I thought you could add UIKit slider/or button to your sprite kit app.
But cannot figure out how to do this, the code to create a slider programatically is
if (self.view) {
CGRect frame = CGRectMake(0.0, 0.0, 200.0, 300);
UISlider *slider = [[UISlider alloc] initWithFrame:frame];
//[slider addTarget:self action:@selector(sliderAction:) forControlEvents:UIControlEventValueChanged];
[slider setBackgroundColor:[UIColor clearColor]];
slider.minimumValue = 0.0;
slider.maximumValue = 50.0;
slider.continuous = YES;
[self.view addSubview:slider];
NSLog(@"View is alive - look for slider...");
}
else {
NSLog(@"No View!!");
}
The above does not work, the number of subviews of the view remains the same
I assume I have to add it as a child to my layer (SKNode), however the addChild method will not work with a UISlider. It needs to be an SKNode itself.
I am calling this within the scene class here
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
// thought putting here would work
// but self.view is nil
}
return self;
}
Thanks to comment, I can get it to show - but I have to add in within the viewController class, like this
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
SKScene * scene = [XBLMyScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
if (self.view) {
CGRect frame = CGRectMake(0.0, 0.0, 200.0, 300);
UISlider *slider = [[UISlider alloc] initWithFrame:frame];
//[slider addTarget:self action:@selector(sliderAction:) forControlEvents:UIControlEventValueChanged];
[slider setBackgroundColor:[UIColor clearColor]];
slider.minimumValue = 0.0;
slider.maximumValue = 50.0;
slider.continuous = YES;
NSLog(@"View is alive - look for slider...");
[self.view addSubview:slider];
} else {
NSLog(@"No View!!");
}
}
Is there not away to do it within the actual scene class ....
Thanks
After some tinkering
My solution, thanks to @LearnCocos2D hint
My Scene Class needed this
- (void) didMoveToView:(SKView *)view
{
[self addSlider];
}
Then call your method to add the slider.... etc
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