6

我认为您可以将 UIKit 滑块/或按钮添加到您的精灵套件应用程序中。

但无法弄清楚如何做到这一点,以编程方式创建滑块的代码是

if (self.view) {
    CGRect frame = CGRectMake(0.0, 0.0, 200.0, 300);
    UISlider *slider = [[UISlider alloc] initWithFrame:frame];
    //[slider addTarget:self action:@selector(sliderAction:) forControlEvents:UIControlEventValueChanged];
    [slider setBackgroundColor:[UIColor clearColor]];
    slider.minimumValue = 0.0;
    slider.maximumValue = 50.0;
    slider.continuous = YES;
    [self.view addSubview:slider];
    NSLog(@"View is alive - look for slider...");
} 
else {
    NSLog(@"No View!!");
}

上面的不行,视图的子视图数保持不变

我假设我必须将它作为子层添加到我的层(SKNode),但是 addChild 方法不适用于 UISlider。它本身必须是一个 SKNode。

我在这里的场景类中调用它

-(id)initWithSize:(CGSize)size {    

    if (self = [super initWithSize:size]) {
         // thought putting here would work 
         // but self.view is nil
    }

    return self;
}

感谢评论,我可以让它显示 - 但我必须在viewController类中添加,就像这样

- (void)viewDidLoad
{
[super viewDidLoad];

// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
SKScene * scene = [XBLMyScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];

if (self.view) {
    CGRect frame = CGRectMake(0.0, 0.0, 200.0, 300);
    UISlider *slider = [[UISlider alloc] initWithFrame:frame];
    //[slider addTarget:self action:@selector(sliderAction:) forControlEvents:UIControlEventValueChanged];
    [slider setBackgroundColor:[UIColor clearColor]];
    slider.minimumValue = 0.0;
    slider.maximumValue = 50.0;
    slider.continuous = YES;
    NSLog(@"View is alive - look for slider...");
    [self.view addSubview:slider];
} else {
    NSLog(@"No View!!");
}
}

在实际的场景类中没有办法做到这一点....

谢谢

4

2 回答 2

7

经过一番修修补补

我的解决方案,感谢@LearnCocos2D 提示

我的场景课需要这个

- (void) didMoveToView:(SKView *)view
{
    [self addSlider];
}

然后调用你的方法来添加滑块....等

于 2013-09-27T12:38:36.017 回答
2

我有同样的问题,我对UISlider. 所以为 Sprite Kit 创建了我自己的类。有按钮、操纵杆、dpad 和滑块。也许它们可以帮助您改进您的应用程序。在我的游戏中,它们工作得非常好。

请注意,它们是用 Swift 编写的。

LESSKliderNode

//
//  LESKSliderNode.swift
//  LESKClasses
//
//  Created by Cyrill Lippuner on 17.06.14.
//  Copyright (c) 2014 legelite. All rights reserved.
//

import SpriteKit


class LESKSliderNode : SKNode
{
/**
Defines the Size of the LESKSliderNode.
*/
var size : CGSize = CGSize(width: 0, height: 0)
/**
Defines the AnchorPoint of the LESKSliderNode.
*/
//var anchorPoint : CGPoint = CGPoint(x:0.5,y:0.5)
/**
Defines frameInParent with the position of the superclass and the size of the LESKSliderNode.
*/
var frameInParent : CGRect
{
get {return CGRect(origin: CGPoint(x:self.position.x - 0.5 * self.size.width,y:self.position.y - 0.5 * self.size.height), size: self.size)}
set(newValue)
{
    super.position = newValue.origin
    self.size = newValue.size
    //self.value = self.valueRange.startIndex + ((newPositionX + range.endIndex) / (range.endIndex - range.startIndex)) * (self.valueRange.endIndex - self.valueRange.startIndex)
}
}

/**
Enables the LESKSliderNode to interactions.
*/
var isEnabled : Bool = true
/**
Displays whether a touch is in progress.
*/
var isActive : Bool = false
/**
Defines the space between the thumb and the edges of the scale.
*/
var overlayThumb : Bool = false {didSet{calculateNewThumbRange()}}
/**
Displays the value of thumb on the slider.
*/
var value : Float
{
get
{
    return  self.valueRange.startIndex + ((thumbSprite.position.x + self.thumbRange.endIndex) / (self.thumbRange.endIndex - self.thumbRange.startIndex)) * (self.valueRange.endIndex - self.valueRange.startIndex)
}
set(newValue)
{
    var val = newValue
    if newValue < self.valueRange.startIndex {val = self.valueRange.startIndex}
    else if newValue > self.valueRange.endIndex {val = self.valueRange.endIndex}
    let newPositionX = (val - self.valueRange.startIndex) * (self.thumbRange.endIndex - self.thumbRange.startIndex) / (self.valueRange.endIndex - self.valueRange.startIndex) - self.thumbRange.endIndex
    thumbSprite.position = CGPoint(x:newPositionX,y:thumbSprite.position.y)
    if self.thumbSpriteActive {self.thumbSpriteActive!.position = CGPoint(x:newPositionX,y:self.thumbSpriteActive!.position.y)}
}
}
/**
Defines the range of the values.
*/
var valueRange : Range<Float> = Range(start: 0.0, end: 1.0)
/**
The range of the thumb's position.
*/
var thumbRange : Range<Float> = Range(start: 0.0, end: 0.0)
/**
The range of the thumb's position.
*/
var thumbOffset : Float = 0.0
{
didSet
{
    self.thumbSprite.position = CGPoint(x:self.thumbSprite.position.x, y: self.thumbOffset)
    if self.thumbSpriteActive {self.thumbSpriteActive!.position = CGPoint(x:self.thumbSpriteActive!.position.x, y: self.thumbOffset)}
}
}


/**
ScaleSprite is the scale for the LESKSliderNode.
*/
let scaleSprite : SKSpriteNode
/**
ThumbSprite is the thumb for the LESKSliderNode.
*/
let thumbSprite : SKSpriteNode
/**
ScaleSpriteActive is the active scale for the LESKSliderNode.
*/
let scaleSpriteActive : SKSpriteNode?
/**
ThumbSpriteActive is the active thumb for the LESKSliderNode.
*/
let thumbSpriteActive : SKSpriteNode?

/**
Description of the LESKSliderNode
*/
override var description : String
{
get
{
    var string = "<LESKSliderNode> name: \(self.name) "
    string += "scaleSprite: [\(scaleSprite.description)] "
    string += "thumbSprites: [\(thumbSprite.description)] "
    string += "frame: \(self.frameInParent) rotation: \(self.zRotation) "
    string += "isEnabled: \(isEnabled) "
    if isEnabled {string += "isActive: \(isActive) overlayThumb: \(overlayThumb) range: \(valueRange) value: \(value)"}
    return string
}
}

/**
Typealiases
*/
typealias LESKSliderNodeCompletion = ((slider: LESKSliderNode, value: Float) -> ())
/**
Closure, which is executed when a touch begins
*/
var touchDown : LESKSliderNodeCompletion?
/**
Closure, which is executed when the thumb is dragged
*/
var touchMoved : LESKSliderNodeCompletion?
/**
Closure, which is executed when a touch ends
*/
var touchUp : LESKSliderNodeCompletion?
/**
Closure, which is executed when a touch ends inside the frame of the LESKSliderNode
*/
var touchUpInside : LESKSliderNodeCompletion?
/**
Closure, which is executed when a touch is cancelled
*/
var touchCancelled : LESKSliderNodeCompletion?


/**
Initializer
@param the string of the thumbSprite
@param the string of the scaleSprite
*/
convenience init(thumbString: String, scaleString: String)
{
    self.init(thumbSprite: SKSpriteNode(imageNamed: thumbString), scaleSprite: SKSpriteNode(imageNamed: scaleString), thumbSpriteActive: nil, scaleSpriteActive: nil)
}

/**
Initializer
@param the string of the thumbSprite
@param the string of the scaleSprite
@param the string of the thumbSpriteActive
@param the string of the scaleSpriteActive
*/
convenience init(thumbString: String, scaleString: String, thumbStringActive: String?, scaleStringActive: String?)
{
    self.init(thumbSprite: SKSpriteNode(imageNamed: thumbString), scaleSprite: SKSpriteNode(imageNamed: scaleString), thumbSpriteActive: SKSpriteNode(imageNamed: thumbStringActive), scaleSpriteActive: SKSpriteNode(imageNamed: scaleStringActive))
}


/**
Initializer
@param the texture of the thumbSprite
@param the texture of the scaleSprite
*/
convenience init(thumbTexture: SKTexture, scaleTexture: SKTexture)
{
    self.init(thumbSprite: SKSpriteNode(texture: thumbTexture), scaleSprite: SKSpriteNode(texture: scaleTexture), thumbSpriteActive: nil, scaleSpriteActive: nil)
}

/**
Initializer
@param the texture of the thumbSprite
@param the texture of the scaleSprite
@param the texture of the thumbSpriteActive
@param the texture of the scaleSpriteActive
*/
convenience init(thumbTexture: SKTexture, scaleTexture: SKTexture, thumbTextureActive: SKTexture?, scaleTextureActive: SKTexture?)
{
    self.init(thumbSprite: SKSpriteNode(texture: thumbTexture), scaleSprite: SKSpriteNode(texture: scaleTexture), thumbSpriteActive: SKSpriteNode(texture: thumbTextureActive), scaleSpriteActive: SKSpriteNode(texture: scaleTextureActive))
}

/**
Initializer
@param the sprite of the thumbSprite
@param the sprite of the scaleSprite
*/
convenience init(thumbSprite: SKSpriteNode, scaleSprite: SKSpriteNode)
{
    self.init(thumbSprite: thumbSprite, scaleSprite: scaleSprite)
}

/**
Initializer
@param the sprite of the thumbSprite
@param the sprite of the scaleSprite
@param the sprite of the thumbSpriteActive
@param the sprite of the scaleSpriteActive
*/
init(thumbSprite: SKSpriteNode, scaleSprite: SKSpriteNode, thumbSpriteActive: SKSpriteNode?, scaleSpriteActive: SKSpriteNode?)
{
    self.thumbSprite = thumbSprite
    self.scaleSprite = scaleSprite
    self.thumbSpriteActive = thumbSpriteActive
    self.scaleSpriteActive = scaleSpriteActive
    super.init()
    self.userInteractionEnabled = true
    self.addChild(self.scaleSprite)
    self.addChild(self.thumbSprite)
    if self.scaleSpriteActive?
    {
        self.addChild(self.scaleSpriteActive)
        self.scaleSpriteActive!.hidden = true
    }
    if self.thumbSpriteActive?
    {
        self.addChild(self.thumbSpriteActive)
        self.thumbSpriteActive!.hidden = true
    }
    calculateNewThumbRange()
    self.size = scaleSprite.size
}

override func touchesBegan(touches: NSSet!, withEvent event: UIEvent!)
{
    if isEnabled
    {
        isActive = true
        if self.scaleSpriteActive?
        {
            self.scaleSprite.hidden = true
            self.scaleSpriteActive!.hidden = false
        }
        if self.thumbSpriteActive?
        {
            self.thumbSprite.hidden = true
            self.thumbSpriteActive!.hidden = false
        }
        moveThumbToValueAccordingToTouch(touches.anyObject() as UITouch)
        if touchDown? {touchDown!(slider: self, value: self.value)}
    }
}

override func touchesMoved(touches: NSSet!, withEvent event: UIEvent!)
{
    if isEnabled
    {
        let touchPosition = (touches.anyObject() as UITouch).locationInNode(self.parent)
        if CGRectContainsPoint(self.frameInParent, touchPosition)
        {
            if self.scaleSpriteActive?
            {
                self.scaleSprite.hidden = true
                self.scaleSpriteActive!.hidden = false
            }
        }
        else
        {
            if self.scaleSpriteActive?
            {
                self.scaleSprite.hidden = false
                self.scaleSpriteActive!.hidden = true
            }
        }
        moveThumbToValueAccordingToTouch(touches.anyObject() as UITouch)
        if touchMoved? {touchMoved!(slider: self, value: self.value)}
    }
}

override func touchesEnded(touches: NSSet!, withEvent event: UIEvent!)
{
    if isEnabled
    {
        isActive = false
        if self.scaleSpriteActive?
        {
            self.scaleSprite.hidden = false
            self.scaleSpriteActive!.hidden = true
        }
        if self.thumbSpriteActive?
        {
            self.thumbSprite.hidden = false
            self.thumbSpriteActive!.hidden = true
        }
        if touchUp? {touchUp!(slider: self, value: self.value)}
        let touchPosition = (touches.anyObject() as UITouch).locationInNode(self.parent)
        if CGRectContainsPoint(self.frameInParent, touchPosition) {if touchUpInside? {touchUpInside!(slider: self, value: self.value)}}
    }
}

override func touchesCancelled(touches: NSSet!, withEvent event: UIEvent!)
{
    if isEnabled
    {
        isActive = false
        if self.scaleSpriteActive?
        {
            self.scaleSprite.hidden = false
            self.scaleSpriteActive!.hidden = true
        }
        if self.thumbSpriteActive?
        {
            self.thumbSprite.hidden = false
            self.thumbSpriteActive!.hidden = true
        }
        if touchCancelled? {touchCancelled!(slider: self, value: self.value)}
    }
}

func moveThumbToValueAccordingToTouch(touch: UITouch)
{
    let touchPosition = touch.locationInNode(self)
    var newPositionX = touchPosition.x
    if newPositionX < self.thumbRange.startIndex {newPositionX = self.thumbRange.startIndex}
    else if newPositionX > self.thumbRange.endIndex {newPositionX = self.thumbRange.endIndex}
    self.thumbSprite.position = CGPoint(x:newPositionX,y:self.thumbSprite.position.y)
    if self.thumbSpriteActive {self.thumbSpriteActive!.position = CGPoint(x:newPositionX,y:self.thumbSpriteActive!.position.y)}
}

func calculateNewThumbRange()
{
    self.thumbRange = (self.overlayThumb) ? Range(start: -scaleSprite.size.width/2, end: scaleSprite.size.width/2) : Range(start: -(scaleSprite.size.width / 2 - thumbSprite.size.width / 2), end: scaleSprite.size.width / 2 - thumbSprite.size.width / 2)
}
}
于 2014-06-17T18:04:36.493 回答