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iOS

Button animation SpriteKit with Swift

Hi, I'm trying to find a way so that when a user touches a button it switches to a new SKSpriteNode and when he releases his finger the SKSpriteNode switches to a third one. With my code it is only working one way. How can I continue doing this?

Thanks

This is the code I have for the moment:

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) { 

for touch: AnyObject in touches {
    let location = touch.locationInNode(self)

    if self.nodeAtPoint(location) == self.soundOnButton {
        soundOnButton.hidden = true
        soundOff1Button.hidden = false
        soundOffButton.hidden = true
    }
}
}

override func touchesMoved(touches: NSSet, withEvent event: UIEvent) { 
for touch: AnyObject in touches { 
let location = touch.locationInNode(self)

    if self.nodeAtPoint(location) == self.soundOnButton {
        soundOnButton.hidden = false
        soundOff1Button.hidden = true
        soundOffButton.hidden = true
    }
}
}

override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {

    for touch: AnyObject in touches {
    let location = touch.locationInNode(self)

        if self.nodeAtPoint(location) == self.soundOnButton {
            soundOnButton.hidden = true
            soundOff1Button.hidden = true
            soundOffButton.hidden = false
        }
}
}

5 Answers

Michael Park
Michael Park
5,719 Points

if you want the buttons to change when there is a touch and release why do you have the "touchesMoved" function?

The button should change when it is tapped a second time. The code I have now is only for a single tap because I don't know how to reverse the action for the second tap.

It should look like this button: https://www.youtube.com/watch?v=ucrlUp01exE

Alexandre Saleh
Alexandre Saleh
2,406 Points

I am having this same problem and i cant find an answer anywhere...

Alexandre Saleh
Alexandre Saleh
2,406 Points

I have found something that looks like an answer, but i can't seem to move from scene i am on Gamescene and i want to move to my InGameScene.

import SpriteKit

class GameScene: SKScene {

override func didMoveToView(view: SKView) { / /* Setup your scene here */

    class startButtonAnimationAction: SKNode {
        var buttonNotPressed: SKSpriteNode
        var buttonPressed: SKSpriteNode
        var action: () -> Void



        init(buttonNotPressedImage: String, buttonPressedImage: String, buttonAction: () -> Void) {
            buttonNotPressed = SKSpriteNode(imageNamed: "startButtonNotPressed")
            buttonPressed = SKSpriteNode(imageNamed: "startButtonPressed")
            buttonPressed.hidden = true
            action = buttonAction


            super.init()

            userInteractionEnabled = true
            addChild(buttonNotPressed)
            addChild(buttonPressed)

        }

        required init?(coder aDecoder: NSCoder) {
            fatalError("init(coder:) has not been implemented")
        }

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
   / /* Called when a touch begins */
    buttonPressed.hidden = false
    buttonNotPressed.hidden = true


    }

    override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
            var touch: UITouch = touches.allObjects[0] as UITouch
            var location: CGPoint = touch.locationInNode(self)

            if buttonNotPressed.containsPoint(location) {
                buttonPressed.hidden = false
                buttonNotPressed.hidden = true
            } else {
                buttonPressed.hidden = true
                buttonNotPressed.hidden = false
            }
        }

        override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
            var touch: UITouch = touches.allObjects[0] as UITouch
            var location: CGPoint = touch.locationInNode(self)

            if buttonNotPressed.containsPoint(location) {

            }

            buttonPressed.hidden = true
            buttonNotPressed.hidden = false
            }
    }


        var startButton: startButtonAnimationAction = startButtonAnimationAction(buttonNotPressedImage: "startButtonNotPressed", buttonPressedImage: "startButtonPressed", buttonAction: goToPlayScene)
    startButton.position = CGPointMake(self.frame.width / 2, self.frame.height / 2 )
    addChild(startButton)




}


 override func update(currentTime: CFTimeInterval) {
    /* Called before each frame is rendered vergeet override niet voor func te zetten*/

        }


    }

why hasn't treehouse made a Spikekit course for swift already? swift been out for about 2yrs now.