Setting up buttons in SKScene

ios, objective-c, sprite-kit, uibutton

Solution

you could use a SKSpriteNode as your button, and then when the user touches, check if that was the node touched. Use the SKSpriteNode's name property to identify the node:

//fire button
- (SKSpriteNode *)fireButtonNode
{
    SKSpriteNode *fireNode = [SKSpriteNode spriteNodeWithImageNamed:@"fireButton.png"];
    fireNode.position = CGPointMake(fireButtonX,fireButtonY);
    fireNode.name = @"fireButtonNode";//how the node is identified later
    fireNode.zPosition = 1.0;
    return fireNode;
}

Add node to your scene:

[self addChild: [self fireButtonNode]];

Handle touches:

//handle touch events
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch *touch = [touches anyObject];
    CGPoint location = [touch locationInNode:self];
    SKNode *node = [self nodeAtPoint:location];

    //if fire button touched, bring the rain
    if ([node.name isEqualToString:@"fireButtonNode"]) {
         //do whatever...
    }
}

Problem

I'm discovering that `UIButtons` don't work very well with `SKScene`, So I'm attempting to subclass `SKNode` to make a button in `SpriteKit`. The way I would like it to work is that if I initialize a button in `SKScene` and enable touch events, then the button will call a method in my `SKScene` when it is pressed. I'd appreciate any advice that would lead me to finding the solution to this problem. Thanks.

Original source

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