I have my sound on logo showing up on the screen and the sound off logo appears when i test it. what I want it to do is change from sound on to sound off when I tap on it. The buttons do acknowledge the tap but nothing happens. I don't have much experience in change node images when they're tapped so I don't really know if I used the most efficient code. Can someone look over my code and see what's wrong? Thanks in advance!
@implementation MyScene
{
SKSpriteNode *soundLogo;
SKSpriteNode *soundOff;
}
-(void) addSoundOff:(CGSize)size {
soundOff = [SKSpriteNode spriteNodeWithImageNamed:@"soundOff"];
//resize sprite
soundOff.size = CGSizeMake(soundOff.size.width/2.25, soundOff.size.height/2.25);
//position it
soundOff.position = CGPointMake(65, 25);
//name sound off
soundOff.name = @"soundOff";
soundOff.zPosition = 0;
soundOff.alpha = 0;
//[self addChild:soundOff];
}
-(void) addSoundOn:(CGSize)size {
soundLogo = [SKSpriteNode spriteNodeWithImageNamed:@"soundLogo"];
//resize sprite
soundLogo.size = CGSizeMake(soundLogo.size.width/2.25, soundLogo.size.height/2.25);
//position sprite
CGPoint myPoint = CGPointMake(65, 25);
soundLogo.position = myPoint;
//name sound logo
soundLogo.name = @"soundOn";
//add action
//soundLogo.alpha = 1;
soundLogo.zPosition = 100;
[self addChild:soundLogo];
}
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:@"soundOn"]) {
soundOff.zPosition = 100;
soundOff.alpha = 1;
soundLogo.alpha = 0;
soundLogo.zPosition = 0;
// [node removeFromParent];
// [node addChild:soundOff];
NSLog(@"sound on is pressed");
}
if ([node.name isEqualToString:@"soundOff"]) {
soundLogo.zPosition = 100;
soundLogo.alpha = 1;
soundOff.alpha = 0;
soundOff.zPosition = 0;
// [node removeFromParent];
// [node addChild:soundLogo];
NSLog(@"sound off is pressed");
}
}
It seems nothing wrong in your addSoundOff
and addSoundOn
functions. What you can do as one of the solutions to change alpha
and zPosition
properties of SKSpriteNode
. And also createsoundOff
and soundLogo
as instance variables under the implementation. So here is the all code:
#import "MyScene.h"
@implementation MyScene
{
SKSpriteNode *soundLogo;
SKSpriteNode *soundOff;
}
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];
[self addSoundOn:self.size];
[self addSoundOff:self.size];
}
return self;
}
-(void) addSoundOff:(CGSize)size {
soundOff = [SKSpriteNode spriteNodeWithImageNamed:@"soundOff"];
//resize sprite
soundOff.size = CGSizeMake(soundOff.size.width/2.25, soundOff.size.height/2.25);
//position it
soundOff.position = CGPointMake(65, 25);
//name sound off
soundOff.name = @"soundOff";
soundOff.alpha = 0;
soundOff.zPosition = 0;
[self addChild:soundOff];
}
-(void) addSoundOn:(CGSize)size {
SKTexture *soundOn = [SKTexture textureWithImageNamed:@"soundLogo"];
soundLogo = [SKSpriteNode spriteNodeWithTexture:soundOn];
//resize sprite
soundLogo.size = CGSizeMake(soundLogo.size.width/2.25, soundLogo.size.height/2.25);
//position sprite
CGPoint myPoint = CGPointMake(65, 25);
soundLogo.position = myPoint;
//name sound logo
soundLogo.name = @"soundOn";
//add action
soundLogo.zPosition = 100;
[self addChild:soundLogo];
}
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
//sound logo pressed to turn sound on/off
if ([node.name isEqualToString:@"soundOn"]) {
soundOff.alpha = 1;
soundOff.zPosition = 100;
soundLogo.alpha = 0;
soundLogo.zPosition = 0;
NSLog(@"sound on is pressed");
}
if ([node.name isEqualToString:@"soundOff"]) {
soundOff.alpha = 0;
soundOff.zPosition = 0;
soundLogo.alpha = 1;
soundLogo.zPosition = 100;
NSLog(@"sound off is pressed");
}
}
@end