I make a small game with swift and spritekit and I am currently working on the menu and made a custom Buttonclass called SKButtonNode as a Button which is a subclass of SKNode. When I click on the Button on my phone nothing happens though, even when I use "userInteractionEnabled = true". So why can't I see a "test2" when I touch a button but only see it if I hit next to a button?
class SKButtonNode: SKNode {
var defaultButton: SKSpriteNode
var activeButton: SKSpriteNode
var action: () -> Void
init(defaultButtonImage: String, activeButtonImage: String, buttonAction: () -> Void) {
defaultButton = SKSpriteNode(imageNamed: defaultButtonImage)
activeButton = SKSpriteNode(imageNamed: activeButtonImage)
activeButton.hidden = true
action = buttonAction
super.init()
userInteractionEnabled = true
addChild(defaultButton)
addChild(activeButton)
}
class MenuScene: SKScene, SKPhysicsContactDelegate {
var startGameButton: SKButtonNode!
var optionsGameButton: SKButtonNode!
var exitGameButton: SKButtonNode!
// Update time
var lastUpdateTimeInterval: NSTimeInterval = 0
override func didMoveToView(view: SKView) {
// Setup physics world's contact delegate
physicsWorld.contactDelegate = self
let startGameButton = SKButtonNode(defaultButtonImage: "blue_button_up", activeButtonImage: "blue_button_down" , buttonAction: startGame)
startGameButton.position = CGPoint(x: 640, y: 330)
startGameButton.activeButton.size = CGSize(width: 360, height: 95)
startGameButton.defaultButton.size = CGSize(width: 360, height: 95)
startGameButton.name = "startGameButton"
let startOptionsButton = SKButtonNode(defaultButtonImage: "blue_button_up", activeButtonImage: "blue_button_down" , buttonAction: startGame)
startOptionsButton.position = CGPoint(x: 640, y: 210)
startOptionsButton.activeButton.size = CGSize(width: 360, height: 95)
startOptionsButton.defaultButton.size = CGSize(width: 360, height: 95)
startOptionsButton.name = "startOptionsButton"
let exitGameButton = SKButtonNode(defaultButtonImage: "blue_button_up", activeButtonImage: "blue_button_down" , buttonAction: startGame)
exitGameButton.position = CGPoint(x: 640, y: 90)
exitGameButton.activeButton.size = CGSize(width: 360, height: 95)
exitGameButton.defaultButton.size = CGSize(width: 360, height: 95)
exitGameButton.name = "exitGameButton"
addChild(startGameButton)
addChild(startOptionsButton)
addChild(exitGameButton)
}
func exitGame() {
}
func startOptions(){
}
func startGame() {
print("test")
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let location = touches.first!.locationInNode(self)
let node = self.nodeAtPoint(location)
print("test2")
if (node.name == "startGameButton") {
let currentNode = node as! SKButtonNode
currentNode.activeButton.hidden = false
currentNode.defaultButton.hidden = true
}
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let location = touches.first!.locationInNode(self)
let node = self.nodeAtPoint(location)
if (node.name == "startGameButton") {
let currentNode = node as! SKButtonNode
if currentNode.defaultButton.containsPoint(location) {
currentNode.activeButton.hidden = false
currentNode.defaultButton.hidden = true
} else {
currentNode.activeButton.hidden = true
currentNode.defaultButton.hidden = false
}
}
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
let location = touches.first!.locationInNode(self)
let node = self.nodeAtPoint(location)
print("test3")
if (node.name == "startGameButton") {
let currentNode = node as! SKButtonNode
if currentNode.defaultButton.containsPoint(location) {
startGame()
}
currentNode.activeButton.hidden = true
currentNode.defaultButton.hidden = false
}
}