SpriteKit - Error while creating a button - ios

here is my custom button class:
import SpriteKit
class Button: SKNode {
var defaultButton: SKSpriteNode
var activeButton: SKSpriteNode
var action: () -> Void
init(defaultImage: String, activeImage: String, buttonAction: () -> Void) {
defaultButton = SKSpriteNode(imageNamed: defaultImage)
activeButton = SKSpriteNode(imageNamed: activeImage)
action = buttonAction
activeButton.hidden = true
super.init()
userInteractionEnabled = true
addChild(defaultButton)
addChild(activeButton)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
activeButton.hidden = false
defaultButton.hidden = true
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch in touches {
let location = touch.locationInNode(self)
if defaultButton.containsPoint(location) {
action()
}
activeButton.hidden = true
defaultButton.hidden = false
}
}
Here is how I'm initializing it in GameScene:
var button = Button(defaultImage: "default_Image", activeImage: "active_Image", buttonAction: someFunction)
button.position = CGPoint(x: size.width / 2, y: size.height / 2)
addChild(Button) // <- Error here !
The error I get: "Cannot convert value of type '(Button).Type' (aka 'Button.Type') to expected argument type 'SKNode'"
What am I doing wrong ?

Related

SKScene nodes not detecting touch

I am trying to make an ARKit app for ios and the nodes in the scene are not responding to touch. The scene is properly displayed but I haven't been able to detect any touch.
fileNamed: "TestScene" refers to a TestScene.sks file in my project which is empty and I add the node in the code as shown below.
let detailPlane = SCNPlane(width: xOffset, height: xOffset * 1.4)
let testScene = SKScene(fileNamed: "TestScene")
testScene?.isUserInteractionEnabled = true
let winner = TouchableNode(fontNamed: "Chalkduster")
winner.text = "You Win!"
winner.fontSize = 65
winner.fontColor = SKColor.green
winner.position = CGPoint(x: 0, y: 0)
testScene?.addChild(winner)
let material = SCNMaterial()
material.diffuse.contents = testScene
material.diffuse.contentsTransform = SCNMatrix4Translate(SCNMatrix4MakeScale(1, -1, 1), 0, 1, 0)
detailPlane.materials = [material]
let node = SCNNode(geometry: detailPlane)
rootNode.addChildNode(node)
For TouchableNode I have the following class
class TouchableNode : SKLabelNode {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touch detected")
}
}
I've achieved this affect using gesture recognize
private func registerGestureRecognizers() -> Void {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap))
sceneView.addGestureRecognizer(tapGestureRecognizer)
}
then have a function to handle the tap gesture
#objc private func handleTap(sender: UITapGestureRecognizer) -> Void {
let sceneViewTappedOn = sender.view as! SCNView
let touchCoordinates = sender.location(in: sceneViewTappedOn)
let hitTest = sceneViewTappedOn.hitTest(touchCoordinates)
if !hitTest.isEmpty {
let hitResults = hitTest.first!
var hitNode = hitResults.node
// do something with the node that has been tapped
}
}
}
You need to do isUserInteractionEnabled = true first.
So, something like:
class TouchableNode : SKLabelNode {
override init() {
super.init()
isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
isUserInteractionEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("Touch detected")
}
}

Touch drawing not working when UIPanGestureRecognizer implemented for view

I have screen to test the device touch screen with popping bubbles. And some imageView added in subviews of bubbles made of cross for them. Then user swipe over the bubbles to check the touch screen.
And I want drawing on the same view. When user swipes the finger over the bubbles, a line will be drawn. I have separate class for drawing and assign it to main parent view of controller.
If I remove code for UIPanGestureRecognizer then drawing works and there are no lags.
If I add gesture to view for popping the bubbles like this
view.addGestureRecognizer(gestureRecognizer)
Then there is a lag, and drawing doesn't work.
I want both things like popping bubbles and drawing on view.
The main problem of this gesture is when I add this in view, then drawing works without any lag but popping bubbles doesn't work.
let gestureRecognizer : UIPanGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(panGestureRecognized(_:)))
gestureRecognizer.maximumNumberOfTouches = 1
gestureRecognizer.minimumNumberOfTouches = 1
view.addGestureRecognizer(gestureRecognizer)
Drawing view class
import UIKit
class DrawingView: UIView {
var drawColor = UIColor.black
var lineWidth: CGFloat = 5
private var lastPoint: CGPoint!
private var bezierPath: UIBezierPath!
private var pointCounter: Int = 0
private let pointLimit: Int = 128
private var preRenderImage: UIImage!
// MARK: - Initialization
override init(frame: CGRect) {
super.init(frame: frame)
initBezierPath()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initBezierPath()
}
func initBezierPath() {
bezierPath = UIBezierPath()
bezierPath.lineCapStyle = CGLineCap.round
bezierPath.lineJoinStyle = CGLineJoin.round
}
// MARK: - Touch handling
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch: AnyObject? = touches.first
lastPoint = touch!.location(in: self)
pointCounter = 0
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch: AnyObject? = touches.first
let newPoint = touch!.location(in: self)
bezierPath.move(to: lastPoint)
bezierPath.addLine(to: newPoint)
lastPoint = newPoint
pointCounter += 1
if pointCounter == pointLimit {
pointCounter = 0
renderToImage()
setNeedsDisplay()
bezierPath.removeAllPoints()
}
else {
setNeedsDisplay()
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
pointCounter = 0
renderToImage()
setNeedsDisplay()
bezierPath.removeAllPoints()
}
override func touchesCancelled(_ touches: Set<UITouch>?, with event: UIEvent?) {
touchesEnded(touches!, with: event)
}
// MARK: - Pre render
func renderToImage() {
UIGraphicsBeginImageContextWithOptions(self.bounds.size, false, 0.0)
if preRenderImage != nil {
preRenderImage.draw(in: self.bounds)
}
bezierPath.lineWidth = lineWidth
drawColor.setFill()
drawColor.setStroke()
bezierPath.stroke()
preRenderImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
// MARK: - Render
override func draw(_ rect: CGRect) {
super.draw(rect)
if preRenderImage != nil {
preRenderImage.draw(in: self.bounds)
}
bezierPath.lineWidth = lineWidth
drawColor.setFill()
drawColor.setStroke()
bezierPath.stroke()
}
// MARK: - Clearing
func clear() {
preRenderImage = nil
bezierPath.removeAllPoints()
setNeedsDisplay()
}
// MARK: - Other
func hasLines() -> Bool {
return preRenderImage != nil || !bezierPath.isEmpty
}
}

How to drag certain image in iOS?

Wanted to know how I can drag a image across screen and what code would be used. Tried looking up but only older versions of Swift have answer and no longer work. I want to drag the image, but not place finger on screen and it goes to that spot. Just drag.
Gives me the error:
"Use of undeclared type 'uitouch'"
import UIKit
class DraggableImage: UIImageView {
override func touchesMoved(touches: Set<uitouch>, withEvent event: UIEvent?) {
if let touch = touches.first {
let position = touch.locationInView(superview)
center = CGPointMake(position.x, position.y)
}
}
}
You need to subclass UIImageView and in the init you need to set userInteractionEnabled = true and then override this method override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) well, my code is this:
class DraggableImage: UIImageView {
var localTouchPosition : CGPoint?
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.layer.borderWidth = 1
self.layer.borderColor = UIColor.red.cgColor
self.isUserInteractionEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
self.localTouchPosition = touch?.preciseLocation(in: self)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesMoved(touches, with: event)
let touch = touches.first
guard let location = touch?.location(in: self.superview), let localTouchPosition = self.localTouchPosition else{
return
}
self.frame.origin = CGPoint(x: location.x - localTouchPosition.x, y: location.y - localTouchPosition.y)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
self.localTouchPosition = nil
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func drawRect(rect: CGRect) {
// Drawing code
}
*/
}
This is how it looks
Hope this helps
Create a Nsobject Class for moving View and add following Code
import UIKit
class objectClass: UIImageView, UIGestureRecognizerDelegate {
/*
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func draw(_ rect: CGRect) {
// Drawing code
}
*/
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch: UITouch = touches.first!
self.center = touch.location(in: self.superview)
}
}
in mainViewController make a object of NSobject class
var newView: objectClass = objectClass()
on button Action to add new View
#IBAction func objectAdded(theButton: UIButton!) {
let frame = CGRect(x: 100, y: 100, width: 44, height: 44)
newView = objectClass(frame: frame)
if theButton.titleLabel?.text == "image1" {
newView.image = UIImage(named: "1")
} else if theButton.titleLabel?.text == "image2" {
newView.image = UIImage(named: "2")
}else{
newView.image = UIImage(named: "3")
}
newView.contentMode = .scaleAspectFill
newView.isUserInteractionEnabled = true
self.view .addSubview(newView)
newView.alpha = 0
UIView .animate(withDuration: 0.4) {
self.newView.alpha = 1
}
UIView.animate(withDuration: 0.6, delay: 0, options: .curveEaseOut, animations: { () -> Void in
self.sliderViewBottomLayoutConstraint.constant = self.sliderViewBottomLayoutConstraint.constant - self.sliderViewBottomLayoutConstraint.constant
self.view.layoutIfNeeded()
}, completion: nil)
image1Button.isEnabled = false
image2Button.isEnabled = false
image3Button.isEnabled = false
let pinchGesture: UIPinchGestureRecognizer = UIPinchGestureRecognizer(target: self, action: #selector(ViewController.recognizePinchGesture(sender:)))
pinchGesture.delegate = self
let rotateGesture: UIRotationGestureRecognizer = UIRotationGestureRecognizer(target: self, action: #selector(ViewController.recognizeRotateGesture(sender:)))
let tapGesture: UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(ViewController.RemoveSelectedImageOnTap(sender:)))
tapGesture.numberOfTapsRequired = 2
self.newView.addGestureRecognizer(tapGesture)
self.newView.addGestureRecognizer(pinchGesture)
self.newView.addGestureRecognizer(rotateGesture)
}
func recognizePinchGesture(sender: UIPinchGestureRecognizer) {
sender.view!.transform = sender.view!.transform.scaledBy(x: sender.scale, y: sender.scale)
sender.scale = 1
}
func recognizeRotateGesture(sender: UIRotationGestureRecognizer) {
sender.view!.transform = sender.view!.transform.rotated(by: sender.rotation)
sender.rotation = 0
}

Create Button in SpriteKit: Swift

I want to create a button in SpriteKit or in an SKScene that sends the view to another view controller.
I tried using the "performSegue with identifier ", however apparently an SKScene doesn't support this.
How would I create a button that sends the view to another view with SpriteKit?
This is the code that I've tried using to perform this action.
The line with "HomeButton.prepareForSegueWithIdentifier()" is just an example. It won't actually let me add the "prepareForSegue" part, it doesn't support it <--- What I mean by that is when I go to add it, it is unrecognized.
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()
}
}
}
Note: I've tried using a button, but they don't work in and SKScene.
I'll be on to respond if there is any confusion.
I have translated Alessandro Ornano’s answer to Swift 3.1:
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)
}
}
}
Usage:
#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)
}
I have created two .png:
If you need to create a button in SpriteKit, I think this button must have all or some of the available actions to do whatever you want (exactly as UIButton did)
Here you can find a simple class that build a SpriteKit button, called 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)
}
}
}
The source is available in this Gist
Usage:
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)
}
The simplest solution, but possibly not of the greatest quality, is to use a SpriteNode containing an image and name it. Later, using that scene you can easily program it to transfer the user to the next scene when tapped:
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!)
}
}
}
}
Don't forget to replace "YourNextScene" with the actual name of your next scene.

Detecting when a user taps a SKSpriteNode

I'm new to swift programming and I decided I would make a simple game to start with SpriteKit. I have a SpriteNode that is supposed to pick 1 of 6 locations and move there when it is tapped, however from the methods I've seen I can't figure out how to implement it (again I'm new at this) Here is my code from the GameScene.swift file:
import SpriteKit
class GameScene: SKScene {
override func didMoveToView(view: SKView) {
let screenSize: CGRect = UIScreen.mainScreen().bounds
let greenTileWidth = screenSize.width * 0.5
let greenTileHeight = screenSize.height * 0.33
let greenTilePositionY = [greenTileHeight / 2, greenTileHeight / 2 + greenTileHeight, greenTileHeight / 2 + greenTileHeight * 2 ]
let greenTilePositionX = [greenTileWidth / 2, greenTileWidth / 2 + greenTileWidth]
let backgroundTile = SKSpriteNode(imageNamed: "whiteTile")
backgroundTile.size.width = screenSize.width * 100
backgroundTile.size.height = screenSize.height * 100
addChild(backgroundTile)
let greenTile = SKSpriteNode(imageNamed: "greenTile")
greenTile.size.width = greenTileWidth
greenTile.size.height = greenTileHeight
greenTile.position.y = greenTilePositionY[0]
greenTile.position.x = greenTilePositionX[0]
greenTile.userInteractionEnabled = true
addChild(greenTile)
var randomX:Int = 0
var randomY:Int = 0
func getRandomY() -> Int{
randomY = Int(arc4random_uniform(26))%3
return randomY
}
func getRandomX() -> Int{
randomX = Int(arc4random_uniform(26))%2
return randomX
}
func moveGreenTile(){
greenTile.position.x = greenTilePositionX[randomX]
greenTile.position.y = greenTilePositionY[randomY]
}
getRandomX()
getRandomY()
moveGreenTile()
}
when the SpriteNode greenTile is tapped, getRandomY() getRandomX() and moveGreenTile() should be called.
First you have to set the name attribute of your SKSpriteNodes:
greenTile.name = "greenTile"
First I see some errors in your code. The return values of getRandomX and getRandomY never get really used. Because you set the randomX and randomY variables without actually calling getRandom. So you should update it to:
func moveGreenTile(){
greenTile.position.x = greenTilePositionX[getRandomX()]
greenTile.position.y = greenTilePositionY[getRandomY()]
}
That way you only have to call moveGreenTile and it will call the getRandom methods by itself.
Then you have to use the touchesBegan method to check if the user touches the screen. So with the name you can check if the user touched the greenTile by checking the name you've set earlier:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
for touch in touches{
let location = touch.locationInNode(self)
let node:SKNode = self.nodeAtPoint(location)
if(node.name == "greenTile"){
moveGreenTile()
}
}
}
This code detects tap events, not only touches, on a SKSpriteNode.
You can change how sensitive the tap gesture is by modifying TapMaxDelta.
class TapNode : SKSpriteNode {
// Tap Vars
var firstPoint : CGPoint?
var TapMaxDelta = CGFloat(10)
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
init() {
let texture = SKTexture(imageNamed: "Test.png")
super.init(texture: texture, color: UIColor.clear, size: texture.size())
isUserInteractionEnabled = true
}
// ================================================================================================
// Touch Functions
// ================================================================================================
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouch = touches.first {
firstPoint = firstTouch.location(in: self)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let firstTouch = touches.first, let firstPoint = firstPoint {
let curPoint = firstTouch.location(in: self)
if abs(curPoint.x - firstPoint.x) <= TapMaxDelta && abs(curPoint.y - firstPoint.y) <= TapMaxDelta {
print("tap yo")
}
}
}
}

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