Setting up buttons in SKScene
I'm discovering that UIButtons
don't work very well with SKScene
, So I'm attempting to subclass SKNode
to make a button in SpriteKit
.
The way I would like it to work is that if I initialize a button in SKScene
and enable touch events, then the button will call a method in my SKScene
when it is pressed.
I'd appreciate any advice that would lead me to finding the solution to this problem. Thanks.
Solution 1:
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:
//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:
[self addChild: [self fireButtonNode]];
Handle touches:
//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...
}
}
Solution 2:
I've made my own Button-Class that I'm working with. 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);
}
An example: To initialize a button, you write the following lines:
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. *
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
'
Solution 3:
For people writing their games in Swift! I have rewritten the essential parts of Graf's solution to a swift class. Hope it helps:
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)
}
}
}