Ok so I have a scrollView which has been subclassed to be able to be applied to any scene which is from a previous question I asked here:
SpriteKit, Swift 2.0 - ScrollView in reverse
import Foundation
import SpriteKit
/// Nodes touched
var nodesTouched: [AnyObject] = [] // global
/// Scroll direction
enum ScrollDirection: Int {
case None = 0
case Vertical
case Horizontal
}
class CustomScrollView: UIScrollView {
// MARK: - Static Properties
/// Touches allowed
static var disabledTouches = false
/// Scroll view
private static var scrollView: UIScrollView!
// MARK: - Properties
/// Current scene
private weak var currentScene: SKScene?
/// Moveable node
private var moveableNode: SKNode?
/// Scroll direction
private var scrollDirection = ScrollDirection.None
// MARK: - Init
init(frame: CGRect, scene: SKScene, moveableNode: SKNode, scrollDirection: ScrollDirection) {
print("Scroll View init")
super.init(frame: frame)
CustomScrollView.scrollView = self
self.scrollDirection = scrollDirection
self.currentScene = scene
self.moveableNode = moveableNode
self.frame = frame
indicatorStyle = .White
scrollEnabled = true
//self.minimumZoomScale = 1
//self.maximumZoomScale = 3
canCancelContentTouches = false
userInteractionEnabled = true
delegate = self
// flip for spritekit (only needed for horizontal)
if self.scrollDirection == .Horizontal {
let flip = CGAffineTransformMakeScale(-1,-1)
self.transform = flip
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
// MARK: - Touches
extension CustomScrollView {
/// began
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch began scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesBegan(touches, withEvent: event)
}
/// moved
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch moved scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesMoved(touches, withEvent: event)
}
/// ended
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("Touch ended scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesEnded(touches, withEvent: event)
}
/// cancelled
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
print("Touch cancelled scroll view")
guard !CustomScrollView.disabledTouches else { return }
currentScene?.touchesCancelled(touches, withEvent: event)
}
}
// MARK: - Touch Controls
extension CustomScrollView {
/// Disable
class func disable() {
print("Disabled scroll view")
CustomScrollView.scrollView?.userInteractionEnabled = false
CustomScrollView.disabledTouches = true
}
/// Enable
class func enable() {
print("Enabled scroll view")
CustomScrollView.scrollView?.userInteractionEnabled = true
CustomScrollView.disabledTouches = false
}
}
// MARK: - Delegates
extension CustomScrollView: UIScrollViewDelegate {
/// did scroll
func scrollViewDidScroll(scrollView: UIScrollView) {
print("Scroll view did scroll")
if scrollDirection == .Horizontal {
moveableNode!.position.x = scrollView.contentOffset.x
} else {
moveableNode!.position.y = scrollView.contentOffset.y
}
}
}
The only problem is that the scrollview uses pages, while, the way I want it to look, scrolls only through the sprites, like the raywenderlich one where all the sprites are the only things moving and so I don't have to scroll across multiple pages to get to a sprite.
the project can be found here:
Because they use their gameViewController I am having trouble figuring out how to implement it through a subclass scrollview like I have above.
I dont understand what you are asking here. I just checked the RayWenderlich tutorial and its exactly the same as my GitHub sample project. They just keep the sprites closer together where as in my project for demonstration purposes I put each sprite on a new page.
If you just want sprites to scroll that just add the sprites to the moveableNode and the rest as usual to the scene directly.
Than change the sprite positions so they are closer together. You basically add the 1st sprite to the 1st page in the scrollView and than position the other sprites based on the previous sprites x position. You add these sprites to sprite1 as well.
I updated my gitHub project to show this in action https://github.com/crashoverride777/Swift2-SpriteKit-UIScrollView-Helper