Can someone explain the code for a programatically added button in an iOS game application for swift 3 Xcode 8? All the other threads on this topic we're in single view and didn't work for me. I couldn't figure out how to add buttons to the game app Main.storyboard, so I'm trying to make a programattically added button. This is the code I'm trying to use now but doesn't work:
var playAgain = UIButton()
playAgain.setTitle("Play Again", for: .normal)
playAgain.setTitleColor(UIColor.black, for: .normal)
playAgain.backgroundColor = SKColor.green
playAgain.layer.borderWidth = 2
playAgain.layer.cornerRadius = 18
playAgain.frame = CGRect(x: (self.frame.width)/2, y: (self.frame.height)/2, width: 100, height: 36)
self.view?.addSubview(playAgain)
Why would the buttons in single view be different in game apps? Also, when(and if) this is created, how would I modify the Touches ended method to know when the button was touched?
There is another way to create a button programmatically. You can create an empty UIView and override touch method. Also you are able to process touch event on this view and simulate buttons action. I think this is a fastest way for you.
Your code is adding the button to the .view
, but using the coordinate system of the SKScene
. So, your button is there, just not in view.
Assuming you want the button to be centered on the screen (at least, for now), change the placement to:
playAgain.frame = CGRect(x: 0, y: 0, width: 100, height: 36)
playAgain.center = (self.view?.center)!
self.view?.addSubview(playAgain)
This will put the button above the game scene (z-layer, that is), so you can use normal button tap without needing to deal with touches
. So, right after you add the button:
self.view?.addSubview(playAgain)
playAgain.addTarget(self, action: #selector(playAgainTapped(_:)), for: .touchUpInside)
and then elsewhere in your class:
func playAgainTapped(_ sender: Any?) -> Void {
print("Play again was Tapped!")
// take whatever action you want here
}
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