Context
While there are some games that choose to forgo the pause menu - putatively because of short game play duration such as Don't Grind - I personally think pausing a game is a critical function and would like to learn how to implement it in Swift 3 for SpriteKit.
I have seen attempts to do this using a UIAlertController
, which works, but I - perhaps falsely - believe that the better alternative would be to overlay a SKView
on top of the current SKView
.
I have looked at Apple's DemoBots to see if I could figure out how they pause the game. However, after downloading and running this on my device, it caused an error, so I am not inclined to follow suit. However, if someone could thoroughly explain the plethora of files such as "LevelScene+Pause", "SceneManager", "SceneOperation", etc and how they work together, that would also be cool.
Question
How can I overlay a SKView
over the GameScene
to make a pause menu?
Minimum Working Example
The M.W.E., StackOverflow SpriteKit with Menu, is a barebones "game" to contextualize answers. Please answer the question in relation to the M.W.E.
Update
Below is a modified version from the M.W.E. of the file "GameScene". It takes into account adding a main node for elements to be paused and another node for the pause menu.
While the pause menu works, the background still works even though gameNode.isPaused = true
. (Try tapping the leftmost blue sprite).
//
// GameScene.swift
// StackOverflow
//
// Created by Sumner on 1/17/17.
// Copyright © 2017 Sumner. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var cam: SKCameraNode!
var sprite = SKSpriteNode(imageNamed: "sprite")
var sprite2 = SKSpriteNode(imageNamed: "sprite2")
let pauseLabel = SKLabelNode(text: "Pause!")
/*
*
* START: NEW CODE
*
*/
let gameNode = SKNode()
var pauseMenuSprite: SKShapeNode!
let pauseMenuTitleLabel = SKLabelNode(text: "Pause Menu")
let pauseMenuContinueLabel = SKLabelNode(text: "Resume game?")
let pauseMenuToMainMenuLabel = SKLabelNode(text: "Main Menu?")
/*
*
* END: NEW CODE
*
*/
var timeStart: Date!
init(size: CGSize, difficulty: String) {
super.init(size: size)
gameDifficulty = difficulty
timeStart = Date()
/*
*
* START: NEW CODE
*
*/
pauseMenuSprite = SKShapeNode(rectOf: size)
/*
*
* END: NEW CODE
*
*/
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func didMove(to view: SKView) {
backgroundColor = SKColor.white
print("Game starting with \(gameDifficulty) difficulty")
// Scale Sprites
sprite.setScale(0.3)
sprite2.setScale(0.3)
sprite.position = CGPoint(x: size.width/4,y: size.height/2)
sprite2.position = CGPoint(x: size.width/4 * 3,y: size.height/2)
/*
*
* START: NEW CODE
*
*/
gameNode.addChild(sprite)
gameNode.addChild(sprite2)
addChild(gameNode)
/*
*
* END: NEW CODE
*
*/
if gameDifficulty == "hard" {
let sprite3 = SKSpriteNode(imageNamed: "sprite")
sprite3.setScale(0.3)
sprite3.position = CGPoint(x: size.width/4 * 2,y: size.height/2)
addChild(sprite3)
}
pauseLabel.fontColor = SKColor.black
pauseLabel.position = CGPoint(x: size.width/4 * 2,y: size.height/4)
addChild(pauseLabel)
}
func touchDown(atPoint pos : CGPoint) {
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchMoved(toPoint: t.location(in: self)) }
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let touchLocation = touch!.location(in: self)
let pausedTouchLocation = touch?.location(in: pauseMenuSprite)
if sprite.contains(touchLocation) {
print("You tapped the blue sprite")
/*
let alert = UIAlertController(title: "Alert", message: "Message", preferredStyle: UIAlertControllerStyle.alert)
let action = UIAlertAction(title: "Ok", style: .default) { action in
// Handle when button is clicked
let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
let menuScene = MenuScene(size: self.size)
self.view?.presentScene(menuScene, transition: reveal)
}
alert.addAction(action)
if let vc = self.scene?.view?.window?.rootViewController {
vc.present(alert, animated: true, completion: nil)
}
*/
}
if sprite2.contains(touchLocation) {
print("You tapped the purple sprite")
let now = Date()
let howLong = now.timeIntervalSinceReferenceDate - timeStart.timeIntervalSinceReferenceDate
let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
let scoreScene = ScoreScene(size: self.size, score: howLong)
self.view?.presentScene(scoreScene, transition: reveal)
}
/*
*
* START: NEW CODE
*
*/
if pauseMenuContinueLabel.contains(pausedTouchLocation!) {
pauseMenuSprite.removeFromParent()
pauseMenuSprite.removeAllChildren()
gameNode.isPaused = true
}
if pauseMenuToMainMenuLabel.contains(pausedTouchLocation!) {
let reveal = SKTransition.doorsOpenVertical(withDuration: 0.5)
let menuScene = MenuScene(size: self.size)
self.view?.presentScene(menuScene, transition: reveal)
}
if pauseLabel.contains(touchLocation) {
print("pause")
setParametersForPauseMenu(size: size)
addChild(pauseMenuSprite)
gameNode.isPaused = true
}
/*
*
* END: NEW CODE
*
*/
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchUp(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
/*
*
* START: NEW CODE
*
*/
func setParametersForPauseMenu(size: CGSize) {
pauseMenuSprite.fillColor = SKColor.white
pauseMenuSprite.alpha = 0.85
pauseMenuSprite.position = CGPoint(x: size.width / 2, y: size.height / 2)
pauseMenuSprite.zPosition = 100
pauseMenuTitleLabel.fontColor = SKColor.black
pauseMenuContinueLabel.fontColor = SKColor.black
pauseMenuToMainMenuLabel.fontColor = SKColor.black
pauseMenuTitleLabel.position = CGPoint(x: 0 ,y: size.height / 2 - pauseMenuSprite.frame.size.height / 6 )
pauseMenuContinueLabel.position = CGPoint(x: 0 ,y: size.height / 2 - pauseMenuSprite.frame.size.height / 6 * 4 )
pauseMenuToMainMenuLabel.position = CGPoint(x: 0 ,y: size.height / 2 - pauseMenuSprite.frame.size.height / 6 * 5)
pauseMenuSprite.addChild(pauseMenuTitleLabel)
pauseMenuSprite.addChild(pauseMenuContinueLabel)
pauseMenuSprite.addChild(pauseMenuToMainMenuLabel)
}
/*
*
* END: NEW CODE
*
*/
}