Im attempting to use some of the code from a solution found on this page for creating a button Create Button in SpriteKit: Swift
class GameScene: SKScene {
let button = SKSpriteNode(imageNamed: "yourImgName")
override func didMoveToView(view: SKView) {
button.name = "btn"
button.size.height = 100
button.size.width = 100
button.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) + 50)
self.addChild(button)
//Adjust button properties (above) as needed
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let positionInScene = touch!.locationInNode(self)
let touchedNode = self.nodeAtPoint(positionInScene)
if let name = touchedNode.name {
if name == "btn" {
let yourNextScene = YourNextScene(fileNamed: "YourNextScene")
self.view?.presentScene(yourNextScene!)
}
}
}
}
and the current code that I have is supposed to make the player jump when the button is pressed, but nothing is currently happening when its pressed
import SwiftUI
import SpriteKit
import UIKit
class GameScene: SKScene {
override func didMove(to view: SKView) {
let button = SKSpriteNode(imageNamed: "playerOBJ")
let player = SKSpriteNode(imageNamed: "playerOBJ")
let playerRadius = player.frame.width / 2.0
player.position = CGPoint(x: 200, y: 500)
player.name = "Jimmy"
addChild(player)
player.physicsBody = SKPhysicsBody(circleOfRadius: playerRadius)
player.physicsBody?.allowsRotation = false
player.physicsBody?.friction = 0
player.physicsBody?.restitution = 0
player.zPosition = 100
// Button
button.name = "btn"
button.size.height = 100
button.size.width = 100
button.position = CGPoint(x: 100, y: 100)
self.addChild(button)
// Physics
physicsBody = SKPhysicsBody(edgeLoopFrom: frame.inset(by: UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)))
Timer.scheduledTimer(withTimeInterval: 2, repeats: true) { _ in
player.physicsBody?.applyForce(CGVector(dx: 100, dy: 1000))
}
func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first
let positionInScene = touch!.location(in: self)
let touchedNode = self.atPoint(positionInScene)
if let name = touchedNode.name {
if name == "btn" {
player.physicsBody?.applyForce(CGVector(dx: 0, dy: 10000))
}
}
}
}
override func update(_ currentTime: TimeInterval) { }
}
I'm thinking that maybe this is an issue with the press not being resitered at all but I'm not fully sure