在 SpriteKit 中创建按钮:Swift

Create Button in SpriteKit: Swift

我想在 SpriteKitSKScene 中创建一个按钮,将视图发送到另一个视图控制器。

我尝试使用 "performSegue with identifier ",但显然 SKScene 不支持此功能。 我将如何创建一个按钮,将视图发送到具有 SpriteKit 的另一个视图?

这是我用来执行此操作的代码。

带有"HomeButton.prepareForSegueWithIdentifier()"的行只是一个例子。它实际上不会让我添加 "prepareForSegue" 部分,它不支持它 <--- 我的意思是当我去添加它时,它无法识别。

class GameOverScene: SKScene {

     var HomeButton: SKNode! = nil


    init(size: CGSize, won: Bool) {
        super.init(size: size)

        backgroundColor = SKColor.whiteColor()

        HomeButton = SKSpriteNode(color: SKColor.blueColor(), size: CGSize(width: 100, height: 100))
        HomeButton.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
        HomeButton.userInteractionEnabled = true
        self.addChild(HomeButton)

        let message = won ? "You Won!" : "You Lose!"





        let label = SKLabelNode(fontNamed: "Title 1")
        label.text = message
        label.fontSize = 40
        label.fontColor = SKColor.blackColor()
        label.position = CGPoint(x: size.width/2, y: size.height/2)
        addChild(label)

        runAction(SKAction.sequence([SKAction.waitForDuration(3.0), SKAction.runBlock() {
            let reveal = SKTransition.flipHorizontalWithDuration(0.5)
            let scene = GameScene(size: size)
            self.view?.presentScene(scene, transition: reveal)
        }
        ]))


    }

    override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
        for touch: AnyObject in touches {
            let location = touch.locationInNode(self)

            if HomeButton.containsPoint(location) {

                HomeButton.prepareForSegueWithIdentifier()

            }
        }
    }

注意:我试过使用按钮,但它们在 SKScene 中不起作用。

如有任何困惑,我会及时回复。

如果你需要在 SpriteKit 中创建一个按钮,我认为这个按钮必须有所有或一些可用的操作来做任何你想做的事情(就像 UIButton 做的一样)

在这里你可以找到一个简单的 class 构建一个 SpriteKit 按钮,称为 FTButtonNode:

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
    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

        //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: 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
        }

    }

    /*
    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) {
        self.label.text = title as String
        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: Set<UITouch>, withEvent event: UIEvent?) {
        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: Set<UITouch>, withEvent event: UIEvent?) {

        if (!isEnabled) {
            return
        }

        let touch: AnyObject! = touches.first
        let touchLocation = touch.locationInNode(parent!)

        if (CGRectContainsPoint(frame, touchLocation)) {
            isSelected = true
        } else {
            isSelected = false
        }

    }

    override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
        if (!isEnabled) {
            return
        }

        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)
        }
    }

}

来源可在 this Gist

用法:

let backTexture: SKTexture! = SKTexture(image:"backBtn.png")
let backTextureSelected: SKTexture! = SKTexture(image:"backSelBtn.png")  
let backBtn = FTButtonNode(normalTexture: backTexture, selectedTexture: backTextureSelected, disabledTexture: backTexture,size:backTexture.size())
backBtn.setButtonAction(self, triggerEvent: .TouchUpInside, action: #selector(GameScene.backBtnTap))
backBtn.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame))
backBtn.zPosition = 1
backBtn.name = "backBtn"
self.addChild(backBtn)

func backBtnTap() {
    print("backBtnTap tapped")
    // Here for example you can do:
    let transition = SKTransition.fadeWithDuration(0.5)
    let nextScene = MenuScene(size: self.scene!.size)
    nextScene.scaleMode = .ResizeFill
    self.scene?.view?.presentScene(nextScene, transition: transition)
}

最简单但质量可能不是最好的解决方案是使用包含图像的 SpriteNode 并为其命名。稍后,使用该场景,您可以轻松地对其进行编程,以便在点击时将用户转移到下一个场景:

class GameScene: SKScene {
   let button = SKSpriteNode(imageNamed: "yourImgName")

   override func didMoveToView(view: SKView) {
      button.name = "btn"
      button.size.height = 100
      button.size.width = 100
      button.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + 50)
      self.addChild(button)

      //Adjust button properties (above) as needed
      }

   override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
      let touch = touches.first
      let positionInScene = touch!.locationInNode(self)
      let touchedNode = self.nodeAtPoint(positionInScene)

    if let name = touchedNode.name {
        if name == "btn" {

            let yourNextScene = YourNextScene(fileNamed: "YourNextScene")
            self.view?.presentScene(yourNextScene!)

          }
      }
   }
}

不要忘记将 "YourNextScene" 替换为下一个场景的实际名称。

我已经翻译了 Alessandro Ornano 对 Swift 3.1 的回答:

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
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.white, size: defaultTexture.size())
    isUserInteractionEnabled = 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.clear, 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
    }
    
}

/*
 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) {
    self.label.text = title as String
    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: Set<UITouch>, with event: UIEvent?) {
    if (!isEnabled) {
        return
    }
    isSelected = true
    if (targetTouchDown != nil && targetTouchDown!.responds(to: actionTouchDown)) {
        UIApplication.shared.sendAction(actionTouchDown!, to: targetTouchDown, from: self, for: nil)
    }
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    
    if (!isEnabled) {
        return
    }
    
    let touch: AnyObject! = touches.first
    let touchLocation = touch.location(in: parent!)
    
    if (frame.contains(touchLocation)) {
        isSelected = true
    } else {
        isSelected = false
    }
    
}

override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    if (!isEnabled) {
        return
    }
    
    isSelected = false
    
    if (targetTouchUpInside != nil && targetTouchUpInside!.responds(to: actionTouchUpInside!)) {
        let touch: AnyObject! = touches.first
        let touchLocation = touch.location(in: parent!)
        
        if (frame.contains(touchLocation) ) {
            UIApplication.shared.sendAction(actionTouchUpInside!, to: targetTouchUpInside, from: self, for: nil)
        }
        
    }
    
    if (targetTouchUp != nil && targetTouchUp!.responds(to: actionTouchUp!)) {
        UIApplication.shared.sendAction(actionTouchUp!, to: targetTouchUp, from: self, for: nil)
    }
}

}

用法:

@objc func buttonTap() {
    print("Button pressed")
}

override func didMove(to view: SKView)
{
    backgroundColor = SKColor.white
    let buttonTexture: SKTexture! = SKTexture(imageNamed: "button")
    let buttonTextureSelected: SKTexture! = SKTexture(imageNamed: "buttonSelected.png")
    let button = FTButtonNode(normalTexture: buttonTexture, selectedTexture: buttonTextureSelected, disabledTexture: buttonTexture)
    button.setButtonAction(target: self, triggerEvent: .TouchUpInside, action: #selector(GameScene.buttonTap))
    button.setButtonLabel(title: "Button", font: "Arial", fontSize: 12)
    button.position = CGPoint(x: self.frame.midX,y: self.frame.midY)
    button.zPosition = 1
    button.name = "Button"
    self.addChild(button)
}

我创建了两个.png: