
Cocos2d has a easy to use CCMenu object to which you add CCMenuItems. In SpriteKit however, you are back to UIKit objects. This doesn’t not mean its more complicated, its just different :-). You will need to create a UIControl such as a button or you can use SpriteKit’s SKNode to create the visual object onscreen:
SKLabelNode* someNode = [SKLabelNode labelNodeWithFontNamed:@”Chalkduster”];
[someNode setText:@”Play Game”];
[someNode setPosition:CGPointMake(CGRectGetMidX(self.frame)+5,CGRectGetMidY(self.frame)-40)];
[self addChild: someNode];
Now you simply connect the object action to some event like so:
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];if ([someNode containsPoint:location]) {
SKTransition* present = [SKTransition revealWithDirection:SKTransitionDirectionDown duration:1];
GameScene* gameScene = [[GameScene alloc] initWithSize:CGSizeMake(1024, 768)];
[self.scene.view presentScene: someNode transition:present];}
}
Voila! You are DONE!
Thank you!,very nice 😀
How about developing the same code for Android and calling the SpriteKit API the same way you do for IOS.
Sprite4Droid tool and plugin let develop your SpriteKit
https://www.myappconverter.com/sprite4droid/