我正在尝试在我的新 Sprite Kit 游戏中制作水平滚动菜单。由于 Sprite Kit 相当新,因此 Sprite Kit 的好的教程并不多。 UIScrollView 是否与 Sprite Kit 兼容?我尝试了几种方法,例如:
UIScrollView *scroll = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
scroll.pagingEnabled = YES;
NSInteger numberOfViews = 3;
for (int i = 0; i < numberOfViews; i++) {
CGFloat xOrigin = i * self.view.frame.size.width;
UIView *awesomeView = [[UIView alloc] initWithFrame:CGRectMake(xOrigin, 0, self.view.frame.size.width, self.view.frame.size.height)];
awesomeView.backgroundColor = [UIColor colorWithRed:0.5/i green:0.5 blue:0.5 alpha:1];
[scroll addSubview:awesomeView];
}
这没有用。我以前从未使用过 UIScrollView。任何人都可以提供一种使用 UIScrollView 制作水平滚动菜单的方法吗?我正在尝试做的一个例子是在 Bloons TD 5 中使用他们的菜单。
最佳答案
获取方式很多,通过SKCameraNode
, 使用 UIKit
像 UIScrollView
这样的元素或其他方式..
但是我想给你看怎么做 简单 与 SpriteKit
仅限 .
从概念上讲,您应该构建一个更大的 SKNode
包含菜单的每一个声音,其中每个元素之间的距离相等。
您可以使用 SKAction
模拟滚动。将我们的节点移动到最近的可见元素的中心。GameViewController
:
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
guard let view = self.view as! SKView? else { return }
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = false
view.showsDrawCount = true
let scene = GameScene(size:view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
}
}
GameScene
:class GameScene: SKScene {
var lastX: CGFloat = 0.0
var moveableArea = SKNode() // the larger SKNode
var worlds: [String]! = ["world1","world2","world3"] // the menu voices
var currentWorld:Int = 0 // contain the current visible menu voice index
var worldsPos = [CGPoint]() // an array of CGPoints to store the menu voices positions
override func didMove(to view: SKView) {
//Make a generic title
let topLabel = SKLabelNode.init(text: "select world")
topLabel.fontSize = 40.0
self.addChild(topLabel)
topLabel.zPosition = 1
topLabel.position = CGPoint(x:frame.width / 2, y:frame.height*0.80)
// Prepare movable area
self.addChild(moveableArea)
moveableArea.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
// Prepare worlds:
for i in 0..<worlds.count {
// add a title for i^ world
let worldLabel = SKLabelNode.init(text: worlds[i])
self.moveableArea.addChild(worldLabel)
worldLabel.position = CGPoint(x:CGFloat(i)*self.frame.width ,y:moveableArea.frame.height*0.60)
// add a sprite for i^ world
let randomRed = CGFloat(drand48())
let randomGreen = CGFloat(drand48())
let randomBlue = CGFloat(drand48())
let randomColor = UIColor(red: randomRed, green: randomGreen, blue: randomBlue, alpha: 1.0)
let worldSprite = SKSpriteNode.init(color: randomColor, size: CGSize.init(width: 100.0, height: 100.0))
worldSprite.name = worlds[i]
self.moveableArea.addChild(worldSprite)
worldSprite.position = CGPoint(x:CGFloat(i)*self.frame.width ,y:0.0)
}
}
func tapNode(node:SKNode,action:SKAction) {
if node.action(forKey: "tap") == nil {
node.run(action, withKey: "tap")
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let location = touch.location(in: self)
let touchedNode = self.atPoint(location)
lastX = location.x
let sequence = SKAction.sequence([SKAction.scale(to: 1.5, duration: 0.2),SKAction.scale(to: 1.0, duration: 0.1)]) // a little action to show the selection of the world
switch touchedNode.name {
case "world1"?:
print("world1 was touched..")
tapNode(node:touchedNode,action:sequence)
case "world2"?:
print("world2 was touched..")
tapNode(node:touchedNode,action:sequence)
case "world3"?:
print("world3 was touched..")
tapNode(node:touchedNode,action:sequence)
default:break
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let location = touch.location(in: self)
let currentX = location.x
let leftLimit:CGFloat = CGFloat(worlds.count-1)
let rightLimit:CGFloat = 1.0
let scrollSpeed:CGFloat = 1.0
let newX = moveableArea.position.x + ((currentX - lastX)*scrollSpeed)
if newX < self.size.width*(-leftLimit) {
moveableArea.position = CGPoint(x:self.size.width*(-leftLimit), y:moveableArea.position.y)
}
else if newX > self.size.width*rightLimit {
moveableArea.position = CGPoint(x:self.size.width*rightLimit, y:moveableArea.position.y)
}
else {
moveableArea.position = CGPoint(x:newX, y:moveableArea.position.y)
}
// detect current visible world
worldsPos = [CGPoint]()
for i in 0..<worlds.count {
let leftLimit = self.size.width-(self.size.width*CGFloat(i))
let rightLimit = self.size.width-(self.size.width*CGFloat(i+1))
if rightLimit ... leftLimit ~= moveableArea.position.x {
currentWorld = i
}
worldsPos.append(CGPoint(x: (rightLimit + (leftLimit - rightLimit)/2), y:moveableArea.position.y))
}
lastX = currentX
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if worldsPos.count>0, moveableArea.action(forKey: "moveAction") == nil {
let moveAction = SKAction.move(to: worldsPos[currentWorld], duration: 0.5)
moveAction.timingMode = .easeInEaseOut
self.moveableArea.run(moveAction, withKey: "moveAction")
}
}
}
如您所见,使用
touchesBegan
我们可以通过 touchesMoved
检测到被触摸的世界并选择它我们能够将可移动节点移动到正确的位置,并使用 touchesEnded
检测最近的可见世界我们可以创建平滑滚动以在触摸后自动移动到当前最近的可见语音..输出 :
关于menu - Sprite Kit中的UIScrollView水平滚动菜单,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/20768709/