Reputation: 322
I have a simple HUD that I built using sprite kit that is an overlay on my 3d scene kit game. I have a visible "Main Menu" button that displays but for the life of me I can not detect that it's being pressed.
Here is how the overlay is being setup.
sceneView = self.view as! GameSCNView
scene = SCNScene(named: "art.scnassets/MainScene.scn")
sceneView.scene = scene
sceneView.overlaySKScene = OverlayScene(size: sceneView.bounds.size)
overlayScene = sceneView.overlaySKScene as! OverlayScene
overlayScene.isUserInteractionEnabled = false
Now here is the overlay scene that is being created.
class OverlayScene : SKScene {
var timeLabel:SKLabelNode!
var mainMenu:SKSpriteNode!
override init(size: CGSize) {
super.init(size: size)
//setup the overlay scene
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
//automatically resize to fill the viewport
let widthScale = size.width / 1024
let heightScale = size.height / 768
self.scaleMode = .resizeFill
// Initialize the Score
timeLabel = SKLabelNode(text: "Time: 0")
timeLabel.position = CGPoint(x: -size.width * 0.35, y: size.height*0.45)
timeLabel.fontName = "AmericanTypewriter-Bold"
timeLabel.fontSize = 36 * widthScale
timeLabel.fontColor = UIColor.white
addChild(timeLabel)
mainMenu = SKSpriteNode(imageNamed: "MainMenu_ButtonHighlighted-IpadMini.png")
mainMenu.anchorPoint = CGPoint(x: 0, y: 0)
mainMenu.xScale = widthScale
mainMenu.yScale = heightScale
mainMenu.position = CGPoint(x: -size.width * 0.35, y: size.height*0.45)
mainMenu.isUserInteractionEnabled = false
mainMenu.zPosition = 0
addChild(mainMenu)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
if mainMenu.contains(location) {
print("Main Menu Touch Began")
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
if mainMenu.contains(location) {
print("Main Menu Touch Ended")
}
}
}
}
My expected output would be to see "Main Menu Touch Began" and "Main Menu Touch Ended" but I am not getting anything. Any help would be much appreciated.
Upvotes: 0
Views: 765
Reputation: 16837
1) By having isUserInteractionEnabled set to false on your overlay, your overlay is never going to receive touch events.
2) With you manually scaling, you open yourself up to screwing around with your math. SpriteKit is designed to handle scaling for you, that is why scaleMode exists. It makes a lot more sense to scale once at the very end up process, then to constantly scale every little thing.
Do the following changes, and it should work for you.
Set
overlayScene.isUserInteractionEnabled = true
To allow your scene to receive touches,
then clean up your code:
class OverlayScene : SKScene {
var timeLabel:SKLabelNode!
var mainMenu:SKSpriteNode!
override init(size: CGSize) {
super.init(size:size)
}
convenience override init() {
self.init(size: CGSize(width:1024,height:768))
//setup the overlay scene
self.anchorPoint = CGPoint(x: 0.5, y: 0.5)
//automatically resize to fill the viewport
self.scaleMode = .fill
// Initialize the Score
timeLabel = SKLabelNode(text: "Time: 0")
timeLabel.position = CGPoint(x: size.width * 0.35, y: size.height*0.45)
timeLabel.fontName = "AmericanTypewriter-Bold"
timeLabel.fontSize = 36
timeLabel.fontColor = UIColor.white
addChild(timeLabel)
mainMenu = SKSpriteNode(imageNamed: "MainMenu_ButtonHighlighted-IpadMini.png")
mainMenu.anchorPoint = CGPoint(x: 0, y: 0)
mainMenu.position = CGPoint(x: size.width * 0.35, y: size.height*0.45)
mainMenu.isUserInteractionEnabled = false
mainMenu.zPosition = 0
addChild(mainMenu)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
if mainMenu == self.atPoint(location) {
print("Main Menu Touch Began")
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
if mainMenu == self.atPoint(location) {
print("Main Menu Touch Ended")
}
}
}
}
and use:
sceneView.overlaySKScene = OverlayScene()
Upvotes: 1