Adding a button in SpriteKit and responding to taps on it is not quite as easy as it is in UIKit. You basically need to create an SKNode
of some sort which will draw your button and then check to see if touches registered in your scene are within that node's bounds.
A really simple scene with just a single red rectangle in the center acting as a button would look something like this:
import UIKit
import SpriteKit
class ButtonTestScene: SKScene {
var button: SKNode! = nil
override func didMove(to view: SKView) {
// Create a simple red rectangle that's 100x44
button = SKSpriteNode(color: .red, size: CGSize(width: 100, height: 44))
// Put it in the center of the scene
button.position = CGPoint(x:self.frame.midX, y:self.frame.midY);
self.addChild(button)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// Loop over all the touches in this event
for touch in touches {
// Get the location of the touch in this scene
let location = touch.location(in: self)
// Check if the location of the touch is within the button's bounds
if button.contains(location) {
print("tapped!")
}
}
}
}
If you need a button that looks and animates like the ones in UIKit, you'll need to implement that yourself; there's nothing built in to SpriteKit.
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