I recently implemented a scrollView into my GameViewController and it works really well, but the tutorial I looked at had only one scene which was the start up scene (GameScene) rather than a seperate scene which I'm going to be calling "Menu" so I managed to get it to launch the Menu scene rather than the regular "GameScene" but when I go from GameScene to the Menu scene with a button that I implemented in GameScene, the scrollview does not work, but it does show the pictures, but I just can't scroll through them.
My question is how do I get scrollView to work when I use the button (that is in GameScene) to go to the Menu scene?
This is the button (which is In GameScene)
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch: UITouch = touches.first!
let location: CGPoint = touch.locationInNode(self)
let node: SKNode = self.nodeAtPoint(location)
if (node == menubutton) {
let MenuScene = Menu(size: self.size, viewController: viewController)
let transition = SKTransition.flipVerticalWithDuration(0.5)
MenuScene.scaleMode = SKSceneScaleMode.AspectFill
self.scene!.view?.presentScene(MenuScene, transition: transition)
}
Here is my Menu scene:
import Foundation
import SpriteKit
let kMargin: CGFloat = 40
var backButton = SKSpriteNode()
var selectButton = SKSpriteNode()
class Menu: SKScene {
let world2 = SKSpriteNode()
private var imageSize = CGSize.zero
private weak var viewController: GameViewController?
init(size: CGSize, viewController: GameViewController?) {
self.viewController = viewController
super.init(size: size)
}
required init?(coder aDecoder: NSCoder) {
assert(false, "Use init(size:viewController:)")
super.init(coder: aDecoder)
}
override func didMoveToView(view: SKView) {
physicsWorld.gravity = CGVector.zero
imageSize = SKSpriteNode(imageNamed: "card_level01").size
let initialMargin = size.width/2
let marginPerImage = kMargin + imageSize.width
world2.size = CGSize(width: initialMargin*2 + (marginPerImage * 7), height: size.height)
addChild(world2)
for i in 1...8 {
let sprite = SKSpriteNode(imageNamed: String(format: "card_level%02d", i))
sprite.position = CGPoint(x: initialMargin + (marginPerImage * (CGFloat(i) - 1)), y: size.height / 2)
world2.addChild(sprite)
}
}
override func update(currentTime: NSTimeInterval) {
viewController?.applyScrollViewToSpriteKitMapping()
}
Here is my GameViewController
import UIKit
import SpriteKit
class GameViewController: UIViewController {
var scrollView: UIScrollView!
var contentView: UIView!
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
let skView = view as! SKView
if (skView.scene === Menu.self) {
skView.showsFPS = true
skView.showsNodeCount = true
skView.ignoresSiblingOrder = true
let scene = Menu(size: skView.bounds.size, viewController: self)
scene.scaleMode = .AspectFill
skView.presentScene(scene)
scrollView = UIScrollView(frame: self.view.bounds)
scrollView.delegate = self
scrollView.contentSize = scene.world2.frame.size
view.addSubview(scrollView)
contentView = UIView(frame: CGRect(origin: CGPoint.zero, size: scene.world2.size))
contentView.backgroundColor = UIColor.greenColor().colorWithAlphaComponent(0.2)
scrollView.addSubview(contentView)
applyScrollViewToSpriteKitMapping()
}
}
func applyScrollViewToSpriteKitMapping() {
let origin = contentView.frame.origin
let skPosition = CGPoint(x: -scrollView.contentOffset.x + origin.x, y: -scrollView.contentSize.height + CGRectGetHeight(view.bounds) + scrollView.contentOffset.y - origin.y)
let skView = view as! SKView
if let scene = skView.scene as? Menu {
scene.world2.position = skPosition
}
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return UIInterfaceOrientationMask.Portrait
} else {
return UIInterfaceOrientationMask.All
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
}
override func shouldAutorotate() -> Bool {
return true
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
extension GameViewController: UIScrollViewDelegate {
}
I recently helped another member with a similar question, check it out it might be helpful to you
How to create a vertical scrolling menu in spritekit?
In my way I am subclassing scroll view and therefore can add it to SKScenes directly rather than the view controllers.
If you want the scrollView on more than 1 SKScene without duplicate code than need to subclass your SKScnenes
class BaseScene: SKScene ...
// Add scroll view
class Menu: BaseScene...
class GameScene: BaseScene ...
As a side note, you shouldn't really reference your viewController in your SKScenes, they shouldn't have to know about each other.