只是基于 @KnightOfDragon 所说的,我将为每个键创建 SKSpriteNode 的子类。这样它可以使您的代码客观化且美观!
这里还有很多事情可以做,但我很快就完成了。它没有所有字母,也不知道如何处理 del、空格、return,但我认为你的代码已经知道如何处理这些字母。
Key 类使用协议来发送按下的键,因此您不必担心捕获场景中的每个关键区域
所以我输入了其余的键并添加了一些空格填充选项。我的字体和你的不一样,但是看起来很酷
import SpriteKit
protocol KeyDelegate: NSObjectProtocol {
func keyWasPressed(sender: Key)
}
enum KeyType: Int {
case a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z, comma, period, del, space, ret, dash, lb, rb, pound, exclaim, quest, filler, halfFiller
var height: CGFloat {
return 60
}
var width: CGFloat {
switch self {
case .del: return 150
case .space: return 180
case .ret: return 150
case .halfFiller: return 30
default: return 60
}
}
var keyValue: String {
switch self {
case .filler: return ""
default: return String(describing: self)
}
}
var keyText: String {
switch self {
case .del: return "DEL"
case .space: return "SP"
case .ret: return "ENT"
case .lb: return "("
case .rb: return ")"
case .exclaim: return "!"
case .comma: return ","
case .period: return "."
case .dash: return "-"
case .pound: return "#"
case .quest: return "?"
case .filler, .halfFiller: return ""
default: return String(describing: self).uppercased()
}
}
var keyTextColor: SKColor {
switch self {
case .del, .space, .ret: return .red
case .lb, .rb, .exclaim, .dash, .pound, .quest: return .green
default: return .blue
}
}
var filler: Bool {
switch self {
case .filler, .halfFiller: return true
default: return false
}
}
}
class Key: SKSpriteNode {
var keyType: KeyType = .a
private var keyValue = ""
var keyText: String = ""
weak var keyDelegate: KeyDelegate!
init(keyType: KeyType) {
//let backgroundColor: SKColor = keyType.filler ? .clear : .red
super.init(texture: nil, color: .clear, size: CGSize.zero)
self.isUserInteractionEnabled = true
self.size = CGSize(width: keyType.width, height: keyType.height)
self.anchorPoint = CGPoint(x: 0, y: 0)
self.keyType = keyType
self.keyValue = keyType.keyValue
self.keyText = keyType.keyText
guard !keyType.filler else { return }
// let square = SKShapeNode(rectOf: size)
// square.strokeColor = .white
// square.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
// square.zPosition = 1
// addChild(square)
let titleLabel = SKLabelNode(fontNamed: "04b_19")
titleLabel.fontColor = keyType.keyTextColor
titleLabel.fontSize = 56
titleLabel.horizontalAlignmentMode = .center
titleLabel.verticalAlignmentMode = SKLabelVerticalAlignmentMode.center
titleLabel.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
titleLabel.zPosition = 10
titleLabel.text = self.keyText
self.addChild(titleLabel)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func getKeyValue() -> String {
return self.keyValue
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard !keyType.filler else { return }
self.keyDelegate.keyWasPressed(sender: self)
}
}
class GameScene: SKScene, KeyDelegate {
private var titleLabel = SKLabelNode()
override func didMove(to view: SKView) {
titleLabel.fontColor = .white
titleLabel.fontSize = 68
titleLabel.horizontalAlignmentMode = .left
titleLabel.verticalAlignmentMode = SKLabelVerticalAlignmentMode.baseline
titleLabel.position = CGPoint(x: 220, y: 800)
titleLabel.zPosition = 10
titleLabel.text = ""
self.addChild(titleLabel)
let keys: [[KeyType]] = [[.q, .w, .e, .r, .t, .y, .u, .i, .o, .p],
[.halfFiller, .a, .s, .d, .f, .g, .h, .j, .k, .l],
[.halfFiller, .filler, .z, .x, .c, .v, .b, .n, .m, .comma, .period],
[.del, .filler, .halfFiller, .space, .filler, .halfFiller, .ret],
[.filler, .filler, .dash, .lb, .rb, .pound, .exclaim, .quest]]
let padding: CGFloat = 8
let startPoint = CGPoint(x: 30, y: 700)
var xOffset: CGFloat = 0
var yOffset: CGFloat = 0
var keyHeight: CGFloat = 0
for row in keys {
for keyType in row {
print("keyType \(keyType)")
let key = Key(keyType: keyType)
key.position = CGPoint(x: startPoint.x + xOffset, y: startPoint.y + yOffset)
key.keyDelegate = self
addChild(key)
xOffset += key.keyType.width + padding
keyHeight = key.keyType.height
}
xOffset = 0
yOffset -= (keyHeight + padding)
}
}
//MARK:- KeyDelegate Func
func keyWasPressed(sender: Key) {
let text = titleLabel.text!
titleLabel.text = text + sender.getKeyValue()
}
}