Ios 在skview中创建指向不同场景的按钮
我第一次尝试雪碧套装。简单地说,我已经浏览了文档,但是我还不能完全理解创建多个按钮的想法。我可以创建好按钮。它们出现在我的视图中,但我不能为了指向不同的视图而将函数附加到它们上。下面是我用来创建按钮等的代码:Ios 在skview中创建指向不同场景的按钮,ios,objective-c,ios7,sprite-kit,Ios,Objective C,Ios7,Sprite Kit,我第一次尝试雪碧套装。简单地说,我已经浏览了文档,但是我还不能完全理解创建多个按钮的想法。我可以创建好按钮。它们出现在我的视图中,但我不能为了指向不同的视图而将函数附加到它们上。下面是我用来创建按钮等的代码: #import "Levels.h" #import "MyScene.h" #import "MyScene1.h" @interface Levels () @property BOOL contentCreated; @end @implementation Levels -
#import "Levels.h"
#import "MyScene.h"
#import "MyScene1.h"
@interface Levels ()
@property BOOL contentCreated;
@end
@implementation Levels
- (void)didMoveToView: (SKView *) view
{
if (!self.contentCreated)
{
[self createSceneContents];
self.contentCreated = YES;
}
}
- (void)createSceneContents
{
self.backgroundColor = [SKColor blueColor];
self.scaleMode = SKSceneScaleModeAspectFit;
[self addChild: [self button]];
[self addChild: [self button1]];
[self addChild: [self button2]];
[self addChild: [self button3]];
}
- (SKLabelNode *)button
{
SKLabelNode *button = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
button.text = @"Level 1";
button.fontSize = 42;
button.position = CGPointMake(CGRectGetMidX(self.frame),250);
button.name = @"button";
return button;
}
- (SKLabelNode *)button1
{
SKLabelNode *button1 = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
button1.text = @"Level 2";
button1.fontSize = 42;
button1.position = CGPointMake(CGRectGetMidX(self.frame),200);
button1.name = @"button1";
return button1;
}
- (SKLabelNode *)button2
{
SKLabelNode *button2 = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
button2.text = @"Level 3";
button2.fontSize = 42;
button2.position = CGPointMake(CGRectGetMidX(self.frame),150);
button2.name = @"button2";
return button2;
}
- (SKLabelNode *)button3
{
SKLabelNode *button3 = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
button3.text = @"Level 4";
button3.fontSize = 42;
button3.position = CGPointMake(CGRectGetMidX(self.frame),100);
button3.name = @"button3";
return button3;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *button = [self nodeAtPoint:location];
SKNode *button1 = [self nodeAtPoint:location];
SKNode *button2 = [self nodeAtPoint:location];
SKNode *button3 = [self nodeAtPoint:location];
//if fire button touched, bring the rain
if (button != nil)
{
button.name = nil;
SKAction *moveUp = [SKAction moveByX: 0 y: 100.0 duration: 0.5];
SKAction *zoom = [SKAction scaleTo: 2.0 duration: 0.25];
SKAction *pause = [SKAction waitForDuration: 0.5];
SKAction *fadeAway = [SKAction fadeOutWithDuration: 0.25];
SKAction *remove = [SKAction removeFromParent];
SKAction *moveSequence = [SKAction sequence:@[moveUp, zoom, pause, fadeAway, remove]];
[button runAction: moveSequence completion:^{
SKScene *spaceshipScene = [[MyScene alloc] initWithSize:self.size];
SKTransition *doors = [SKTransition doorsOpenVerticalWithDuration:0.5];
[self.view presentScene:spaceshipScene transition:doors];
}];
}
if (button1 != nil)
{
button1.name = nil;
SKAction *moveUp = [SKAction moveByX: 0 y: 100.0 duration: 0.5];
SKAction *zoom = [SKAction scaleTo: 2.0 duration: 0.25];
SKAction *pause = [SKAction waitForDuration: 0.5];
SKAction *fadeAway = [SKAction fadeOutWithDuration: 0.25];
SKAction *remove = [SKAction removeFromParent];
SKAction *moveSequence1 = [SKAction sequence:@[moveUp, zoom, pause, fadeAway, remove]];
[button runAction: moveSequence1 completion:^{
SKScene *spaceshipScene1 = [[MyScene1 alloc] initWithSize:self.size];
SKTransition *doors1 = [SKTransition doorsOpenVerticalWithDuration:0.5];
[self.view presentScene:spaceshipScene1 transition:doors1];
}];
}
if (button2 != nil)
{
button2.name = nil;
SKAction *moveUp = [SKAction moveByX: 0 y: 100.0 duration: 0.5];
SKAction *zoom = [SKAction scaleTo: 2.0 duration: 0.25];
SKAction *pause = [SKAction waitForDuration: 0.5];
SKAction *fadeAway = [SKAction fadeOutWithDuration: 0.25];
SKAction *remove = [SKAction removeFromParent];
SKAction *moveSequence2 = [SKAction sequence:@[moveUp, zoom, pause, fadeAway, remove]];
[button runAction: moveSequence2 completion:^{
SKScene *spaceshipScene2 = [[MyScene alloc] initWithSize:self.size];
SKTransition *doors2 = [SKTransition doorsOpenVerticalWithDuration:0.5];
[self.view presentScene:spaceshipScene2 transition:doors2];
}];
}
if (button3 != nil)
{
button3.name = nil;
SKAction *moveUp = [SKAction moveByX: 0 y: 100.0 duration: 0.5];
SKAction *zoom = [SKAction scaleTo: 2.0 duration: 0.25];
SKAction *pause = [SKAction waitForDuration: 0.5];
SKAction *fadeAway = [SKAction fadeOutWithDuration: 0.25];
SKAction *remove = [SKAction removeFromParent];
SKAction *moveSequence3 = [SKAction sequence:@[moveUp, zoom, pause, fadeAway, remove]];
[button runAction: moveSequence3 completion:^{
SKScene *spaceshipScene3 = [[MyScene alloc] initWithSize:self.size];
SKTransition *doors3 = [SKTransition doorsOpenVerticalWithDuration:0.5];
[self.view presentScene:spaceshipScene3 transition:doors3];
}];
}
}
@end
使用上面的代码,当我按下第一个按钮时,场景就会显示出来,然后冻结,项目就会崩溃。我想这与我声明按钮的方式有关。如果我注释掉
-(void)touchesbeated:(NSSet*)toucheevent:(UIEvent*)event
方法中的按钮1到3,它会很好地加载场景,不会崩溃。谁能帮我解决这个问题吗。我知道我没有正确地声明其他三个按钮,但我似乎无法正确地实现它们。我写了一个答案,创建了一个专门用作按钮的类。它是可用的,允许您为按钮的选定和正常状态设置图像,以及为触动内部事件和触动内部事件调用的方法。我认为将按钮创建为此类的实例会更容易,然后将移动部分指定给单独方法中的新场景,并将其设置为事件调用的动作。当你使用这个类时,你甚至不必乱动触摸开始。我写了一个答案,创建了一个专门用作按钮的类。它是可用的,允许您为按钮的选定和正常状态设置图像,以及为触动内部事件和触动内部事件调用的方法。我认为将按钮创建为此类的实例会更容易,然后将移动部分指定给单独方法中的新场景,并将其设置为事件调用的动作。使用此类时,您甚至不必处理touchsbegind
。您应该只在-(void)touchsbegind:(NSSet*)touchsevent:(UIEvent*)event
中分配节点一次,然后根据其名称检查它是哪个节点:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:@"button"]) {
[self runButtonActionOnNode:node];
}
else if ([node.name isEqualToString:@"button1"]) {
[self runButtonActionOnNode:node];
}
else if ([node.name isEqualToString:@"button2"]) {
[self runButtonActionOnNode:node];
}
else if ([node.name isEqualToString:@"button3"]) {
[self runButtonActionOnNode:node];
}
}
我还将您的操作代码放入了一个方法中,以减少重复:
-(void)runButtonActionOnNode:(SKNode*) node{
node.name = nil;
SKAction *moveUp = [SKAction moveByX: 0 y: 100.0 duration: 0.5];
SKAction *zoom = [SKAction scaleTo: 2.0 duration: 0.25];
SKAction *pause = [SKAction waitForDuration: 0.5];
SKAction *fadeAway = [SKAction fadeOutWithDuration: 0.25];
SKAction *remove = [SKAction removeFromParent];
SKAction *moveSequence = [SKAction sequence:@[moveUp, zoom, pause, fadeAway, remove]];
[node runAction: moveSequence completion:^{
SKScene *spaceshipScene = [[MyScene alloc] initWithSize:self.size];
SKTransition *doors = [SKTransition doorsOpenVerticalWithDuration:0.5];
[self.view presentScene:spaceshipScene transition:doors];
}];
}
您应该只在-(void)touchesbeated:(NSSet*)toucheevent:(UIEvent*)event
中分配一次节点,然后根据其名称检查它是哪个节点:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:@"button"]) {
[self runButtonActionOnNode:node];
}
else if ([node.name isEqualToString:@"button1"]) {
[self runButtonActionOnNode:node];
}
else if ([node.name isEqualToString:@"button2"]) {
[self runButtonActionOnNode:node];
}
else if ([node.name isEqualToString:@"button3"]) {
[self runButtonActionOnNode:node];
}
}
我还将您的操作代码放入了一个方法中,以减少重复:
-(void)runButtonActionOnNode:(SKNode*) node{
node.name = nil;
SKAction *moveUp = [SKAction moveByX: 0 y: 100.0 duration: 0.5];
SKAction *zoom = [SKAction scaleTo: 2.0 duration: 0.25];
SKAction *pause = [SKAction waitForDuration: 0.5];
SKAction *fadeAway = [SKAction fadeOutWithDuration: 0.25];
SKAction *remove = [SKAction removeFromParent];
SKAction *moveSequence = [SKAction sequence:@[moveUp, zoom, pause, fadeAway, remove]];
[node runAction: moveSequence completion:^{
SKScene *spaceshipScene = [[MyScene alloc] initWithSize:self.size];
SKTransition *doors = [SKTransition doorsOpenVerticalWithDuration:0.5];
[self.view presentScene:spaceshipScene transition:doors];
}];
}
[button runAction:moveSequence1 completion:…]应该是[button 1 runAction:moveSequence1 completion:…]吗?button 2和button 3也是这样吗?@AndyOS 1,我只是这样命名,认为这会有所不同。如果我只是将按钮的名称更改为按钮1、2、3,每次按下任何按钮,所有按钮都会移动,然后场景崩溃。只要我能让代码正常工作,我愿意改变代码或整个事情。有什么想法吗?[button runAction:moveSequence1 completion:…]应该是[button 1 runAction:moveSequence1 completion:…]而且button 2和button 3也是这样吗?@AndyOS 1,我只是这样命名,认为这会有所不同。如果我只是将按钮的名称更改为按钮1、2、3,每次按下任何按钮,所有按钮都会移动,然后场景崩溃。只要我能让代码正常工作,我愿意改变代码或整个事情。有什么想法吗?我看过你上的课。非常漂亮。如何在skview中实现按钮并引用类?顺便说一下,您的帖子。@XCodeMonkey#导入“SKBButtonNode.h”
并创建节点<代码>SKBButtonNode*按钮=[[SKBButtonNode alloc]initWithImageNamedNormal:normalImage selected:selectedImage];按钮位置=位置;[button SetTouchUpInsiderGet:self action:@selector(按下按钮时调用的操作)]
然后您将定义方法actionToBeCalledWhenButtonPressed
它将返回void
谢谢,我一定会尝试,因为我还在探索spritekit+我看了你上的课。非常漂亮。如何在skview中实现按钮并引用类?顺便说一下,您的帖子。@XCodeMonkey#导入“SKBButtonNode.h”
并创建节点<代码>SKBButtonNode*按钮=[[SKBButtonNode alloc]initWithImageNamedNormal:normalImage selected:selectedImage];按钮位置=位置;[button SetTouchUpInsiderGet:self action:@selector(按下按钮时调用的操作)]然后您将定义方法actionToBeCalledWhenButtonPressed
它将返回void
谢谢,我一定会尝试,因为我还在探索spritekit+一个很好的方便的课程,兄弟。:)非常感谢。工作起来很有魅力。它节省了我很多时间,并且消除了冗余。再次感谢你,伙计(1)并接受:谢谢。工作起来很有魅力。它节省了我很多时间,并且消除了冗余。再次感谢你,伙计(1)并接受: