ios 在 SKScene 中设置按钮

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时间:2020-08-31 01:51:20  来源:igfitidea点击:

Setting up buttons in SKScene

iosobjective-cuibuttonsprite-kit

提问by AlexHeuman

I'm discovering that UIButtonsdon't work very well with SKScene, So I'm attempting to subclass SKNodeto make a button in SpriteKit.

我发现,UIButtons不工作得很好SKScene,所以我试图子类SKNode,使一个按钮SpriteKit

The way I would like it to work is that if I initialize a button in SKSceneand enable touch events, then the button will call a method in my SKScenewhen it is pressed.

我希望它工作的方式是,如果我初始化一个按钮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

I'd appreciate any advice that would lead me to finding the solution to this problem. Thanks.

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。

回答by AndyOS

you could use a SKSpriteNode as your button, and then when the user touches, check if that was the node touched. Use the SKSpriteNode's name property to identify the node:

您可以使用 SKSpriteNode 作为您的按钮,然后当用户触摸时,检查该节点是否被触摸。使用 SKSpriteNode 的 name 属性来标识节点:

//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;
}

Add node to your scene:

将节点添加到您的场景中:

[self addChild: [self fireButtonNode]];

Handle touches:

处理接触:

//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...
    }
}

回答by dennis-tra

I've made my own Button-Class that I'm working with. SKButton.h:

我已经制作了我自己的 Button-Class,我正在使用它。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:

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);
}

An example: To initialize a button, you write the following lines:

一个例子:要初始化一个按钮,你编写以下几行:

    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];

Furthermore you need the 'buttonAction' method in your class. * No warranty that this class is working right in every case. I'm still quite new to objective-c. *

此外,您的课程中需要“buttonAction”方法。 * 不保证该课程在任何情况下都能正常工作。我对objective-c还是很陌生。*

If you think having to do this is annoying and pointless you can disable the check in the build settings by setting 'Enable strict checking of objc_msgSend Calls'to 'No'

如果您认为有做,这是恼人的和毫无意义的,你可以禁用通过设置生成设置检查“启用严格的检查objc_msgSend Calls',以” No'

回答by Groot

For people writing their games in Swift! I have rewritten the essential parts of Graf's solution to a swift class. Hope it helps:

对于用 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)
        }
    }

}

回答by bshirley

If you desire, you canuse UIButton (or any other UIView).

如果您愿意,可以使用 UIButton(或任何其他 UIView)。

When a SKSceneis created, it doesn't yet exist in an SKView. You should implement didMoveToView:on your SKScenesubclass. At this point, you have access to the SKViewthe scene is placed in and you can add UIKitobjects to it. For prettiness, I faded them in …

当 aSKScene创建时,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。为了美观,我把它们淡化了……

- (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) {
                     ;
                   }];
}

you will need to deliberately remove them from the scene when you transition away, unless of course it makes total sense for them to remain there.

当你离开场景时,你需要故意将它们从场景中移除,除非它们留在那里是完全合理的。

- (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];
                 }];
  }
}


For those unfamiliar with programmatically creating a UIButton, here one example (you could do a 100 things differently here) …

对于那些不熟悉以编程方式创建UIButton.

- (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;
}

Reminder: UIVieworigin is in the upper left, SKSceneorigin is in the lower left.

提醒:UIView原点在左上角,SKScene原点在左下角。

回答by user3204765

I have used SKButton class by Graf.

我使用了Graf 的SKButton 类。

I use the SKButton to do scene navigation. i.e present another scene when the user press the SKButton. I get EXC_BAD_ACCESSerror at touchesEnded->[self setIsSelected:NO]. This happens especially frequently on the latest iPad with fast CPU.

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 上尤其常见。

After checking and troubleshooting, I realised that the SKButton object is already "deallocated" when the setIsSelectedfunction is being called. This is because I use the SKButton to navigate to next scene and this also means that the current scene can be deallocated any time.

经过检查和故障排除后,我意识到setIsSelected调用该函数时 SKButton 对象已经“解除分配” 。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。

I made a small change by putting the setIsSelected in the "else" portion as follows.

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

Hope this helps for other developer who also see the same error.

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);
}

回答by Morgan Wesemann

Edit: I've made a github repo for my SKButtonNode that I'll hopefully be keeping current and updating as swift evolves!

编辑:我已经为我的 SKButtonNode 制作了一个 github 存储库,希望我能保持最新状态并随着 swift 的发展而更新!

SKButtonNode

SK按钮节点



Unfortunately I cannot comment yet on Filip's swift implementation of SKButton in Swift. Super happy that he made this in Swift! But, I noticed that he didn't include a function to add text to the button. This is a huge feature to me, so that you don't have to create separate assets for every single button, rather just the background and add dynamic text.

不幸的是,我还不能评论 Filip 在 Swift 中对 SKButton 的快速实现。非常高兴他用 Swift 完成了这个!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产,而只需为背景和添加动态文本即可。

I added a simple function to add a text label to SKButton. It likely isn't perfect--I'm new to Swift just like everyone else! Feel free to comment and help me update this to the best it can be. Hope you guys like!

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 的新手!请随时发表评论并帮助我将其更新到最佳状态。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        
     } 

Sample creation of button:

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);

Full Class Listed Below:

完整班级如下:

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)
    }
}

}

}

回答by Guillaume Laurent

Here's another version based on Filip's Swift code. I've just simplified it a little and allowed it to take blocks rather than only selectors :

这是基于 Filip 的 Swift 代码的另一个版本。我只是稍微简化了它并允许它使用块而不是仅选择器:

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)
     }
 }
}

Use it like this :

像这样使用它:

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

Hope this helps.

希望这可以帮助。

回答by mogelbuster

What a lot of great solutions to this problem! For the hardcore scrollers that make it down this far, you're in for a treat! I have subclassed SKScene, and it takes ONE function call to register ANY node to act like a UIButton! Here is the class:

这个问题有很多很棒的解决方案!对于能够做到这一点的硬核卷轴游戏,您一定要大饱眼福!我已经子类化了SKScene,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
    }
}
//------------------------------------------------------------------------------------

}

}

It includes a lot of ideas I haven't yet implemented and some explanations of the code, but just copy and paste it into your project, and you can use it as-is in your own scene. Here is a complete example usage:

它包含了很多我尚未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)
}
}

The one caveat, is if you implement touchesBegan, touchesMoved, touchesEnded, and/or touchesCancelledyou MUST CALL SUPER! Or else it will not work.

一个警告是,如果您实现touchesBegan, touchesMoved, touchesEnded, 和/或touchesCancelled您必须呼叫超级!否则它不会工作。

And please realize that in that example, there is really only ONE LINE OF CODE you need to give ANY NODE UIButtoncharacteristics! It was this line:

请注意,在该示例中,您只需要一行代码即可提供任何节点UIButton特征!这是这一行:

addButton(playButton, withCompletionHandler: playButtonPushed)

I'm always open for ideas and suggestions. Leave 'em in the comments and Happy Coding!!

我总是乐于接受想法和建议。把它们留在评论和快乐编码中!!

Oops, I forgot to mention I use this nifty extension. You can take it out of an extension (as you probably don't need it in every node) and plop it in my class. I only use it in one place.

糟糕,我忘了提到我使用了这个漂亮的扩展。您可以将它从扩展中取出(因为您可能不需要在每个节点中都使用它)并将其放入我的类中。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
}

}

}

回答by txaidw

My solution to solve this problem written completely in SWIFT, using closures.

我使用闭包完全用 SWIFT 编写的解决此问题的解决方案。

Its pretty simple to use! https://github.com/txaidw/TWControls

使用起来非常简单!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..") }
}

回答by Prasad

I have subclassed SKSceneclass and achieved the problem of solving button taps in this project.

我已经对类进行了子SKScene类化并实现了解决该项目中按钮点击的问题。

https://github.com/Prasad9/SpriteKitButton

https://github.com/Prasad9/SpriteKitButton

In it, all the nodes which are necessary to be known upon tapped should be named.

在其中,应该命名所有需要在点击时知道的节点。

In addition to detecting button tap, this project also enables you to detect whether the touch on a particular node has started or ended.

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。

To get tap action, override the following method in your Scene file.

要获得点击操作,请覆盖场景文件中的以下方法。

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

To get to know the start of touch on a particular body, override the following method in your Scene file.

要了解特定身体上的触摸开始,请在您的场景文件中覆盖以下方法。

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

To get to know the end of touch on a particular body, override the following method in your Scene file.

要了解特定身体上的触摸结束,请在您的场景文件中覆盖以下方法。

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