SpriteKit menus that works on iOS (tap and gamecontrollers), tvOS (focus engine and gamecontrollers) and MacOS (click, keyboard and gamecontrollers)
This project aims to help game developers that want to build a cross platform iOS/OS X game by using SpriteKit. Instead of creating a different menu logic for each platform (mouse and keyboard for OS X, touch for iOS and remote for tvOS), you can just create a menu structure with this library and it will automatically handle focus, taps, clicks or selection (also works with game controllers!)
First, create a DZAMenuNode and add it to your SpriteKit scene:
_menuNode = [[DZAMenuNode alloc] init];
_menuNode.allowedAxis = DZAMenuAxisVertical;
_menuNode.selectSoundName = @"select.wav";
_menuNode.openSoundName = @"open.wav";
_menuNode.position = CGPointMake(self.frame.size.width / 2, self.frame.size.height / 2);
[self addChild:_menuNode];
Then, add as many DZAMenuVoiceNode for each menu voice you need:
DZAMenuVoiceNode * menuVoice = [[DZAMenuVoiceNode alloc] initWithImageNamed:@"button"];
[menuVoice setLabelWithText:text andFont:[DZAFont boldSystemFontOfSize:15] withColor:[DZAColor whiteColor]];
menuVoice.position = CGPointMake(0, 0);
[_menuNode addChild:menuVoice];
[menuVoice performBlock:^
{
// insert here the code that needs to be executed when the button is pressed
} onEvent:AGButtonControlEventTouchUpInside];
Finally, call the method 'reloadMenu' on your DZAMenuNode:
[_menuNode reloadMenu];
Included are some bridges to help working easily between iOS and OS X platforms. The bridged classes/enums are:
DZAFont -> UIFont / NSFont
DZATouch -> UITouch / NSTouch
DZAColor -> UIColor / NSColor
DZATapGestureRecognizer -> UITapGestureRecognizer / NSClickGestureRecognizer
DZAPanGestureRecognizer -> UIPanGestureRecognizer / NSPanGestureRecognizer
DZAGestureRecognizerStateBegan -> UIGestureRecognizerStateBegan / NSGestureRecognizerStateBegan
DZAGestureRecognizerStateChanged -> UIGestureRecognizerStateChanged / NSGestureRecognizerStateChanged
To run the example project, clone the repo, and run pod install
from the Example directory first.
SpriteKitUniversalMenus is available through CocoaPods. To install it, simply add the following line to your Podfile:
pod "SpriteKitUniversalMenus"
Davide Di Stefano, dzamirro@gmail.com
SpriteKitUniversalMenus is available under the MIT license. See the LICENSE file for more info.
DZAMenuVoiceNode class is based on AGSpriteButton, created by Akash Gupta