNormal:(SKTexture *)normal selected:(SKTexture *)selected {
return [self initWithTextureNormal:normal selected:selected disabled:nil];
}
/**
* This is the designated Initializer
*/
- (id)initWithTextureNormal:(SKTexture *)normal selected:(SKTexture *)selected disabled:(SKTexture *)disabled {
self = [super initWithTexture:normal color:[UIColor whiteColor] size:normal.size];
if (self) {
[self setNormalTexture:normal];
[self setSelectedTexture:selected];
[self setDisabledTexture:disabled];
[self setIsEnabled:YES];
[self setIsSelected:NO];
_title = [SKLabelNode labelNodeWithFontNamed:@"Arial"];
[_title setVerticalAlignmentMode:SKLabelVerticalAlignmentModeCenter];
[_title setHorizontalAlignmentMode:SKLabelHorizontalAlignmentModeCenter];
[self addChild:_title];
[self setUserInteractionEnabled:YES];
}
return self;
}
#pragma mark Image Initializer
- (id)initWithImageNamedNormal:(NSString *)normal selected:(NSString *)selected {
return [self initWithImageNamedNormal:normal selected:selected disabled:nil];
}
- (id)initWithImageNamedNormal:(NSString *)normal selected:(NSString *)selected disabled:(NSString *)disabled {
SKTexture *textureNormal = nil;
if (normal) {
textureNormal = [SKTexture textureWithImageNamed:normal];
}
SKTexture *textureSelected = nil;
if (selected) {
textureSelected = [SKTexture textureWithImageNamed:selected];
}
SKTexture *textureDisabled = nil;
if (disabled) {
textureDisabled = [SKTexture textureWithImageNamed:disabled];
}
return [self initWithTextureNormal:textureNormal selected:textureSelected disabled:textureDisabled];
}
#pragma -
#pragma mark Setting Target-Action pairs
- (void)setTouchUpInsideTarget:(id)target action:(SEL)action {
_targetTouchUpInside = target;
_actionTouchUpInside = action;
}
- (void)setTouchDownTarget:(id)target action:(SEL)action {
_targetTouchDown = target;
_actionTouchDown = action;
}
- (void)setTouchUpTarget:(id)target action:(SEL)action {
_targetTouchUp = target;
_actionTouchUp = action;
}
#pragma -
#pragma mark Setter overrides
- (void)setIsEnabled:(BOOL)isEnabled {
_isEnabled = isEnabled;
if ([self disabledTexture]) {
if (!_isEnabled) {
[self setTexture:_disabledTexture];
} else {
[self setTexture:_normalTexture];
}
}
}
- (void)setIsSelected:(BOOL)isSelected {
_isSelected = isSelected;
if ([self selectedTexture] && [self isEnabled]) {
if (_isSelected) {
[self setTexture:_selectedTexture];
} else {
[self setTexture:_normalTexture];
}
}
}
#pragma -
#pragma mark Touch Handling
/**
* This method only occurs, if the touch was inside this node. Furthermore if
* the Button is enabled, the texture should change to "selectedTexture".
*/
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if ([self isEnabled]) {
objc_msgSend(_targetTouchDown, _actionTouchDown);
[self setIsSelected:YES];
}
}
/**
* If the Button is enabled: This method looks, where the touch was moved to.
* If the touch moves outside of the button, the isSelected property is restored
* to NO and the texture changes to "normalTexture".
*/
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if ([self isEnabled]) {
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInNode:self.parent];
if (CGRectContainsPoint(self.frame, touchPoint)) {
[self setIsSelected:YES];
} else {
[self setIsSelected:NO];
}
}
}
/**
* If the Button is enabled AND the touch ended in the buttons frame, the
* selector of the target is run.
*/
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInNode:self.parent];
if ([self isEnabled] && CGRectContainsPoint(self.frame, touchPoint)) {
objc_msgSend(_targetTouchUpInside, _actionTouchUpInside);
}
[self setIsSelected:NO];
objc_msgSend(_targetTouchUp, _actionTouchUp);
}
一個例子:要初始化按鈕,你寫了下面幾行:
SKButton *backButton = [[SKButton alloc] initWithImageNamedNormal:@"buttonNormal" selected:@"buttonSelected"];
[backButton setPosition:CGPointMake(100, 100)];
[backButton.title setText:@"Button"];
[backButton.title setFontName:@"Chalkduster"];
[backButton.title setFontSize:20.0];
[backButton setTouchUpInsideTarget:self action:@selector(buttonAction)];
[self addChild:backButton];
而且你所需要的「buttonAction '你班上的方法。 *本課程無論在任何情況下均無任何擔保。我對objective-c仍然很陌生。 *
感謝您的分享。是否有你使用'objc_msgSend'而不是'[target performSelector:selector]'的原因? –
啊,是的,補ARC。我忘記了這個警告:|這裏有一個很好的工作,如果你有興趣http://stackoverflow.com/questions/11895287/performselector-arc-warning –
上述代碼是偉大的,但我在嘗試使用時出現錯誤 - (void)changeToScene :(SKButtonNode *)sender {}作爲@selector。如果可以的話,我寧願使用單一方法通過使用sender.name來切換場景。 –
我使用了SKButton類Graf。
我使用SKButton做場景導航。即當用戶按下SKButton時呈現另一場景。我在touchesEnded->[self setIsSelected:NO]
處得到了EXC_BAD_ACCESS
錯誤。這種情況在具有快速CPU的最新iPad上尤其頻繁發生。
檢查並排除故障後,我意識到當調用setIsSelected
函數時,SKButton對象已被「釋放」。這是因爲我使用SKButton導航到下一個場景,這也意味着當前場景可以隨時解除分配。
我做了一個小的改變,把setIsSelected放在「else」部分如下。
希望這有助於其他開發者也看到相同的錯誤。
(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInNode:self.parent];
if ([self isEnabled] && CGRectContainsPoint(self.frame, touchPoint)) {
objc_msgSend(_targetTouchUpInside, _actionTouchUpInside);
} else {
[self setIsSelected:NO];
}
objc_msgSend(_targetTouchUp, _actionTouchUp);
}
請格式化您的文章和源代碼,這是非常難以閱讀這條路! –
我不久前創建了一個使用SKSpriteNode作爲按鈕的類。你可以在GitHub上找到它。
它的實現是基於UIButton的,所以如果你已經熟悉了iOS上,你會發現它易於使用。
當按鈕被按下時,它也可以被分配一個塊或一個SKAction來執行。
它還包括一種設置標籤的方法。
A鍵通常會宣稱,像這樣:
AGSpriteButton *button = [AGSpriteButton buttonWithColor:[UIColor redColor] andSize:CGSizeMake(300, 100)];
[button setLabelWithText:@"Button Text" andFont:nil withColor:nil];
button.position = CGPointMake(self.size.width/2, self.size.height/3);
[button addTarget:self selector:@selector(someSelector) withObject:nil forControlEvent:AGButtonControlEventTouchUpInside];
[self addChild:button];
就是這樣。你很好走。
是否有任何原因,我們不能使用SKColor而不是UIColor?如果我們使用UIColor,我們就停留在iOS上。 –
您可以輕鬆使用SKColor而不是UIColor – ZeMoon
對於在Swift中編寫遊戲的人來說! 我已經將Graf的解決方案的基本部分改寫成了一個快速類。希望它能幫助:
import Foundation
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
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
super.init(texture: defaultTexture, color: UIColor.whiteColor(), size: defaultTexture.size())
userInteractionEnabled = true
// 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: nil, 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
}
}
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: NSSet!, withEvent event: UIEvent!) {
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
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: NSSet!, withEvent event: UIEvent!) {
if (!isEnabled) {
return
}
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (CGRectContainsPoint(frame, touchLocation)) {
isSelected = true
} else {
isSelected = false
}
}
override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) {
if (!isEnabled) {
return
}
isSelected = false
if (targetTouchUpInside != nil && targetTouchUpInside!.respondsToSelector(actionTouchUpInside!)) {
let touch: AnyObject! = touches.anyObject()
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)
}
}
}
如果需要,還可以使用的UIButton(或任何其他的UIView)。
創建SKScene
時,它尚不存在於SKView
中。您應該在SKScene
子類中實施didMoveToView:
。此時,您可以訪問SKView
場景,您可以添加UIKit
對象。對於美貌,我褪色他們...
- (void)didMoveToView:(SKView *)view {
UIView *b = [self _createButton]; // <-- performs [self.view addSubview:button]
// create other UI elements, also add them to the list to remove …
self.customSubviews = @[b];
b.alpha = 0;
[UIView animateWithDuration:0.4
delay:2.4
options:UIViewAnimationOptionCurveEaseIn
animations:^{
b.alpha = 1;
} completion:^(BOOL finished) {
;
}];
}
您需要特意從場景中刪除他們,當你離開過渡,當然,除非它非常有意義他們留在那裏。
- (void)removeCustomSubviews {
for (UIView *v in self.customSubviews) {
[UIView animateWithDuration:0.2
delay:0
options:UIViewAnimationOptionCurveEaseIn
animations:^{
v.alpha = 0;
} completion:^(BOOL finished) {
[v removeFromSuperview];
}];
}
}
對於那些不熟悉編程方式創建UIButton
,這裏一個例子(你可以做一個100分不同的事情在這裏)...
- (UIButton *)_createButton {
UIButton *b = [UIButton buttonWithType:UIButtonTypeCustom];
[b setTitle:@"Continue" forState:UIControlStateNormal];
[b setBackgroundImage:[UIImage imageNamed:@"GreenButton"] forState:UIControlStateNormal];
[b setBackgroundImage:[UIImage imageNamed:@"GreenButtonSelected"] forState:UIControlStateHighlighted];
b.titleLabel.adjustsFontSizeToFitWidth = YES;
b.titleLabel.font = [UIFont fontWithName:@"HelveticaNeue-Bold" size:36];
b.frame = CGRectMake(self.size.width * .7, self.size.height * .2, self.size.width * .2, self.size.height * .1);
[b addTarget:self action:@selector(continuePlay) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:b];
return b;
}
提醒:UIView
原點在左上角, SKScene
原點在左下角。
編輯:我做了一個github回購我的SKButtonNode,我希望保持當前和更新迅速發展!
不幸的是我還不能對菲利普在斯威夫特迅速落實SKButton的評論。超級快樂,他在Swift中做到了這一點!但是,我注意到他沒有包含向按鈕添加文本的功能。這對我來說是一個巨大的功能,所以您不必爲每個按鈕創建單獨的資源,而只需創建背景並添加動態文本。
我添加了一個簡單的函數來添加一個文本標籤到SKButton。它可能並不完美 - 我和其他人一樣,對Swift很陌生!隨時發表評論,並幫助我將其更新到最佳狀態。希望你們喜歡!
//Define label with the textures
var defaultTexture: SKTexture
var selectedTexture: SKTexture
//New defining of label
var label: SKLabelNode
//Updated init() function:
init(normalTexture defaultTexture: SKTexture!, selectedTexture:SKTexture!, disabledTexture: SKTexture?) {
self.defaultTexture = defaultTexture
self.selectedTexture = selectedTexture
self.disabledTexture = disabledTexture
//New initialization of label
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: nil, size: defaultTexture.size())
bugFixLayerNode.position = self.position
addChild(bugFixLayerNode)
}
/*
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) {
var title = title
var font = font
var fontSize = fontSize
self.label.text = title
self.label.fontSize = fontSize
self.label.fontName = font
}
樣品創建按鈕:
var buttonTexture = SKTexture(imageNamed: "Button");
var buttonPressedTexture = SKTexture(imageNamed: "Button Pressed");
var button = SKButton(normalTexture:buttonTexture, selectedTexture:buttonPressedTexture, disabledTexture:buttonPressedTexture);
button.setButtonLabel(title: "Play",font: "Helvetica",fontSize: 40);
button.position = CGPointMake(self.frame.size.width/2, self.frame.size.height/2);
self.addChild(button);
全部類別如下:
import Foundation
import SpriteKit
class SKButton: 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
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: nil, 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
}
}
func setButtonLabel(#title: NSString, font: String, fontSize: CGFloat) {
var title = title;
var font = font;
var fontSize = fontSize;
self.label.text = title;
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: NSSet!, withEvent event: UIEvent!) {
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
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: NSSet!, withEvent event: UIEvent!) {
if (!isEnabled) {
return
}
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (CGRectContainsPoint(frame, touchLocation)) {
isSelected = true
} else {
isSelected = false
}
}
override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) {
if (!isEnabled) {
return
}
isSelected = false
if (targetTouchUpInside != nil && targetTouchUpInside!.respondsToSelector(actionTouchUpInside!)) {
let touch: AnyObject! = touches.anyObject()
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)
}
}
}
下面是根據菲利普的SWIFT代碼另一個版本。我只是簡化了一點,並允許其採取塊,而不是隻選擇:
import Foundation
import SpriteKit
enum FTButtonTarget {
case aSelector(Selector, AnyObject)
case aBlock(() -> Void)
}
class FTButtonNode: SKSpriteNode {
var actionTouchUp : FTButtonTarget?
var actionTouchUpInside : FTButtonTarget?
var actionTouchDown : FTButtonTarget?
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
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
super.init(texture: defaultTexture, color: UIColor.whiteColor(), size: defaultTexture.size())
userInteractionEnabled = true
// 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: nil, size: defaultTexture.size())
bugFixLayerNode.position = self.position
addChild(bugFixLayerNode)
}
var disabledTexture: SKTexture?
func callTarget(buttonTarget:FTButtonTarget) {
switch buttonTarget {
case let .aSelector(selector, target):
if target.respondsToSelector(selector) {
UIApplication.sharedApplication().sendAction(selector, to: target, from: self, forEvent: nil)
}
case let .aBlock(block):
block()
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (!isEnabled) {
return
}
isSelected = true
if let act = actionTouchDown {
callTarget(act)
}
}
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
if (!isEnabled) {
return
}
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (CGRectContainsPoint(frame, touchLocation)) {
isSelected = true
} else {
isSelected = false
}
}
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
if (!isEnabled) {
return
}
isSelected = false
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (CGRectContainsPoint(frame, touchLocation)) {
if let act = actionTouchUpInside {
callTarget(act)
}
}
if let act = actionTouchUp {
callTarget(act)
}
}
}
使用方法如下:
aFTButton.actionTouchUpInside = FTButtonTarget.aBlock({() -> Void in
println("button touched")
})
希望這有助於。
因爲我們所有人都沒有針對iOS,所以我開始編寫一些代碼來處理Mac上的鼠標交互。
大師們的問題:使用觸控板時MacOS是否提供觸摸事件?或者這些被作爲鼠標事件發送到SpriteKit?
對於大師的另一個問題,不應該被稱爲SKButton的這個類節點?
不管怎樣,試試這個...
#if os(iOS)
override func touchesBegan(touches: NSSet!, withEvent event: UIEvent!) {
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
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: NSSet!, withEvent event: UIEvent!) {
if (!isEnabled) { return }
let touch: AnyObject! = touches.anyObject()
let touchLocation = touch.locationInNode(parent)
if (CGRectContainsPoint(frame, touchLocation)) {
isSelected = true
} else {
isSelected = false
}
}
override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!) {
if (!isEnabled) { return }
isSelected = false
if (targetTouchUpInside != nil && targetTouchUpInside!.respondsToSelector(actionTouchUpInside!)) {
let touch: AnyObject! = touches.anyObject()
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)
}
}
#else
// FIXME: needs support for mouse enter and leave, turning on and off selection
override func mouseDown(event: NSEvent) {
if (!isEnabled) { return }
if (targetTouchDown != nil && targetTouchDown!.respondsToSelector(actionTouchDown!)) {
NSApplication.sharedApplication().sendAction(actionTouchDown!, to: targetTouchDown, from: self)
}
}
override func mouseUp(event: NSEvent) {
if (!isEnabled) { return }
if (targetTouchUpInside != nil && targetTouchUpInside!.respondsToSelector(actionTouchUpInside!)) {
let touchLocation = event.locationInNode(parent)
if (CGRectContainsPoint(frame, touchLocation)) {
NSApplication.sharedApplication().sendAction(actionTouchUpInside!, to: targetTouchUpInside, from: self)
}
}
if (targetTouchUp != nil && targetTouchUp!.respondsToSelector(actionTouchUp!)) {
NSApplication.sharedApplication().sendAction(actionTouchUp!, to: targetTouchUp, from: self)
}
}
#endif
據我所知Spritekit for OSX只觀察鼠標的東西:/是的,它可能應該有結束字Node。像SKLabelNode一樣。 – CodyMace
我的解決方案來解決這個問題,SWIFT完全寫入,使用閉。
它的使用非常簡單! https://github.com/txaidw/TWControls
class Test {
var testProperty = "Default String"
init() {
let control = TWButton(normalColor: SKColor.blueColor(), highlightedColor: SKColor.redColor(), size: CGSize(width: 160, height: 80))
control.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
control.position.allStatesLabelText = "PLAY"
control.addClosureFor(.TouchUpInside, target: self, closure: { (scene, sender) ->() in
scene.testProperty = "Changed Property"
})
}
deinit { println("Class Released..") }
}
我有子類SKScene
類實現在這個項目解決按鈕水龍頭的問題。
https://github.com/Prasad9/SpriteKitButton
在這裏面,所有這一切都需要在挖掘被稱爲節點應該被命名。
除了檢測按鈕敲擊之外,該項目還使您能夠檢測特定節點上的觸摸是否已啓動或結束。
要獲取點按操作,請在場景文件中覆蓋以下方法。
- (void)touchUpInsideOnNodeName:(NSString *)nodeName atPoint:(CGPoint)touchPoint {
// Your code here.
}
要了解特定主體的觸摸開始情況,請在場景文件中覆蓋以下方法。
- (void)touchBeginOnNodeName:(NSString *)nodeName {
// Your code here.
}
要了解特定主體上的觸摸結束,請在場景文件中覆蓋以下方法。
- (void)touchEndedOnNodeName:(NSString *)nodeName {
// Your code here.
}
格拉夫的解決方案有一個問題。 例如:
self.pauseButton = [[AGSKBButtonNode alloc] initWithImageNamed:@"ButtonPause"];
self.pauseButton.position = CGPointMake(0, 0);
[self.pauseButton setTouchUpInsideTarget:self action:@selector(pauseButtonPressed)];
[_hudLayer addChild:_pauseButton];
_hudLayer是SKNode,我的場景的屬性。所以,你會得到異常,因爲SKButton中的方法touchesEnded。它會調用[SKSpriteNode pauseButtonPressed],而不是場景。
的解決方案來改變self.parent觸及目標:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInNode:self.parent];
if ([self isEnabled] && CGRectContainsPoint(self.frame, touchPoint)) {
if (_actionTouchUpInside){
[_targetTouchUpInside performSelectorOnMainThread:_actionTouchUpInside withObject:_targetTouchUpInside waitUntilDone:YES];
}
}
[self setIsSelected:NO];
if (_actionTouchUp){
[_targetTouchUp performSelectorOnMainThread:_actionTouchUp withObject:_targetTouchUp waitUntilDone:YES];
}}
其實這項工作做得很好的雨燕2.2上的Xcode 7.3
我喜歡FTButtonNode(richy486/FTButtonNode.swift ),但它無法在初始化過程中直接指定其他尺寸(而不是默認紋理尺寸),因此我添加了這個簡單方法:
您必須複製,官方定製的init方法(類似於此)下讓你擁有另一種init方法來使用:
init(normalTexture defaultTexture: SKTexture!, selectedTexture:SKTexture!, disabledTexture: SKTexture?, size:CGSize) {
self.defaultTexture = defaultTexture
self.selectedTexture = selectedTexture
self.disabledTexture = disabledTexture
self.label = SKLabelNode(fontNamed: "Helvetica");
super.init(texture: defaultTexture, color: UIColor.whiteColor(), size: 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: size)
bugFixLayerNode.position = self.position
addChild(bugFixLayerNode)
}
另一個重要的事情是「選擇時間」,我已經看到了,在新設備(iPhone 6)在touchesBegan
和touchesEnded
之間的某個時間段過快,您沒有看到defaultTexture
和selectedTexture
之間的更改。
有了這個功能:
func dispatchDelay(delay:Double, closure:()->()) {
dispatch_after(
dispatch_time(
DISPATCH_TIME_NOW,
Int64(delay * Double(NSEC_PER_SEC))
),
dispatch_get_main_queue(), closure)
}
你可以重新寫touchesEnded
方法來正確顯示紋理變化:
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
if (!isEnabled) {
return
}
dispatchDelay(0.2) {
self.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)
}
}
什麼了很多對這一問題的大型解決方案的!對於那些讓它變得如此糟糕的硬核滾輪來說,你一定會喜歡!我已經子類SKScene
,它需要一個函數調用註冊任何節點行事像一個UIButton
!這裏是類:
class KCScene : SKScene {
//------------------------------------------------------------------------------------
//This function is the only thing you use in this class!!!
func addButton(_ node:SKNode, withCompletionHandler handler: @escaping()->()) {
let data = ButtonData(button: node, actionToPerform: handler)
eligibleButtons.append(data)
}
//------------------------------------------------------------------------------------
private struct ButtonData {
//TODO: make a dictionary with()->() as the value and SKNode as the key.
//Then refactor this class!
let button:SKNode
let actionToPerform:()->()
}
private struct TouchTrackingData {
//this will be in a dictionary with a UITouch object as the key
let button:SKNode
let originalButtonFrame:CGRect
}
private var eligibleButtons = [ButtonData]()
private var trackedTouches = [UITouch:TouchTrackingData]()
//------------------------------------------------------------------------------------
//TODO: make these functions customizable,
//with these implementations as defaults.
private func applyTouchedDownEffectToNode(node:SKNode) {
node.alpha = 0.5
node.xScale = 0.8
node.yScale = 0.8
}
private func applyTouchedUpEffectToNode(node:SKNode) {
node.alpha = 1
node.xScale = 1
node.yScale = 1
}
//------------------------------------------------------------------------------------
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let touchLocation = touch.location(in: self)
let touchedNode = atPoint(touchLocation)
for buttonData in eligibleButtons {
if touchedNode === buttonData.button {
//then this touch needs to be tracked, as it touched down on an eligible button!
for (t, bD) in trackedTouches {
if bD.button === buttonData.button {
//then this button was already being tracked by a previous touch, disable the previous touch
trackedTouches[t] = nil
}
}
//start tracking this touch
trackedTouches[touch] = TouchTrackingData(button: touchedNode, originalButtonFrame: touchedNode.frameInScene)
applyTouchedDownEffectToNode(node: buttonData.button)
}
}
}
}
//------------------------------------------------------------------------------------
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
if trackedTouches[touch] == nil {continue}
//Now we know this touch is being tracked...
let touchLocation = touch.location(in: self)
//TODO: implement an isBeingTouched property on TouchTrackingData, so
//applyTouchedDown(Up)Effect doesn't have to be called EVERY move the touch makes
if trackedTouches[touch]!.originalButtonFrame.contains(touchLocation) {
//if this tracked touch is touching its button
applyTouchedDownEffectToNode(node: trackedTouches[touch]!.button)
} else {
applyTouchedUpEffectToNode(node: trackedTouches[touch]!.button)
}
}
}
//------------------------------------------------------------------------------------
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
if trackedTouches[touch] == nil {continue}
//Now we know this touch is being tracked...
let touchLocation = touch.location(in: self)
if trackedTouches[touch]!.originalButtonFrame.contains(touchLocation) {
applyTouchedUpEffectToNode(node: trackedTouches[touch]!.button)
for buttonData in eligibleButtons {
if buttonData.button === trackedTouches[touch]!.button {
buttonData.actionToPerform()
}
}
}
trackedTouches[touch] = nil
}
}
//------------------------------------------------------------------------------------
override func touchesCancelled(_ touches: Set<UITouch>?, with event: UIEvent?) {
for touch in touches! {
if trackedTouches[touch] == nil {continue}
//Now we know this touch is being tracked...
//Since this touch was cancelled, it will not be activating a button,
//and it is not worth checking where the touch was
//we will simply apply the touched up effect regardless and remove the touch from being tracked
applyTouchedUpEffectToNode(node: trackedTouches[touch]!.button)
trackedTouches[touch] = nil
}
}
//------------------------------------------------------------------------------------
}
它包括很多的想法我還沒有實現和代碼的一些解釋,而只是將其複製並粘貼到你的項目,你可以使用它在你自己的場景中。下面是一個完整的例子用法:
class GameScene : KCScene {
var playButton:SKSpriteNode
override init(size:CGSize) {
playButton = SKSpriteNode(color: SKColor.red, size: CGSize(width:200,height:200))
playButton.position.x = size.width/2
playButton.position.y = size.height*0.75
super.init(size: size)
}
override func didMove(to view: SKView) {
addChild(playButton)
addButton(playButton, withCompletionHandler: playButtonPushed)
}
func playButtonPushed() {
let scene = GameScene(size: CGSize(width: 768, height: 1024))
scene.scaleMode = .aspectFill
view!.presentScene(scene)
}
}
的一個警告,如果實現touchesBegan
,touchesMoved
,touchesEnded
是,和/或touchesCancelled
你必須調用SUPER!否則它將無法工作。
請注意,在這個例子中,真的只有一行代碼,你需要給任何NODE UIButton
特徵!這是這條線:
addButton(playButton, withCompletionHandler: playButtonPushed)
我總是打開想法和建議。留下他們的評論和快樂編碼!
糟糕,我忘了提及我使用這個漂亮的擴展。你可以把它從一個擴展中取出(因爲你可能不需要它在每個節點中)並將它放在我的課程中。我只在一個地方使用它。
extension SKNode {
var frameInScene:CGRect {
if let scene = scene, let parent = parent {
let rectOriginInScene = scene.convert(frame.origin, from: parent)
return CGRect(origin: rectOriginInScene, size: frame.size)
}
return frame
}
}
這是如何確保playButtonPushed完成功能可用的?或者我把playButtonPushed函數放在哪裏,以確保KScene實例可以訪問它,我假設它是按鈕? – Confused
@Confused你會讓自己的場景成爲KCScene的一個子類而不是SKScene:'class ConfusedScene:KCScene {'。然後在'ConfusedScene'裏面就可以創建一個函數來按下你想要的按鈕。我做到了這一點:'func playButtonPushed(){/ *當按下播放按鈕* /}時做任何事情。爲什麼這個作品太牽扯到這裏解釋,但你可以閱讀關於[關閉] [這裏](https://developer.apple.com/library/content/documentation/Swift/Conceptual/Swift_Programming_Language/Closures.html#//apple_ref/ DOC/UID/TP40014097-CH11-ID94)。 – mogelbuster
我不相信任何上述選項,所以根據我創建my own solution最新Swift4。
不幸的是SpriteKit沒有按鈕節點,我不知道爲什麼,因爲它是非常有用的控件。所以我決定創建我自己的,並通過CocoaPods共享,請使用它OOButtonNode。 按鈕可以使用文字/背景或圖像,用Swift 4編寫。
我正在尋找更多的學習經驗以及解決方案。我認爲正確的解決方案是將SKScene設置爲按鈕的代理,但我不確定如何執行此操作。我可以將SKScene設置爲按鈕的實例變量並調用它的方法嗎? – AlexHeuman
您可以做很多事情,委託或更靈活地使用NSNotification,以便任何節點都可以響應。如果您使用委託,請確保將委託屬性設置爲弱。 – LearnCocos2D
我發現[此代碼](https://github.com/sgerhardt/SpriteKitButton)有助於創建精靈套件按鈕。它擴展了SKSpriteKitNode,並允許您輕鬆地將文本添加到按鈕。 – sager89