Ich habe derzeit eine vertikale Scrollview arbeitet und wie diese von einer UIScrollView-Klasse definiert:Scroll Seite Positionierung ist ausgeschaltet
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.center = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
scrollView.contentSize = CGSizeMake(scrollView.frame.size.width, scrollView.frame.size.height * 4) // * 3 makes it 3times as long as screen
view?.addSubview(scrollView)
die Scrollview zeigt perfekt, aber ich habe Probleme wurden mit den Seiten immer in zeigen, die Scrollview:
let page1ScrollView = SKSpriteNode(color: SKColor.blueColor(), size: CGSizeMake(scrollView.frame.size.width, scrollView.frame.size.height))
page1ScrollView.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
moveableNode.addChild(page1ScrollView)
ich habe versucht, die Positionierung der Seiten zu ändern, aber ich kann immer noch nicht bekommen sie einige bitte zu zeigen, kann mir sagen, was ich falsch mache? Ich verstehe immer noch nicht ganz, wie CGPoint funktioniert.
Auch hier ist meine Scrollview Klasse:
var nodesTouched: [AnyObject] = [] // global
/// Scroll direction
enum ScrollDirection: Int {
case None = 0
case Vertical
case Horizontal
}
/// Custom UIScrollView class
class CustomScrollView: UIScrollView {
// MARK: - Static Properties
/// Touches allowed
static var disabledTouches = false
/// Scroll view
private static var scrollView: UIScrollView!
// MARK: - Properties
/// Nodes touched. This will forward touches to node subclasses.
private var nodesTouched = [AnyObject]()
/// Current scene
private let currentScene: SKScene
/// Moveable node
private let moveableNode: SKNode
/// Scroll direction
private let scrollDirection: ScrollDirection
// MARK: - Init
init(frame: CGRect, scene: SKScene, moveableNode: SKNode, scrollDirection: ScrollDirection) {
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?) {
//super.touchesBegan(touches, withEvent: event)
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?) {
//super.touchesMoved(touches, withEvent: event)
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?) {
//super.touchesEnded(touches, withEvent: event)
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?) {
//super.touchesCancelled(touches, withEvent: event)
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
}
}
}
Sorry, ich habe vergessen zu erwähnen, dass die Scrollview, die ich benutze, eine vertikale ist und auch nicht UIkit ist, was alle anderen Leute verwenden, um Menüs für ihre Spiele in Spritekit zu erstellen? Entschuldigung, ich bin ein Noob zu diesem ganzen Menü, das für Spritekit Spiele schafft. Auch wo stelle ich diese Erweiterung? – Astrum