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skbutton-master's Introduction

SKButton


What is this?

If you've ever used the iOS SpriteKit, you've probably realized that there are a number of interface objects you can create extended from the SKNode class: an SKSpriteNode, SKLabelNode, SKAudioNode, etc. But what is missing is one of the most important interface modules: the button! Thus, SKButton came to exist. SKButton makes it possible for SpriteKit developers to easily place an interactive button in their game.

Practical Use Cases

A SKButton could be useful in many cases of game development, including main menus, pause menus, game over screens, or even as a part of the game. The options are endless!

About

SKButton is written using current Swift 2.1.1 syntax. At this time, I do not plan on creating an Objective-C version unless I recieve requests to do so. The SKButton class provides all of the features of an SKNode and even some added ones, like tintColor and shrinkOnTap.

How-To

With the SKButton.swift file are 4 demo XCode projects to help introduce users to the use of an SKButton. But to get started using your own project, first open up a current or new XCode Project that uses SpriteKit. Next (after downloading the repo or zip file), simply drag and drop or copy the SKButton.swift file into your project. That's it! Now you can began creating buttons in SpriteKit!

An Example

a. Create an XCode Project > iOS Game using SpriteKit.

b. In GameViewController, under viewDidLoad(), delete the default code and replace it with the below.

      let skView: SKView = self.view as! SKView
      skView.showsFPS = true
      skView.showsNodeCount = true
      let scene = GameScene(size: Device.screenSize)
      scene.scaleMode = .AspectFill
      skView.presentScene(scene)

c. Now go to GameScene, and under didMoveToView(view: SKSView), create a SKButton using the following.

      let myButton = SKButton()
      self.addChild(myButton)

d. You may notice that touching the button does nothing. Now go up to the top of the file, and next to GameScene: SKScene, append SKButtonDelegate. It should look like this now: GameScene: SKScene, SKButtonDelegate.

e. XCode is now generating an error from an unimplemented delegate method. Scroll down, and below the didMoveToView function, add the below.

      func skButtonTouchEnded(sender: SKButton){
        print("I've been clicked!")
      }

f. Run the project, and now when the button is clicked, you should see "I've been clicked!" appear in the console.

SKButton Properties

Inherits all properties from an SKNode

Added properties

  • color: UIColor
  • delegate: SKButtonDelegate
  • font: Tuple (fontName, fontColor, fontSize) (Read-only)
  • fontColor: UIColor
  • fontName: String
  • fontSize: CGFloat
  • size: CGSize
  • shrinkOnTap: Bool
  • text: String
  • textOffset: CGPoint
  • tintColor: UIColor

SKButton Methods

Inherits all methods from an SKNode

Initialization

  • SKButton()
  • SKButton(color: UIColor)
  • SKButton(buttonImage: String)
  • SKButton(buttonImage: String, atPosition position:CGPoint)
  • SKButton(defaultButtonImage: String, clickedImageName onTapButtonImage: String)
  • SKButton(defaultButtonImage: String, clickedImageName onTapButtonImage: String, atPosition position: CGPoint)
  • SKButton(defaultButtonImage: String, clickedImageName onTapButtonImage: String, withText buttonText: String)
  • SKButton(defaultButtonImage: String, clickedImageName onTapButtonImage: String, withText buttonText: String, atPosition position: CGPoint)
  • SKButton(defaultButtonImage: String, clickedImageName onTapButtonImage: String, withText buttonText: String, withTextOffset textOffset: CGPoint)
  • SKButton(defaultButtonImage: String, clickedImageName onTapButtonImage: String, withText buttonText: String, withTextOffset textOffset: CGPoint, atPosition position: CGPoint)

Added Methods

  • setFont(name: String?, withColor color: UIColor?, withSize size: CGFloat?)
  • hide()
  • showIn(parentScene: SKScene)

SKButtonPosition - a positioning helper

Note: SKButtonPosition can only be used correctly when the GameViewController initializes the GameScene with GameScene(size: Device.screenSize) Variables

  • distanceFromScreenEdge: CGFloat
    • like a margin in HTML/CSS, this is used to space buttons from the edge when using the SKButtonPosition functions. Must be set prior to calling a SKButtonPosition function to be applied.

Functions (Static)

  • TopLeft(button: SKButton) -> CGPoint
  • TopCenter(button: SKButton) -> CGPoint
  • TopRight(button: SKButton) -> CGPoint
  • CenterLeft(button: SKButton) -> CGPoint
  • Center(button: SKButton) -> CGPoint
  • CenterRight(button: SKButton) -> CGPoint
  • BottomLeft(button: SKButton) -> CGPoint
  • BottomCenter(button: SKButton) -> CGPoint
  • BottomRight(button: SKButton) -> CGPoint ** Note: These function use a VerticalHorizontal() positioning standard.**

Requesting Features and Submitting Bugs

To submit a suggestion for a new or revised feature, simply submit an issue titled: [Feature Request] featureName.

Simliarly, to submit a bug, simply submit an issue with the bug name and a description of the bug and what you did to fid it. Code chunks and screenshots are helpful!

Limitations and Future

Please see the issues tab for known bugs.

This project is currently limited only by my personal use experience with SpriteKit. Suggestions are greatly appreciated!

In the future, this project will continue to become more robust. An Objective-C implementation may be made if users submit a feature request.

License

SKButton is published under MIT License. See the LICENSE file for more.

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