I'm looking to create a shop in my game (In SpriteKit) with buttons and images, but I need the items to be scrollable so the player can scroll up and down the shop (Like a UITableView but with multiple SKSpriteNodes and SKLabelNodes in each cell). Any idea how I can do this in SpriteKit?
You have 2 options
1) Use a UIScrollView
Down the road this is the better solution as you get things such as momentum scrolling, paging, bounce effects etc for free. However you have to either use a lot of UIKit stuff or do some sub classing to make it work with SKSpritenodes or labels.
Check my project on gitHub for an example
https://github.com/crashoverride777/SwiftySKScrollView
2) Use SpriteKit
Declare 3 class variables outside of functions(under where it says 'classname': SKScene):
var startY: CGFloat = 0.0
var lastY: CGFloat = 0.0
var moveableArea = SKNode()
Set up your didMoveToView, add the SKNode to the scene and add 2 labels, one for the top and one for the bottom to see it working!
override func didMoveToView(view: SKView) {
// set position & add scrolling/moveable node to screen
moveableArea.position = CGPointMake(0, 0)
self.addChild(moveableArea)
// Create Label node and add it to the scrolling node to see it
let top = SKLabelNode(fontNamed: "Avenir-Black")
top.text = "Top"
top.fontSize = CGRectGetMaxY(self.frame)/15
top.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMaxY(self.frame)*0.9)
moveableArea.addChild(top)
let bottom = SKLabelNode(fontNamed: "Avenir-Black")
bottom.text = "Bottom"
bottom.fontSize = CGRectGetMaxY(self.frame)/20
bottom.position = CGPoint(x:CGRectGetMidX(self.frame), y:0-CGRectGetMaxY(self.frame)*0.5)
moveableArea.addChild(bottom)
}
Then set up your touches began to store position of your first touch:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
// store the starting position of the touch
let touch: AnyObject? = touches.anyObject();
let location = touch?.locationInNode(self)
startY = location!.y
lastY = location!.y
}
Then set up touches moved with the following code to scroll the node by to the limits set, at the speed set:
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
let touch: AnyObject? = touches.anyObject();
let location = touch?.locationInNode(self)
// set the new location of touch
var currentY = location!.y
// Set Top and Bottom scroll distances, measured in screenlengths
var topLimit:CGFloat = 0.0
var bottomLimit:CGFloat = 0.6
// Set scrolling speed - Higher number is faster speed
var scrollSpeed:CGFloat = 1.0
// calculate distance moved since last touch registered and add it to current position
var newY = moveableArea.position.y + ((currentY - lastY)*scrollSpeed)
// perform checks to see if new position will be over the limits, otherwise set as new position
if newY < self.size.height*(-topLimit) {
moveableArea.position = CGPointMake(moveableArea.position.x, self.size.height*(-topLimit))
}
else if newY > self.size.height*bottomLimit {
moveableArea.position = CGPointMake(moveableArea.position.x, self.size.height*bottomLimit)
}
else {
moveableArea.position = CGPointMake(moveableArea.position.x, newY)
}
// Set new last location for next time
lastY = currentY
}
All credit goes to this article
http://greenwolfdevelopment.blogspot.co.uk/2014/11/scrolling-in-sprite-kit-swift.html
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