Reputation: 875
Im trying to program a UIButton that performs that prints a message to the console. I can see the button and touch it but as soon as I touch it my app stops running and the console shows the following error:
Game[2743:63724] -[Game.GameScene buttonAction:]: unrecognized selector sent to instance 0x7a11ad00
2014-09-15 17:51:06.106 Game[2743:63724] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[GameGameScene buttonAction:]: unrecognized selector sent to instance 0x7a11ad00'
this is my code:
let imageButton = UIImage(named: "playbutton2") as UIImage
let buttonPlay = UIButton.buttonWithType(UIButtonType.Custom) as UIButton
buttonPlay.frame = CGRectMake(screenSize.width / 2 , screenSize.height / 2, 100, 100)
buttonPlay.setImage(imageButton, forState: .Normal)
buttonPlay.addTarget(self, action: Selector("buttonAction:"), forControlEvents: UIControlEvents.TouchUpInside)
buttonPlay.tag = 22
self.view.addSubview(buttonPlay)
and
func buttonAction(sender:UIButton!) {
println("Button tapped")
}
------- COMPLETE CODE ---------
import SpriteKit
class GameScene: SKScene {
var skyColor = SKColor()
var bird = SKSpriteNode()
var moving = SKNode()
var titleLabelNode = SKLabelNode()
var title = NSString()
let imageButton = UIImage(named: "playbutton2") as UIImage
let screenSize: CGRect = UIScreen.mainScreen().bounds
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.addChild(moving)
skyColor = SKColor(red: 113.0/255.0, green: 197.0/255.0, blue: 207.0/255.0, alpha: 1.0)
self.backgroundColor = skyColor
var birdTexture1 = SKTexture(imageNamed: "Bird1")
birdTexture1.filteringMode = SKTextureFilteringMode.Nearest
var birdTexture2 = SKTexture(imageNamed: "Bird2")
birdTexture2.filteringMode = SKTextureFilteringMode.Nearest
var animation = SKAction.animateWithTextures([birdTexture1, birdTexture2], timePerFrame: 0.2)
var flap = SKAction.repeatActionForever(animation)
bird = SKSpriteNode(texture: birdTexture1)
bird.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame) + 150)
bird.runAction(flap)
bird.physicsBody = SKPhysicsBody(circleOfRadius: bird.size.height/2.0)
bird.physicsBody.dynamic = false
self.addChild(bird)
var groundTexture = SKTexture(imageNamed: "Ground")
groundTexture.filteringMode = SKTextureFilteringMode.Nearest
var moveGroundSprite = SKAction.moveByX(-groundTexture.size().width, y: 0, duration: NSTimeInterval(0.01 * groundTexture.size().width))
var resetGroundSprite = SKAction.moveByX(groundTexture.size().width, y: 0, duration: 0)
var moveGroundSpritesForever = SKAction.repeatActionForever(SKAction.sequence([moveGroundSprite, resetGroundSprite]))
for var i:CGFloat = 0; i<2 + self.frame.size.width / (groundTexture.size().width); ++i {
var sprite = SKSpriteNode(texture: groundTexture)
sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2)
sprite.runAction(moveGroundSpritesForever)
moving.addChild(sprite)
}
title = "Swing Bird"
titleLabelNode.fontName = "Helvetica-Bold"
titleLabelNode.fontSize = 80
//titleLabelNode.fontColor = SKColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 0.)
titleLabelNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + 50)
titleLabelNode.text = "\(title)"
addChild(titleLabelNode)
let buttonPlay = UIButton.buttonWithType(UIButtonType.Custom) as UIButton
buttonPlay.frame = CGRectMake(screenSize.width / 2 , screenSize.height / 2, 100, 100)
buttonPlay.setImage(imageButton, forState: .Normal)
buttonPlay.addTarget(self, action: Selector("buttonAction:"), forControlEvents: UIControlEvents.TouchUpInside)
buttonPlay.tag = 22
self.view.addSubview(buttonPlay)
func buttonAction(sender:UIButton!) {
println("Button tapped")
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
Upvotes: 0
Views: 241
Reputation: 40624
Your function buttonAction
is defined at the wrong level. It is currently a function inside didMoveToView
instead of a function of the class GameScene
.
You can fix it like this:
class GameScene: SKScene {
...
// Move the function here!
func buttonAction(sender:UIButton!) {
println("Button tapped")
}
override func didMoveToView(view: SKView) {
...
Upvotes: 1