81

我发现它UIButtons不能很好地工作SKScene,所以我试图子类化SKNode以在SpriteKit.

我希望它的工作方式是,如果我在其中初始化一个按钮SKScene并启用触摸事件,那么该按钮将在按下时调用我的方法SKScene

我将不胜感激任何可以引导我找到解决此问题的方法的建议。谢谢。

4

17 回答 17

102

您可以使用 SKSpriteNode 作为按钮,然后当用户触摸时,检查是否是触摸的节点。使用 SKSpriteNode 的 name 属性来识别节点:

//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;
}

将节点添加到您的场景:

[self addChild: [self fireButtonNode]];

手柄触感:

//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...
    }
}
于 2013-09-29T19:49:16.410 回答
52

我已经制作了自己正在使用的 Button-Class。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);
}

一个例子:要初始化一个按钮,你写下面几行:

    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];

此外,您需要在您的课程中使用“buttonAction”方法。 * 不保证此类在任何情况下都能正常工作。我对objective-c还是很陌生。*

如果您认为必须这样做很烦人且毫无意义,您可以通过设置“启用严格检查”来禁用构建设置中的objc_msgSend Calls'检查No

于 2013-10-05T16:03:31.787 回答
19

适合用 Swift 编写游戏的人!我已经将 Graf 解决方案的基本部分重写为 swift 类。希望能帮助到你:

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)
        }
    }

}
于 2014-08-04T09:43:09.077 回答
5

如果您愿意,可以使用 UIButton(或任何其他 UIView)。

创建a 时SKScene,它还不存在于SKView. 你应该didMoveToView:在你的SKScene子类上实现。此时,您可以访问SKView放置的场景,并且可以UIKit向其中添加对象。为了漂亮,我把它们淡化了……</p>

- (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) {
                     ;
                   }];
}

当您过渡离开时,您将需要故意将它们从场景中移除,当然除非它们完全保留在那里是完全有意义的。

- (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];
                 }];
  }
}

对于那些不熟悉以编程方式创建 的UIButton人,这里有一个例子(你可以在这里做 100 件不同的事情)……</p>

- (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原点在左上角,SKScene原点在左下角。

于 2014-10-29T22:06:23.020 回答
3

我使用了Graf的 SKButton 类。

我使用 SKButton 进行场景导航。即当用户按下SKButton 时呈现另一个场景。我EXC_BAD_ACCESStouchesEnded->[self setIsSelected:NO]. 这种情况在具有快速 CPU 的最新 iPad 上尤其频繁。

经过检查和故障排除后,我意识到在setIsSelected调用函数时,SKButton 对象已经“释放”了。这是因为我使用 SKButton 导航到下一个场景,这也意味着可以随时释放当前场景。

通过将 setIsSelected 放在“else”部分中,我做了一个小改动,如下所示。

希望这对也看到相同错误的其他开发人员有所帮助。

(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);
}
于 2014-01-27T00:12:10.993 回答
2

这是另一个基于 Filip 的 Swift 代码的版本。我只是稍微简化了它并允许它占用块而不仅仅是选择器:

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)
     }
 }
}

像这样使用它:

       aFTButton.actionTouchUpInside = FTButtonTarget.aBlock({ () -> Void in
        println("button touched")
    })

希望这可以帮助。

于 2015-02-11T16:58:01.747 回答
2

编辑:我已经为我的 SKButtonNode 创建了一个 github 存储库,我希望它会随着 swift 的发展而保持最新和更新!

SKButtonNode


不幸的是,我还不能评论 Filip 在 Swift 中对 SKButton 的快速实现。非常高兴他在 Swift 中做到了这一点!但是,我注意到他没有包含向按钮添加文本的功能。这对我来说是一个巨大的功能,因此您不必为每个按钮创建单独的资源,而只需为背景和添加动态文本。

我添加了一个简单的函数来向 SKButton 添加文本标签。它可能并不完美——我和其他人一样是 Swift 新手!随时发表评论并帮助我将其更新到最好的状态。希望大家喜欢!

 //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        
     } 

按钮的示例创建:

    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);

完整类如下:

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)
    }
}

}

于 2015-02-11T05:57:17.390 回答
2

这个问题有很多很棒的解决方案!对于能够做到这一点的铁杆卷轴,你会得到款待!我有子类SKScene化,它需要一个函数调用来注册任何节点,就像一个UIButton!这是课程:

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
    }
}
//------------------------------------------------------------------------------------

}

它包含了很多我还没有实现的想法和代码的一些解释,但只需将其复制并粘贴到您的项目中,您就可以在自己的场景中按原样使用它。这是一个完整的示例用法:

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)
}
}

一个警告是,如果你实施touchesBegan, touchesMoved, touchesEnded, 和/或touchesCancelled你必须打电话给超级!否则它将无法正常工作。

请注意,在该示例中,您实际上只需要一行代码即可赋予任何节点UIButton特征!就是这一行:

addButton(playButton, withCompletionHandler: playButtonPushed)

我总是乐于接受想法和建议。将它们留在评论中并快乐编码!

糟糕,我忘了提到我使用了这个漂亮的扩展。您可以将其从扩展中取出(因为您可能不需要在每个节点中使用它)并将其放在我的课堂上。我只在一个地方使用它。

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
}

}

于 2016-11-01T00:51:24.560 回答
1

我解决这个问题的解决方案完全用 SWIFT 编写,使用闭包。

它的使用非常简单!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..") }
}
于 2015-04-21T17:54:15.687 回答
0

由于我们所有人都不是针对 iOS,这里是我为处理 Mac 上的鼠标交互而编写的一些代码的开始。

大师的问题:使用触控板时,MacOS 是否提供触摸事件?或者这些是作为鼠标事件发送到 SpriteKit 的吗?

大师们的另一个问题,这个类不应该被正确地称为 SKButton Node吗?

无论如何,试试这个...

#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
于 2015-02-27T23:27:01.030 回答
0

很久以前,我创建了一个使用 SKSpriteNode 作为按钮的类。你可以在 GitHub 上找到它。

AGSpriteButton

它的实现基于 UIButton,所以如果你已经熟悉 iOS,你应该会发现它很容易上手。

它还可以分配一个块或一个 SKAction,以便在按下按钮时执行。

它还包括一种设置标签的方法。

按钮通常会像这样声明:

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];

就是这样。你可以走了。

于 2014-06-18T15:08:23.900 回答
0

这是一个用现代 Swift (4.1.2) 编写的简单按钮

特征

  • 它接受 2 个图像名称,1 个用于默认状态,1 个用于活动状态
  • 开发人员可以设置touchBeganCallbacktouchEndedCallback闭包以添加自定义行为

代码

import SpriteKit

class SpriteKitButton: SKSpriteNode {

    private let textureDefault: SKTexture
    private let textureActive: SKTexture

    init(defaultImageNamed: String, activeImageNamed:String) {
        textureDefault = SKTexture(imageNamed: defaultImageNamed)
        textureActive = SKTexture(imageNamed: activeImageNamed)
        super.init(texture: textureDefault, color: .clear, size: textureDefault.size())
        self.isUserInteractionEnabled = true
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("Not implemented")
    }

    var touchBeganCallback: (() -> Void)?
    var touchEndedCallback: (() -> Void)?

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        self.texture = textureActive
        touchBeganCallback?()
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
        self.texture = textureDefault
        touchEndedCallback?()
    }
}

如何使用它

class GameScene: SKScene {

    override func didMove(to view: SKView) {

        // 1. create the button
        let button = SpriteKitButton(defaultImageNamed: "default", activeImageNamed: "active")

        // 2. write what should happen when the button is tapped
        button.touchBeganCallback = {
            print("Touch began")
        }

        // 3. write what should happen when the button is released
        button.touchEndedCallback = {
            print("Touch ended")
        }

        // 4. add the button to the scene
        addChild(button)

    }
}
于 2018-08-20T11:38:42.833 回答
0

我有子SKScene类,并在这个项目中实现了解决按钮点击的问题。

https://github.com/Prasad9/SpriteKitButton

在其中,应命名所有在点击时必须知道的节点。

除了检测按钮点击之外,该项目还使您能够检测特定节点上的触摸是开始还是结束。

要获得点击操作,请在场景文件中覆盖以下方法。

- (void)touchUpInsideOnNodeName:(NSString *)nodeName atPoint:(CGPoint)touchPoint {
    // Your code here.
 }

要了解触摸特定身体的开始,请在场景文件中覆盖以下方法。

 - (void)touchBeginOnNodeName:(NSString *)nodeName {
    // Your code here.
 }

要了解对特定身体的触摸结束,请在场景文件中覆盖以下方法。

 - (void)touchEndedOnNodeName:(NSString *)nodeName {
    // Your code here.
 }
于 2015-08-07T19:11:23.950 回答
0

不幸的是SpriteKit没有按钮节点,我不知道为什么,因为它是非常有用的控件。所以我决定创建自己的并通过 CocoaPods 分享,请使用它OOButtonNode。按钮可以使用用 Swift 4 编写的文本/背景或图像。

于 2018-02-26T16:33:05.930 回答
0

Graf 的解决方案有一个问题。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 是一个 SKNode,我的场景的一个属性。因此,由于 SKButton 中的 touchesEnded 方法,您会遇到异常。它将调用 [SKSpriteNode pauseButtonPressed],而不是场景。

将 self.parent 更改为 touch target 的解决方案:

- (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];
}}
于 2015-09-25T04:40:08.590 回答
0

实际上,这在Xcode 7.3上的Swift 2.2上运行良好

我喜欢FTButtonNode ( richy486/FTButtonNode.swift ),但在初始化期间无法直接指定另一个大小(而不是默认纹理大小),所以我添加了这个简单的方法:

您必须在官方自定义 init 方法(类似于此)下复制它,以便您可以使用另一个 init 方法:

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)

    }

另一个重要的事情是“选择时间”,我已经看到在新设备(iPhone 6)中,有时和之间的时间touchesBegan太快touchesEnded了,你看不到和之间的defaultTexture变化selectedTexture

使用此功能:

func dispatchDelay(delay:Double, closure:()->()) {
    dispatch_after(
        dispatch_time(
            DISPATCH_TIME_NOW,
            Int64(delay * Double(NSEC_PER_SEC))
        ),
        dispatch_get_main_queue(), closure)
}

您可以重新编写该touchesEnded方法以正确显示纹理变化:

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)
        }
}
于 2016-02-24T08:43:05.577 回答
0

我不相信上述任何选项,因此基于最新的 Swift4 我创建了自己的解决方案

于 2017-12-07T20:35:53.840 回答