In Objective-C, using Sprite-Kit, I would successfully use something like the following code in Objective-C to bring up a new scene
if ([touchedNode.name isEqual: @"Game Button"]) {
SKTransition *reveal = [SKTransition revealWithDirection:SKTransitionDirectionDown duration:1.0];
GameScene *newGameScene = [[GameScene alloc] initWithSize: self.size];
// Optionally, insert code to configure the new scene.
newGameScene.scaleMode = SKSceneScaleModeAspectFill;
[self.scene.view presentScene: newGameScene transition: reveal];
}
In trying to port my simple game to Swift, so far I have this working...
for touch: AnyObject in touches {
let touchedNode = nodeAtPoint(touch.locationInNode(self))
println("Node touched: " + touchedNode.name);
let touchedNodeName:String = touchedNode.name
switch touchedNodeName {
case "Game Button":
println("Put code here to launch the game scene")
default:
println("No routine established for this")
}
But I do not know what code to write to actually transition to another scene. Question(s):
Thank you
A scene contains the windows and view controllers for presenting one instance of your UI. Each scene also has a corresponding UIWindowSceneDelegate object, which you use to coordinate interactions between UIKit and your app. Scenes run concurrently with each other, sharing the same memory and app process space.
To start with your second question, it's kind of up to you. If you wish to, you can continue to follow the Objective-C convention of having one class per file, although this isn't a requirement, and wasn't in Objective-C either. That being said, if you have a couple of classes that are tightly related, but aren't made up of much code, it wouldn't be unreasonable to have them grouped in a single file. Just do what feels right, and don't make a huge blob of code in a single file.
Then for your first questions... Yes, you had a good deal of it already. Basically, from where you got up to, you need to create the instance of GameScene through its size: initializer. From there, you just set the properties and call present.
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
super.touchesBegan(touches, withEvent: event)
guard let location = touches.first?.locationInNode(self),
let scene = scene,
nodeAtPoint(location) == "Game Button" else {
return
}
let transition = SKTransition.reveal(
with: .down,
duration: 1.0
)
let nextScene = GameScene(size: scene.size)
nextScene.scaleMode = .aspectFill
scene.view?.presentScene(nextScene, transition: transition)
}
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