Programmed Button in swift is not working - swift

http://pastebin.com/MgQ7wx3g
So I am currently trying to get this button to work called Play button
let playButton: UIButton = {
let button = UIButton()
let image = UIImage(named: "VideoIcon.png") as UIImage?
button.backgroundImage(for: .normal)
button.addTarget(self, action: #selector(pressBackButton(button:)), for: .touchUpInside)
button.setImage(image, for: .normal)
return button
}()
func pressBackButton(button: UIButton) {
print("test")
if let playVideoButtonURL = post?.videourl {
let player = AVPlayer(url: playVideoButtonURL as URL)
let playerLayer = AVPlayerLayer(player:player)
playerLayer.frame = CGRect(x: 100, y: 200, width: 100, height: 100)
playerLayer.videoGravity = AVLayerVideoGravityResizeAspectFill
self.layer.addSublayer(playerLayer)
player.play()
}
}
When I click on it nothing happens even if the video code is wrong it should still print test. It's not giving me any errors on startup to work with either. The paste bin has my full code.

I tried your code given in question, with explicitly set frame.
override func viewDidLoad() {
super.viewDidLoad()
// Set Frame
self.playButton.frame = CGRect(origin: CGPoint(x: self.view.frame.width / 2, y: self.view.frame.height / 2), size: CGSize(width: 30, height: 30))
self.view.addSubview(playButton)
}
And its working perfectly and the "Test" is printing.
Then I checked your code you posted in given link. There I found this method addConstraintsWithFormat to set autolayout with visual format language. I replaced my code using this method.
self.view.addConstraintsWithFormat(format: "H:|-280-[v0(44)]", view: playButton)
self.view.addConstraintsWithFormat(format: "V:|-90-[v0(44)]", view: playButton)
It is also working.
From your code I can find that it's a CollectionViewCell. Could please try to add subviews to its contentView?

The correct method signature is
button.addTarget(self, action: #selector(pressBackButton(_:)), for: .touchUpInside)
and
func pressBackButton(_ button: UIButton) {

Related

Swift: UIBarButtonItem with bigger size than UIToolbar

I have a UIToolbar installed on my Viewcontroller on the bottom via Storyboard. I also added a bottom in the Storyboard and now I want to give this bottom a greater height than the toolbar itself.
It should be something like that, but it cannot be a Tabbar but needs to be a Toolbar, as the items on it are purely contextual actions and not top level navigation items (see Apple guidelines here and here):
I tried the following code in my Viewcontroller without success (as mentioned here):
class MyVC: UIViewController {
#IBOutlet var ibOutletForButton: UIBarButtonItem!
override func viewDidLoad() {
super.viewDidLoad()
let menuBtn = UIButton(type: .custom)
menuBtn.frame = CGRect(x: 0.0, y: 0.0, width: 20, height: 120)
menuBtn.setImage(UIImage(named:"iconImage"), for: .normal)
menuBtn.addTarget(self, action: #selector(onMenuButtonPressed(_:)), for: UIControlEvents.touchUpInside)
let menuBarItem = UIBarButtonItem(customView: menuBtn)
let currWidth = menuBarItem.customView?.widthAnchor.constraint(equalToConstant: 24)
currWidth?.isActive = true
let currHeight = menuBarItem.customView?.heightAnchor.constraint(equalToConstant: 124)
currHeight?.isActive = true
ibOutletForButton = menuBarItem
}
}
How could I get the button bigger and moved up that it looks like on the image?
One way you could do this is to add the button directly to the UIViewController instead of to the UIToolbar. You have then complete freedom of positioning and sizing.
As you don't use a UITabBar, you will stay within your UIViewController and it should be no problem
You can create 4 BarbuttonItem after first 2, give some flexible space between items and add your 'plus' button to toolbar directly in that space.
#IBOutlet weak var myToolBar: UIToolbar!
let menuBtn = UIButton(type: .custom)
override func viewDidLoad() {
super.viewDidLoad()
let menuBtn = UIButton(type: .custom)
menuBtn.frame = CGRect(x: myToolBar.center.x-10, y: -60, width: 20, height: 120)
menuBtn.setImage(UIImage(named:"iconImage"), for: .normal)
menuBtn.addTarget(self, action: #selector(onMenuButtonPressed(_:)), for: UIControlEvents.touchUpInside)
let spacer = UIBarButtonItem(barButtonSystemItem: .flexibleSpace, target: nil, action: nil)
let items = myToolBar.items!
myToolBar.setItems([items[0],items[1],spacer,items[2],items[3]], animated: false)
myToolBar.addSubview(menuBtn)
}

“Unrecognized selector sent to instance” in UIView class when calling addTarget

I am trying to create a DropDownMenu class, but when I try to call addTarget to one of the buttons, this error comes up.
unrecognized selector sent to instance 0x7fd167f06120' terminating with uncaught exception of type NSException
I would really appreciate any help and no answer is a bad one!
Here is my entire class
class DropDownMenu: UIView {
// Main button or Pre
var main: UIButton! = UIButton(frame: CGRect(x: 0, y: 0, width: 46, height: 30))
var view: UIView!
// Title
var buttonTitles: [String]! = [""]
var titleColor: UIColor! = UIColor.black
var font: UIFont! = UIFont.systemFont(ofSize: 18)
// Individual Button
var buttonsBorderWidth: CGFloat! = 0
var buttonsBorderColor: UIColor? = UIColor.white
var buttonsCornerRadius: CGFloat! = 0
var color: UIColor! = UIColor.clear
// Button Images
var buttonsImageEdgeInsets: UIEdgeInsets? = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: 0)
var images: [UIImage]? = nil
// Onclick stuff
var target: UIViewController!
private var currentSelected: String? = nil
private var optionsStack = UIStackView()
init(main: UIButton) {
self.main = main
super.init(frame: CGRect())
}
func createDropDownMenu() {
main.addTarget(target, action: #selector(DropDownMenu.openDropdown(_:)), for: .touchUpInside)
print("Button Target?: \(main.allTargets), self.target: \(String(describing: target))")
let mainFrame = main.frame
optionsStack.frame = CGRect(x: mainFrame.minX, y: mainFrame.maxY, width: mainFrame.width, height: CGFloat(buttonTitles.count) * mainFrame.height)
optionsStack.axis = .vertical
view.addSubview(optionsStack)
var y: CGFloat! = 0
for title in buttonTitles {
let button = UIButton(frame: CGRect(x: 0, y: y, width: mainFrame.width, height: mainFrame.height))
button.setTitle(title, for: .normal)
button.setTitleColor(titleColor, for: .normal)
button.backgroundColor = color
button.titleLabel?.font = font
button.addTarget(target, action: #selector(DropDownMenu.onclick), for: .touchUpInside)
y += mainFrame.height
optionsStack.addArrangedSubview(button)
}
for button in optionsStack.arrangedSubviews {
button.isHidden = true
button.alpha = 0
}
}
#objc private func openDropdown(_ sender: UIButton) {
print("sender: \(String(describing: sender))")
optionsStack.arrangedSubviews.forEach { (button) in
UIView.animate(withDuration: 0.7) {
button.isHidden = !button.isHidden
button.alpha = button.alpha == 0 ? 1 : 0
self.view.layoutIfNeeded()
}
}
}
#objc private func onclick(_ sender: UIButton) {
let title = sender.titleLabel!.text
print(title as Any)
main.setTitle(title, for: .normal)
optionsStack.arrangedSubviews.forEach { (button) in
UIView.animate(withDuration: 0.7) {
button.isHidden = true
button.alpha = 0
}
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Here is the code and creation of the object in ViewController
let grade = UIButton(frame: CGRect(x: 50, y: 300, width: 80, height: 30))
grade.layer.borderWidth = 1
grade.setTitle("Grade", for: .normal)
grade.titleLabel?.font = UIFont.boldSystemFont(ofSize: 20)
grade.setTitleColor(UIColor.black, for: .normal)
let gradeDP = DropDownMenu(main: main)
gradeDP.buttonTitles = ["Title 1", "Title 2", "Title 3"]
gradeDP.color = UIColor.gray
gradeDP.target = self
gradeDP.titleColor = UIColor.white
gradeDP.view = view
view.addSubview(grade)
gradeDP.createDropDownMenu()
The first print statement in the createDropDownMenu() function prints...
Button Target?: [AnyHashable(<HomeworkHelp.DropDownMenu: 0x7ffb555200b0; frame = (0 0; 0 0); layer = <CALayer: 0x600002bdf5c0>>)], self.target: Optional(<HomeworkHelp.CreateAccountViewController: 0x7ffb5550a7b0>)
After editing it with the help of mightknow I came up with this class. It doesn't have any onclick actions for the mainButton in it.
class DropDownMenu: UIStackView {
var options: [String]! = [] // Labels for all of the options
var titleButton: UIButton! = UIButton() // The Main Title Button
init(options: [String]) {
self.options = options
let mainFrame = titleButton.frame
super.init(frame: CGRect(x: mainFrame.minX, y: mainFrame.maxY, width: mainFrame.width, height: mainFrame.height * CGFloat(options.count)))
var y: CGFloat = 0
for title in self.options {
let button = UIButton(frame: CGRect(x: 0, y: y, width: self.frame.width, height: mainFrame.height))
button.setTitle(title, for: .normal)
button.setTitleColor(titleButton.titleLabel?.textColor, for: .normal)
button.backgroundColor = titleButton.backgroundColor
button.addTarget(self, action: #selector(dropDownOptionClicked(_:)), for: .touchUpInside)
button.isHidden = true
button.alpha = 0
self.addArrangedSubview(button)
y += 1
}
}
#objc func openDropDown(_ sender: UIButton) {
print("Open DropDownMenu")
for button in self.arrangedSubviews {
UIView.animate(withDuration: 0.7) {
button.isHidden = !button.isHidden
button.alpha = button.alpha == 0 ? 1 : 0
self.layoutIfNeeded()
self.superview?.layoutIfNeeded()
}
}
}
#objc private func dropDownOptionClicked(_ sender: UIButton) {
print(sender.titleLabel?.text as Any)
}
init() {
super.init(frame: CGRect.zero)
}
required init(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
And than my ViewController is ...
let dp = DropDownMenu(options: ["Label 1", "Label 2", "Label 3"])
let titleButton = UIButton(frame: CGRect(x: 100, y: 300, width: 180, height: 40))
titleButton.backgroundColor = UIColor.white
titleButton.setTitle("DropDownMenu", for: .normal)
titleButton.setTitleColor(UIColor.black, for: .normal)
titleButton.layer.borderWidth = 2
titleButton.addTarget(self, action: #selector(dp.openDropDown(_:)), for: .touchUpInside)
dp.titleButton = titleButton
The error ...
Button Target?: [AnyHashable(<HomeworkHelp.DropDownMenu: 0x7ffb555200b0; frame = (0 0; 0 0); layer = <CALayer: 0x600002bdf5c0>>)], self.target: Optional(<HomeworkHelp.CreateAccountViewController: 0x7ffb5550a7b0>)
still comes up and I am clueless as to why.
You're setting the target as a UIViewController when the method you're calling is actually a method of the DropDownMenu class. What you need to do is set the target to self instead of the target property:
main.addTarget(self, action: #selector(DropDownMenu.openDropdown(_:)), for: .touchUpInside)
EDIT: In response to your comment, here is the code I'm using to test it. There are some layout/color choices I made just to make it clear to me, but this works:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let main = UIButton(frame: CGRect(x: 0, y: 100, width: 80, height: 30))
main.layer.borderWidth = 1
main.setTitle("Grade", for: .normal)
main.titleLabel?.font = UIFont.boldSystemFont(ofSize: 20)
main.setTitleColor(UIColor.black, for: .normal)
let gradeDP = DropDownMenu(main: main)
gradeDP.buttonTitles = ["Title 1", "Title 2", "Title 3"]
gradeDP.color = UIColor.gray
gradeDP.target = self
gradeDP.titleColor = UIColor.white
gradeDP.view = UIView()
self.view.addSubview(gradeDP)
let b = self.view.bounds
gradeDP.frame = CGRect(x: b.minX, y: b.minY, width: b.width, height: b.height/2)
gradeDP.backgroundColor = UIColor.purple
gradeDP.target = self
gradeDP.addSubview(gradeDP.main)
gradeDP.createDropDownMenu()
}}
As for your code, I'm going on the assumption that the code you added in the second part of your question is inside your ViewController's viewDidLoad() method, and that the main variable you're using to initialize your DropDownMenu is an instance variable of your ViewController, because I'm not seeing it anywhere else in scope. If that's the case, there are definitely some issues. They are:
You never actually add gradeDP to your view hierarchy. If that's what the line gradeDP.view = view is supposed to do, it's not. What that code actually does is set the view property of gradeDP to be a reference to the ViewController's view property. And, unless there is code in your DropDownMenu class that you haven't included, you're not actually using that reference for anything. So, you can get rid of that line entirely, and the view property in your DropDownMenu class. If what you're trying to do is set the ViewController's view to be gradeDP, that code would be self.view = gradeDP, but I don't actually recommend doing it that way. A UIViewController's view property is used in some special functionality and probably shouldn't be messed with much. You probably want to add gradeDP as a subview, like I did in my code above.
The grade button you created is not used by your DropDownMenu. I'm guessing you meant to initialize with that instead of the main variable (that is out of scope of your code), like this:
let gradeDP = DropDownMenu(main: grade)
In short, unless there is code elsewhere that you haven't shared, what your code above does is create a UIButton labeled "Grade" that is visible but doesn't actually do anything (and isn't part of your DropDownMenu), and a DropDownMenu that isn't actually visible, but would have a main button that calls openDropdown(_:) if it was. I'm guessing that's not how it's supposed to work. Hopefully the code I provided above helps get you where you want to be, though.
As for suggestions with rebuilding your class so it works properly, you may want to start with something like this:
class DropDownMenu : UIView {
var dropdownOptions : [String] = []
private var titleButton : UIButton = UIButton()
private var optionsStack : UIStackView = UIStackView()
private var optionsButtons : [UIButton] = []
#objc private func openDropdown(_ sender: UIButton) {
// Add code to make dropdown options appear. There are multiple ways of doing this. For instance, the optionsButtons could be hidden and then unhidden when it's clicked, or they could be created only once the button is clicked.
}
#objc private func selectedOption(_ sender: UIButton) {
// Code here for when option is selected
}
init(options: [String]) {
self.dropdownOptions = options
super.init(frame: CGRect.zero)
// Customize all of your subviews here, and add them to your DropDownMenu (as subviews)
// Add openDropdown(_:) target to self.titleButton
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
}
A lot of the code you have already written for your original version of the class can go inside the functions there. Also, there is a lot of unnecessary code in your original version. For example, the target variable is unused once you fixed the original error issue, the view variable is obsolete, and the createDropDownMenu() function is unnecessary because all of that code can go either in the init(options:) or openDropdown(_:) functions.
Then, if you choose to build out a class using that template, you would implement it in your ViewController's viewDidLoad() method with the code:
let dropdown = DropDownMenu(titles: ["Title 1", "Title 2", "Title 3"])
self.view.addSubview(dropdown)
// Follow that with layout code that ensures it's the proper size and in the proper location
I hope that combined with my comments make sense, are helpful, and aren't too overwhelming. What I recommend doing is starting a new empty project (or target) and building your class and adding it to a ViewController with nothing else in it. That's a good way to isolate it and check and make sure everything looks and works right. In case you want an alternate suggestion with how to build your class, you can actually try making DropDownMenu be a subclass of UIStackView (instead of UIView) with the main button and all option buttons being arranged subviews. This might actually be simpler, because it kind of cuts out the middleman, if you will, and all you'd need to do when opening/closing the dropdown is add/remove views from the .arrangedSubviews property.
Also important is that if your view needs to pass information (such as which option is selected) back to the ViewController, make sure the reference to the ViewController is marked weak so you don't create a retain cycle.
On a final note, if you're disappointed that there isn't a quick fix to get the original class to work and want to keep trying at that, there might be some way to cobble together a solution (like the code from my first answer, which does actually work...), but ultimately it will probably only cause more issues further down the line. So, best of luck with everything.
I finally figured it out! The target has to be the DropDownMenu.
titleButton.addTarget(dp, action: #selector(dp.openDropDown(_:)), for: .touchUpInside)
Here is the rest of the code...
let titleButton = UIButton(frame: CGRect(x: 50, y: 290, width: 100, height: 40))
titleButton.backgroundColor = UIColor.white
titleButton.setTitle("Grade", for: .normal)
titleButton.setTitleColor(UIColor.black, for: .normal)
titleButton.layer.borderWidth = 2
titleButton.layer.cornerRadius = 10
let dp = DropDownMenu(options: ["1", "Freshman", "Sophomore", "Junior", "Senior", "College"])
dp.titleButton = titleButton
dp.target = self
dp.borderWidth = 2
dp.spacing = 5
dp.cornerRadius = 10
dp.bgColor = UIColor.white
Adding it to subviews and creating it...
view.addSubview(titleButton)
view.addSubview(dp)
dp.createDropDownMenu()

How can I center a button on view programmatically

I am trying to center a Button onto the bottom of a view but it never appears. The only time it appears is when I uncomment takePhotoButton.frame. What is the proper way to do this?
import UIKit
import AVFoundation
class InputViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let photoPreviewImageView = UIImageView()
photoPreviewImageView.frame = view.bounds
photoPreviewImageView.backgroundColor = UIColor.green
view.addSubview(photoPreviewImageView)
let imageOfPhotoButton = UIImage(named: "smallcircle.circle.fill") as UIImage?
let takePhotoButton = UIButton(type: .custom) as UIButton
takePhotoButton.setImage(imageOfPhotoButton, for: .normal)
//takePhotoButton.frame = CGRect(x: 10, y: 10, width: 60, height: 60) // It will appear with this code however i took it away because im trying to center it at the bottom of the screen
takePhotoButton.center = view.center
photoPreviewImageView.addSubview(takePhotoButton)
}
}
Use constraint anchors. After you add the takePhotoButton set them the following way:
takePhotoButton.bottomAnchor.constraint(equalTo: photoPreviewImageView.bottomAnchor).isActive = true
takePhotoButton.centerXAnchor.constraint(equalTo: photoPreviewImageView.centerXAnchor).isActive = true
This will set make your button have the same bottom and center as it's container.
Good day,
you have to add constraint.
import UIKit
class ViewController: UIViewController {
var loginButton : UIButton = {
let button = UIButton(type: .system)
button.setTitle("Login", for: .normal)
button.translatesAutoresizingMaskIntoConstraints = false
button.backgroundColor = .red
button.tintColor = .white
return button
}()
override func viewDidLoad() {
super.viewDidLoad()
constraintsInit()
}
func constraintsInit(){
view.addSubview(loginButton)
NSLayoutConstraint.activate([
loginButton.centerYAnchor.constraint(equalTo: self.view.centerYAnchor),
loginButton.centerXAnchor.constraint(equalTo: self.view.centerXAnchor),
loginButton.heightAnchor.constraint(equalToConstant: 30),
loginButton.leadingAnchor.constraint(equalTo: self.view.leadingAnchor,constant: 30),
loginButton.trailingAnchor.constraint(equalTo: self.view.trailingAnchor,constant: -30),
])
}
}
on youtube you can find several people that explain how create the views, using only code.

Present viewController after touchUp GIDSignInButton()!

I make a Google Auth for my App, but I don't know how to present a new viewController after touchup GIDSignInButton!
Here how I make GIDSignInButton:
viewDidLoad (){
let googleBtn = GIDSignInButton()
googleBtn.frame = CGRect(x: 16, y: 500 + 66, width: view.frame.width - 32, height: 35)
view.addSubview(googleBtn)}
Here's a code example that will present a second, programmatically generated view controller using a standard UIButton. Obviously, you could do the same with your GIDSignInButton:
class MyViewController: UIViewController
{
override func viewDidLoad()
{
super.viewDidLoad()
self.view.backgroundColor = UIColor.white
let button = UIButton(frame: CGRect(x: 10, y: 250, width: self.view.frame.width - 20, height: 35))
button.setTitle("Go to VC2", for: .normal)
button.backgroundColor = UIColor.blue
button.addTarget(self, action:#selector(self.buttonClicked), for: .touchUpInside)
self.view.addSubview(button)
}
func buttonClicked(sender: UIButton!)
{
let secondViewController = MySecondViewController()
present(secondViewController, animated: true, completion: {})
}
}
class MySecondViewController:UIViewController
{
override func viewDidLoad() {
self.view.backgroundColor = UIColor.darkGray
}
}
Note, however, that if you are presenting multiple views, you are advised to embed them in a Navigation Controller, as per Apple's Documentation

Menu system for Games in SpriteKit

I've looked at a few different post surrounding menu systems in SpriteKit and nothing really focusses on how to implement from start to finish (a basic play button starting the game, background and then sharing icons).
The reason I am looking is that I am a beginner and in the process of building my first basic game. I have used a few of these guides and none seem to give a proper walk through.
Thought it would be good to create a post for all beginners to start out. I have attempted some actual code but it hasn't been successful (quite a few errors though I can post if anyone is interested in seeing what NOT to do).
Anyway, here goes nothing😊 Thanks in advance all, lets see how we can get it done!
well, i believe this is a good question and setting up something as an answer here is not a bad idea. i've setup a starting menu with a title and three buttons in this very simple menu. that can be modified to the desired result later. first of all create a new file for starting menu by adding the file through project pane on the left. then create a spritekitScene also with the same name (startMenu or whatever you want to name it) then do the same for the settings and also credits or any other item you want to add to the start menu.
the next step is the change the entry point of the game from game scene to start menu in view controller swift. change the game scene to whatever you named your menu in this line if let scene = GameScene(fileNamed:"GameScene") to if let scene = StartMenu(fileNamed:"StartMenu") that will push the start menu rather than the game scene. go the start menu and add the following codes for creating a title and buttons to the view. i created the buttons and the text and added separate functions for each for the ease of following up, and then at the end you add the functions for the selector so when the buttons are pressed the new scene gets pushed. you can also add a return button to those scenes or do whatever else you want. so here is the complete start menu code:
import Foundation
import SpriteKit
class StartMenu : SKScene {
var btnPlay : UIButton!
var btnSettings : UIButton!
var btnCredits : UIButton!
var gameTitle : UILabel!
override func didMoveToView(view: SKView) {
// self.backgroundColor = UIColor.orangeColor()
setUpTitleText()
setupButtonPlay()
setupButtonSettings()
setupButtonCredits()
}
func setUpTitleText(){
gameTitle = UILabel(frame: CGRect(x: 0, y: 0, width: view!.frame.width, height: 300))
gameTitle.textColor = UIColor.blackColor()
gameTitle.font = UIFont(name: "Futura", size: 50)
gameTitle.textAlignment = NSTextAlignment.Center
gameTitle.text = "Game Title"
//gameTitle.backgroundColor = UIColor.whiteColor()
self.view?.addSubview(gameTitle)
}
func setupButtonPlay(){
btnPlay = UIButton(frame: CGRect(x: 100, y: 100, width: 200, height: 100))
btnPlay.center = CGPoint(x: view!.frame.size.width / 2, y: 250)
btnPlay.titleLabel?.font = UIFont(name: "Futura", size: 25)
btnPlay.setTitle("Play", forState: UIControlState.Normal)
btnPlay.setTitleColor(UIColor.blueColor(), forState: UIControlState.Normal)
//btnPlay.backgroundColor = UIColor.grayColor()
btnPlay.addTarget(self, action: #selector(StartMenu.playTheGame), forControlEvents: UIControlEvents.TouchUpInside)
self.view?.addSubview(btnPlay)
}
func setupButtonSettings(){
btnSettings = UIButton(frame: CGRect(x: 100, y: 100, width: 200, height: 100))
btnSettings.center = CGPoint(x: view!.frame.size.width / 2, y: 350)
btnSettings.titleLabel?.font = UIFont(name: "Futura", size: 25)
btnSettings.setTitle("Settings", forState: UIControlState.Normal)
btnSettings.setTitleColor(UIColor.blueColor(), forState: UIControlState.Normal)
//btnSettings.backgroundColor = UIColor.grayColor()
btnSettings.addTarget(self, action: #selector(StartMenu.pressTheSettings), forControlEvents: UIControlEvents.TouchUpInside)
self.view?.addSubview(btnSettings)
}
func setupButtonCredits(){
btnCredits = UIButton(frame: CGRect(x: 100, y: 100, width: 200, height: 100))
btnCredits.center = CGPoint(x: view!.frame.size.width / 2, y: 450)
btnCredits.titleLabel?.font = UIFont(name: "Futura", size: 25)
btnCredits.setTitle("Credits", forState: UIControlState.Normal)
btnCredits.setTitleColor(UIColor.blueColor(), forState: UIControlState.Normal)
//btnCredits.backgroundColor = UIColor.grayColor()
btnCredits.addTarget(self, action: #selector(StartMenu.pressTheCredits), forControlEvents: UIControlEvents.TouchUpInside)
self.view?.addSubview(btnCredits)
}
func playTheGame(){
self.view?.presentScene(GameScene(), transition: SKTransition.crossFadeWithDuration(1.0))
btnPlay.removeFromSuperview()
gameTitle.removeFromSuperview()
btnCredits.removeFromSuperview()
btnSettings.removeFromSuperview()
if let scene = GameScene(fileNamed: "GameScene"){
let skView = self.view! as SKView
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
func pressTheSettings(){
self.view?.presentScene(TheSettings(), transition: SKTransition.crossFadeWithDuration(1.0))
btnPlay.removeFromSuperview()
gameTitle.removeFromSuperview()
btnCredits.removeFromSuperview()
btnSettings.removeFromSuperview()
if let scene = TheSettings(fileNamed: "TheSettings"){
let skView = self.view! as SKView
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
func pressTheCredits(){
self.view?.presentScene(TheCredits(), transition: SKTransition.crossFadeWithDuration(1.0))
btnPlay.removeFromSuperview()
gameTitle.removeFromSuperview()
btnCredits.removeFromSuperview()
btnSettings.removeFromSuperview()
if let scene = TheCredits(fileNamed: "TheCredits"){
let skView = self.view! as SKView
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
skView.presentScene(scene)
}
}
}
in this scenario i have hard coded the titles and the buttons, but you can add your own images if you want. this is just a simple way of creating a menu but there are many other ways to do this. as you go along you can build your own in anyway you like.
good luck.