A custom button control for SpriteKit. Subclassed from SKSpriteNode, it handles touches on it's own and performs a desired selector, block or action.
This control is useful for isolating the functionality of a particular button node along with it's declaration. Most suited for situations like:
- Creating menu items
- HUD screens
- In-game controls
Typically, a button can be set up using the following code:
AGSpriteButton *button = [AGSpriteButton buttonWithColor:[UIColor redColor] andSize:CGSizeMake(300, 100)];
[button setLabelWithText:@"Add New Spaceship" andFont:nil withColor:nil];
button.position = CGPointMake(self.size.width / 2, self.size.height / 3);
[self addChild:button];
It can be assigned a selector to be executed for a certain event (a la UIButton):
[button addTarget:self
selector:@selector(addSpaceshipAtPoint:)
withObject:[NSValue valueWithCGPoint:CGPointMake(self.size.width / 2, self.size.height / 2)]
forControlEvent:AGButtonControlEventTouchUpInside];
It can be assigned an action to be run on a particular node for an event:
SKAction *rotate = [SKAction rotateByAngle:M_PI_4 duration:0.5];
[button performAction:rotate onObject:someSprite withEvent:AGButtonControlEventTouchDown];
It can be assigned a block to be executed on the occurrence of an event:
[button performBlock:^{
[self addSpaceshipAtPoint:[NSValue valueWithCGPoint:CGPointMake(100, 100)]];
} onEvent:AGButtonControlEventTouchUp];
AGSpriteButton can be used with Swift as well:
let button = AGSpriteButton(color: UIColor.greenColor(), andSize: CGSize(width: 200, height: 60))
button.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
button.addTarget(self, selector: "addSpaceship", withObject: nil, forControlEvent:AGButtonControlEvent.TouchUpInside)
button.setLabelWithText("Spaceship", andFont: nil, withColor: UIColor.blackColor())
addChild(button)