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UIScrollView 中的 Swift SKSpritenodes

转载 作者:行者123 更新时间:2023-11-28 09:57:08 25 4
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好的,我正在尝试将 SKSpriteNode 添加到 UIScrollView,我该怎么做?

最佳答案

到目前为止你尝试了什么?作为一般的堆栈溢出规则,如果您需要帮助,您应该始终发布代码。

我建议始终从我的 gitHub 项目中获取此代码的最新版本,以防我在这个答案后进行了更改,链接位于底部。

第 1 步:创建一个新的 swift 文件并粘贴此代码

import SpriteKit

/// Scroll direction
enum ScrollDirection {
case vertical // cases start with small letters as I am following Swift 3 guildlines.
case horizontal
}

class CustomScrollView: UIScrollView {

// MARK: - Static Properties

/// Touches allowed
static var disabledTouches = false

/// Scroll view
private static var scrollView: UIScrollView!

// MARK: - Properties

/// Current scene
private let currentScene: SKScene

/// Moveable node
private let moveableNode: SKNode

/// Scroll direction
private let scrollDirection: ScrollDirection

/// Touched nodes
private var nodesTouched = [AnyObject]()

// MARK: - Init
init(frame: CGRect, scene: SKScene, moveableNode: SKNode) {
self.currentScene = scene
self.moveableNode = moveableNode
self.scrollDirection = scrollDirection
super.init(frame: frame)

CustomScrollView.scrollView = self
self.frame = frame
delegate = self
indicatorStyle = .White
scrollEnabled = true
userInteractionEnabled = true
//canCancelContentTouches = false
//self.minimumZoomScale = 1
//self.maximumZoomScale = 3

if scrollDirection == .horizontal {
let flip = CGAffineTransformMakeScale(-1,-1)
transform = flip
}
}

required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

// MARK: - Touches
extension CustomScrollView {

/// Began
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {

for touch in touches {
let location = touch.locationInNode(currentScene)

guard !CustomScrollView.disabledTouches else { return }

/// Call touches began in current scene
currentScene.touchesBegan(touches, withEvent: event)

/// Call touches began in all touched nodes in the current scene
nodesTouched = currentScene.nodesAtPoint(location)
for node in nodesTouched {
node.touchesBegan(touches, withEvent: event)
}
}
}

/// Moved
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {

for touch in touches {
let location = touch.locationInNode(currentScene)

guard !CustomScrollView.disabledTouches else { return }

/// Call touches moved in current scene
currentScene.touchesMoved(touches, withEvent: event)

/// Call touches moved in all touched nodes in the current scene
nodesTouched = currentScene.nodesAtPoint(location)
for node in nodesTouched {
node.touchesMoved(touches, withEvent: event)
}
}
}

/// Ended
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {

for touch in touches {
let location = touch.locationInNode(currentScene)

guard !CustomScrollView.disabledTouches else { return }

/// Call touches ended in current scene
currentScene.touchesEnded(touches, withEvent: event)

/// Call touches ended in all touched nodes in the current scene
nodesTouched = currentScene.nodesAtPoint(location)
for node in nodesTouched {
node.touchesEnded(touches, withEvent: event)
}
}
}

/// Cancelled
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {

for touch in touches! {
let location = touch.locationInNode(currentScene)

guard !CustomScrollView.disabledTouches else { return }

/// Call touches cancelled in current scene
currentScene.touchesCancelled(touches, withEvent: event)

/// Call touches cancelled in all touched nodes in the current scene
nodesTouched = currentScene.nodesAtPoint(location)
for node in nodesTouched {
node.touchesCancelled(touches, withEvent: event)
}
}
}
}

// MARK: - Touch Controls
extension CustomScrollView {

/// Disable
class func disable() {
CustomScrollView.scrollView?.userInteractionEnabled = false
CustomScrollView.disabledTouches = true
}

/// Enable
class func enable() {
CustomScrollView.scrollView?.userInteractionEnabled = true
CustomScrollView.disabledTouches = false
}
}

// MARK: - Delegates
extension CustomScrollView: UIScrollViewDelegate {

func scrollViewDidScroll(scrollView: UIScrollView) {

if scrollDirection == .horizontal {
moveableNode.position.x = scrollView.contentOffset.x
} else {
moveableNode.position.y = scrollView.contentOffset.y
}
}
}

这创建了 UIScrollView 的子类并设置了它的基本属性。它有自己的 touches 方法,可以传递给相关场景。

第 2 步:在您想要使用它的相关场景中,您创建一个 ScrollView 和可移动节点属性,如下所示

weak var scrollView: CustomScrollView!
let moveableNode = SKNode()

并在 didMoveToView 中将它们添加到场景中

scrollView = CustomScrollView(frame: CGRect(x: 0, y: 0, width: self.frame.size.width, height: self.frame.size.height), scene: self, moveableNode: moveableNode, scrollDirection: .vertical)
scrollView.contentSize = CGSizeMake(self.frame.size.width, self.frame.size.height * 2)
view?.addSubview(scrollView)


addChild(moveableNode)

您在第 1 行中所做的是使用场景尺寸初始化 ScrollView 助手。您还传递场景以供引用和您在步骤 2 中创建的 moveableNode。第 2 行是设置 scrollView 内容大小的地方,在本例中它是屏幕高度的两倍。

第 3 步:- 添加标签或节点等并定位它们。

label1.position.y = CGRectGetMidY(self.frame) - self.frame.size.height
moveableNode.addChild(label1)

在此示例中,标签将位于 ScrollView 的第二页上。这是您必须使用标签和定位的地方。

我建议,如果你在 ScrollView 中有很多页面,并且有很多标签,那么做下面的事情。为 ScrollView 中的每个页面创建一个 SKSpriteNode,并使每个页面的大小与屏幕相同。将它们称为 page1Node、page2Node 等。您可以将第二页上的所有标签添加到 page2Node。这里的好处是您基本上可以像往常一样将所有内容放置在 page2Node 中,而不仅仅是将 page2Node 放置在 ScrollView 中。

你也很幸运,因为垂直使用 ScrollView (你说你想要的)你不需要做任何翻转和反向定位。

我做了一些类函数,所以如果你需要禁用你的 ScrollView ,因为你在 ScrollView 上覆盖了另一个菜单。

CustomScrollView.enable()
CustomScrollView.disable()

最后不要忘记在转换到新场景之前从场景中删除 ScrollView 。在 spritekit 中处理 UIKit 时的痛点之一。

scrollView?.removeFromSuperView()

How to create a vertical scrolling menu in spritekit?

https://github.com/crashoverride777/SwiftySKScrollView

关于UIScrollView 中的 Swift SKSpritenodes,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35042356/

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