I am trying to get the value from my custom class SKNode object. The problem is when I touch on the object no matter what is gives me the same value regardless of the object I touch on.
(blue button) and I cannot get the buttonID,buttonType that I set earlier.
Everything works well, except when I need to get the buttonType, buttonID of the object I touch or drag over.
I am not sure where I am going wrong, any help or push in the right direction would be great. Thanks.
here is my custom class .h file.
#import <SpriteKit/SpriteKit.h>
@interface ButtonNode : SKNode {
SKNode *buttonCustom;
}
@property int buttonType, buttonColumn, buttonID, xPos, yPos;
@property NSString *buttonName;
-(id)initWithButtonType:(int)buttonType;
@end
Here is my custom class .m file
#import "ButtonNode.h"
#define kBoxSize CGSizeMake(40, 40)
@implementation ButtonNode
@synthesize buttonColumn,buttonType,buttonID,xPos,yPos,buttonName;
static const uint32_t blueCategory = 1 << 0;
static const uint32_t redCategory = 1 << 1;
static const uint32_t greenCategory = 1 << 2;
static const uint32_t yellowCategory = 1 << 3;
-(id)initWithButtonType:(int)buttonType {
self = [super init];
if (buttonType == 1) {
NSLog(@"BLUE BUTTON CREATE");
[self addButtonBlue];
}
if (buttonType == 2) {
NSLog(@"RED BUTTON CREATE");
[self addButtonRed];
}
if (buttonType == 3) {
NSLog(@"Green BUTTON CREATE");
[self addButtonGreen];
}
if (buttonType == 4) {
NSLog(@"Yellow BUTTON CREATE");
[self addButtonYellow];
}
return self;
}
- (void) addButtonBlue {
SKSpriteNode *rect;
//button type 1
rect = [SKSpriteNode spriteNodeWithColor:[UIColor blueColor] size:kBoxSize];
int tmpInt = [[NSDate date] timeIntervalSince1970];
NSString *tmpName = [NSString stringWithFormat:@"%i", tmpInt];
rect.name = tmpName; //unique name.
rect.name = @"1";
rect.physicsBody.categoryBitMask = blueCategory;
rect.physicsBody.contactTestBitMask = blueCategory;
rect.physicsBody.collisionBitMask = blueCategory | redCategory | yellowCategory | greenCategory;
rect.position = CGPointMake(xPos , yPos );
[self addChild:rect];
}
- (void) addButtonRed {
SKSpriteNode *rect;
//button type 2
rect = [SKSpriteNode spriteNodeWithColor:[UIColor redColor] size:kBoxSize];
int tmpInt = [[NSDate date] timeIntervalSince1970];
NSString *tmpName = [NSString stringWithFormat:@"%i", tmpInt];
rect.name = tmpName; //unique name.
rect.name = @"2";
rect.physicsBody.categoryBitMask = redCategory;
rect.physicsBody.contactTestBitMask = redCategory;
rect.physicsBody.collisionBitMask = blueCategory | redCategory | yellowCategory | greenCategory;
rect.position = CGPointMake(xPos , yPos );
[self addChild:rect];
}
- (void) addButtonGreen {
SKSpriteNode *rect;
//button type 3
rect = [SKSpriteNode spriteNodeWithColor:[UIColor greenColor] size:kBoxSize];
int tmpInt = [[NSDate date] timeIntervalSince1970];
NSString *tmpName = [NSString stringWithFormat:@"%i", tmpInt];
rect.name = tmpName; //unique name.
rect.name = @"3";
rect.physicsBody.categoryBitMask = greenCategory;
rect.physicsBody.contactTestBitMask = greenCategory;
rect.physicsBody.collisionBitMask = blueCategory | redCategory | yellowCategory | greenCategory;
rect.position = CGPointMake(xPos , yPos );
[self addChild:rect];
}
- (void) addButtonYellow {
SKSpriteNode *rect;
//button type 4
rect = [SKSpriteNode spriteNodeWithColor:[UIColor yellowColor] size:kBoxSize];
int tmpInt = [[NSDate date] timeIntervalSince1970];
NSString *tmpName = [NSString stringWithFormat:@"%i", tmpInt];
rect.name = tmpName; //unique name.
rect.name = @"4";
rect.physicsBody.mass = 1;
rect.physicsBody.categoryBitMask = yellowCategory;
rect.physicsBody.contactTestBitMask = yellowCategory;
rect.physicsBody.collisionBitMask = blueCategory | redCategory | yellowCategory | greenCategory;
rect.position = CGPointMake(xPos , yPos );
[self addChild:rect];
}
@end
Here is where I create the buttons.
(at top of file with rest of global ivar )
ButtonNode * newButton;
for (int i = 1; i <= 6; i++) {
//create random Int
int tmpInt = arc4random() %3;
NSLog(@"tmp %i" ,tmpInt);
column1.position = CGPointMake(100, self.frame.size.height - 40);
if (tmpInt == 0) {
//button type 1
newButton = [[ButtonNode alloc] initWithButtonType:1];
newButton.xPos = column1.position.x;
newButton.yPos = column1.position.y *i;
newButton.buttonID = 344224351; //unique name
newButton.buttonColumn = 2;
newButton.buttonType = 1;
[column1 addChild:newButton];
blueTotal++;
totalButtons++;
column1Total++;
}
if (tmpInt == 1) {
//button type 2
newButton = [[ButtonNode alloc] initWithButtonType:2];
newButton.xPos = column1.position.x;
newButton.yPos = column1.position.y *i;
newButton.buttonID = 344224351; //unique name
newButton.buttonColumn = 2;
newButton.buttonType = 1;
[column1 addChild:newButton];
redTotal++;
totalButtons++;
column1Total++;
}
}
Here is the Part that is not working correctly.
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches) {
UITouch* touch = [touches anyObject];
CGPoint loc = [touch locationInNode:self];
NSArray *nodes = [self nodesAtPoint:loc];
for (SKNode *nod in nodes) {
NSString *tmp = nod.name;
if (tmp.length !=0) {
NSString * tmpType = nod.name;
if ([tmpType isEqualToString:@"1"]) {
NSLog(@"Node Type: %@", nod.name);
previousButton = @"1";
NSLog (@"%d",newButton.buttonType);
}
if ([tmpType isEqualToString:@"2"]) {
NSLog(@"Node Type: %@", nod.name);
previousButton = @"2";
NSLog (@"%d",newButton.buttonType);
}
if ([tmpType isEqualToString:@"3"]) {
NSLog(@"Node Type: %@", nod.name);
previousButton = @"3";
NSLog (@"%d",newButton.buttonType);
}
if ([tmpType isEqualToString:@"4"]) {
NSLog(@"Node Type: %@", nod.name);
previousButton = @"4";
NSLog (@"%d",newButton.buttonType);
}
}
}
}
}