Sprite Kit 如何更新按钮上的图像?
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【中文标题】Sprite Kit 如何更新按钮上的图像?【英文标题】:Sprite Kit how to update an image on a button? 【发布时间】:2014-09-23 11:56:22 【问题描述】:我是 Swift 和 Sprite Kit 的新手。
我想在 MyScene.swift 中创建一个具有特定图像的按钮。每次单击按钮时,我都想用新图像更改按钮图像。 我该怎么做?
GameScene.swift
class GameScene: SKScene
var rollButton:SKSpriteNode = SKSpriteNode(imageNamed: "dice1.png")
override func didMoveToView(view: SKView)
rollButton.position = CGPoint(x: 79, y: 290) //this position is based to what? Is there an easier way to put a button using storyborard
rollButton.setScale(0.5) //what does setScale mean?
self.addChild(rollButton)
override func touchesBegan(touches: NSSet, withEvent event: UIEvent)
for touch: AnyObject in touches
if CGRectContainsPoint(rollButton.frame, touch.locationInNode(self))
changeButtonImage()
func changeButtonImage()
//radom get value beteween 1 - 6
change the rollButton image with a new value??? //how to do that
-
有没有办法在 Storyboard 上添加一个 UIButton 而不是连接
GameScene,用那个故事板迅速? (添加子节点
以编程方式可能真的很难)
节点的CGPoint基于什么?当前的 UIView?
如何以编程方式更改按钮的图像(快速使用
SpriteKit 节点)与其他图像,例如,如果我有图像:
骰子1,骰子2,骰子3...
这是目标 C 代码:
NSString *fileName = [NSString stringWithFormat:@"dice%d.png", num];
// Setting the uiimageview to the appropriate image
self.rollButton.image = [UIImage imageNamed:fileName];
我没有找到任何关于如何从 storyborard 设置按钮以及使用 uiviewcontrollers 到创建的每个新 GameScene 的好的示例,
【问题讨论】:
【参考方案1】:首先,创建一个您希望按钮具有的图像数组:
let arrayOfImages = [
"image1.png",
"image2.png",
"image3.png",
"image4.png",
"image5.png",
"image6.png"
]
然后初始化按钮精灵并给它一个纹理开始:
var rollButton = SKSpriteNode()
rollButton.texture = SKTexture(imageNamed: arrayOfImages[0])
然后,每次调用changeButtonImage()
,生成一个随机数并改变按钮的纹理:
var randomNumberBetween0And5 = Int(arc4random_uniform(6))
rollButton.texture = SKTexture(imageNamed: arrayOfImages[randomNumberBetween0And5])
【讨论】:
【参考方案2】:如果你想构建一个通用的按钮或开关,你应该试试我制作的这个控件,它的使用非常简单: 您只需初始化所需的按钮/开关类型(ColoredSprite、Textured 或 TextOnly)
let control = TWButton(normalColor: SKColor.blueColor(), highlightedColor: SKColor.redColor(), size: CGSize(width: 160, height: 80))
并且在初始化之后添加一个闭包(比如 UIButton 上的 addTargetForSelector)
control.addClosureFor(.TouchUpInside, target: self, closure: (scene, sender) -> () in
scene.testProperty = "Changed Property"
)
就是这样!有关 GitHub 页面上的自述文件部分的更多信息:https://github.com/txaidw/TWControls
但是,如果您想在特定节点中实现,我就是这样做的:
internal override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent)
let touch = touches.first as! UITouch
let touchPoint = touch.locationInNode(self.parent)
if self.containsPoint(touchPoint)
self.touchLocationLast = touchPoint
touchDown()
internal override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent)
let touch = touches.first as! UITouch
let touchPoint = touch.locationInNode(self.parent)
self.touchLocationLast = touchPoint
internal override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent)
let touch = touches.first as! UITouch
let touchPoint = touch.locationInNode(self.parent)
if let lastPoint = self.touchLocationLast where self.containsPoint(lastPoint)
// Ended inside
touchUpInside()
else
// Ended outside
touchUpOutside()
【讨论】:
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