I need to be able to make a multi-line label in swift 2 sprite-kit for a game. The text needs to wrap around rather than go off of the screen. Bellow is what I have but I do not know what to do
import Foundation
import UIKit
import SpriteKit
class JDQuotes: SKLabelNode {
var number = 0
init(num: Int) {
super.init()
if num == 1 {
text = "\"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. laborum.\""
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
To set the number of lines we want our UILabel to support we will use a numberOfLines property. For example, to make UILabel support two lines, we will set the numberOfLines property to 2.
To force a minimum number of lines to a text view, you append a new line character ( \n ) to your text. Here is my ProductCard view.
Starting iOS 11, this finally becomes possible with SKLabelNode
:
let lb = SKLabelNode(fontNamed: "Copperplate")
lb.text = "Put your long text here..."
lb.numberOfLines = 0
lb.preferredMaxLayoutWidth = 1000
There is a Github solution over here as SKLabelNodes do not support multiple lines.
Code quoted:
import SpriteKit
class SKMultilineLabel: SKNode {
//props
var labelWidth:Int {didSet {update()}}
var labelHeight:Int = 0
var text:String {didSet {update()}}
var fontName:String {didSet {update()}}
var fontSize:CGFloat {didSet {update()}}
var pos:CGPoint {didSet {update()}}
var fontColor:UIColor {didSet {update()}}
var leading:Int {didSet {update()}}
var alignment:SKLabelHorizontalAlignmentMode {didSet {update()}}
var dontUpdate = false
var shouldShowBorder:Bool = false {didSet {update()}}
//display objects
var rect:SKShapeNode?
var labels:[SKLabelNode] = []
init(text:String, labelWidth:Int, pos:CGPoint, fontName:String="ChalkboardSE-Regular",fontSize:CGFloat=10,fontColor:UIColor=UIColor.blackColor(),leading:Int=10, alignment:SKLabelHorizontalAlignmentMode = .Center, shouldShowBorder:Bool = false)
{
self.text = text
self.labelWidth = labelWidth
self.pos = pos
self.fontName = fontName
self.fontSize = fontSize
self.fontColor = fontColor
self.leading = leading
self.shouldShowBorder = shouldShowBorder
self.alignment = alignment
super.init()
self.update()
}
//if you want to change properties without updating the text field,
// set dontUpdate to false and call the update method manually.
func update() {
if (dontUpdate) {return}
if (labels.count>0) {
for label in labels {
label.removeFromParent()
}
labels = []
}
let separators = NSCharacterSet.whitespaceAndNewlineCharacterSet()
let words = text.componentsSeparatedByCharactersInSet(separators)
let len = countElements(text)
var finalLine = false
var wordCount = -1
var lineCount = 0
while (!finalLine) {
lineCount++
var lineLength = CGFloat(0)
var lineString = ""
var lineStringBeforeAddingWord = ""
// creation of the SKLabelNode itself
var label = SKLabelNode(fontNamed: fontName)
// name each label node so you can animate it if u wish
label.name = "line\(lineCount)"
label.horizontalAlignmentMode = alignment
label.fontSize = fontSize
label.fontColor = UIColor.whiteColor()
while lineLength < CGFloat(labelWidth)
{
wordCount++
if wordCount > words.count-1
{
//label.text = "\(lineString) \(words[wordCount])"
finalLine = true
break
}
else
{
lineStringBeforeAddingWord = lineString
lineString = "\(lineString) \(words[wordCount])"
label.text = lineString
lineLength = label.width
}
}
if lineLength > 0 {
wordCount--
if (!finalLine) {
lineString = lineStringBeforeAddingWord
}
label.text = lineString
var linePos = pos
if (alignment == .Left) {
linePos.x -= CGFloat(labelWidth / 2)
} else if (alignment == .Right) {
linePos.x += CGFloat(labelWidth / 2)
}
linePos.y += CGFloat(-leading * lineCount)
label.position = CGPointMake( linePos.x , linePos.y )
self.addChild(label)
labels.append(label)
//println("was \(lineLength), now \(label.width)")
}
}
labelHeight = lineCount * leading
showBorder()
}
func showBorder() {
if (!shouldShowBorder) {return}
if let rect = self.rect {
self.removeChildrenInArray([rect])
}
self.rect = SKShapeNode(rectOfSize: CGSize(width: labelWidth, height: labelHeight))
if let rect = self.rect {
rect.strokeColor = UIColor.whiteColor()
rect.lineWidth = 1
rect.position = CGPoint(x: pos.x, y: pos.y - (CGFloat(labelHeight) / 2.0))
self.addChild(rect)
}
}
}
EDIT: You might as well check this version too as it's updated for Swift2
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