Re: UIViews in SpriteKit Apps
Re: UIViews in SpriteKit Apps
- Subject: Re: UIViews in SpriteKit Apps
- From: Charles Jenkins <email@hidden>
- Date: Wed, 03 Feb 2016 07:33:34 -0500
The difference in visual style is something I’m considering. I’m hoping to use the standard system pickers, but adjust the colors to fit my game’s aesthetic. I’m still a real iOS noob, so even though I think it can be done, maybe I’m wrong.
Thanks for the modal view controller idea: I’ll start researching that right away.
--
Charles
On February 3, 2016 at 01:31:54, Quincey Morris (email@hidden) wrote:
On Feb 2, 2016, at 19:00 , Charles Jenkins <email@hidden> wrote:
I’m thinking of presenting a “menu” SpriteKit SKScene with an SKSpriteNode button on it that says “Set Background Music,” and when the user touches that node, I then switch to an entirely new screen for picking media.
Can I do that, then transition back to my SKScene after the user selects a song? How do I do that?
If I wanted to “switch to an entirely new screen”, I would present a new view controller modally so that it covers everything. Depending on the nature of the game, you might choose to pause the SKScene while it’s overlaid by the modal view. Then dismiss the modal controller to get back to the game. There’s no need to transition anything within Sprite Kit, as far as I can see.
However, the controlling criterion is likely to be style and esthetics. For some games, it might be perceived as jarring if the visual style of the game is suddenly changed to the regular iOS UI style. It might be preferable to implement it all within Sprite Kit, to keep the style consistent. That means, of course, reinventing the controls you need, which can be a huge pain, but the design priorities are different for a game.
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