運用GamePlayKit的GKEntity及GKComponent 的iOS遊戲開發實例

GameplayKit是一個面向對象的框架,爲構建遊戲提供基礎工具和技術。 GameplayKit包含用於設計具備功能性,可重用架構的遊戲的工具,以及用於構建和加強諸如角色移動和對手行爲的遊戲玩法特徵的技術。html

GamePlayKit

咱們這裏主要講GKEntity和GKComponent這二個類;node

GKEntity類(實體): 能夠容納不少組件的容器,根據本身的需求來加入相應的Component組件。

GKComponent類(組件):表明一種功能和行爲,不一樣的組件表明不一樣的功能。git

實用功能
(1)方便經過聚合多種組件,構建複雜的新實體Entity。
(2)不一樣的實體GKEntity,經過聚合不一樣種類的組件GKComponent來實現。
(3)沒必要重複寫組件,組件能夠複用,也易於擴展。
(4)實體能夠實現動態添加組件,以動態得到或者刪除某些功能。github

直接經過代碼來理解這二個類:swift

Flying Penguin

PenguinEntity.swift 是用來管理 Component三個組件的
import SpriteKit
import GameplayKit

class PenguinEntity:GKEntity {
    
    var spriteComponent:SpriteComponent! // 屬性 大小 texture
    var moveComponent:MoveComponent!     // 移動組件功能;
    var animationComponent:AnimationComponent! //拍打翅膀的組件;
    
    init(imageName:String) {
        super.init()
        let texture = SKTexture(imageNamed: imageName)
        spriteComponent = SpriteComponent(entity: self, texture: texture, size: texture.size())
        addComponent(spriteComponent)
        // 加入上下飛動的組件
        moveComponent = MoveComponent(entity: self)
        addComponent(moveComponent)
        
        // 加入拍打翅膀的動畫
        let textureAltas = SKTextureAtlas(named: "penguin")
        var textures = [SKTexture]()
        for i in 1...textureAltas.textureNames.count {
            let imageName = "penguin0\(i)"
            textures.append(SKTexture(imageNamed: imageName))
        }
        animationComponent = AnimationComponent(entity: self, textures: textures)
        addComponent(animationComponent)

    }
     // Add Physics
    func addPhysics(){
        let spriteNode = spriteComponent.node
        spriteNode.physicsBody = SKPhysicsBody(texture: spriteNode.texture!, size: spriteNode.frame.size)
        spriteNode.physicsBody?.categoryBitMask  = PhysicsCategory.Player
        spriteNode.physicsBody?.contactTestBitMask = PhysicsCategory.Coin | PhysicsCategory.Obstacle | PhysicsCategory.Floor
    }
    
    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}
SpriteComponent 組件:精靈的皮膚、大小
import SpriteKit
import GameplayKit

class SpriteComponent :GKComponent {
    let node:SKSpriteNode
    init(entity:GKEntity,texture:SKTexture,size:CGSize) {
        node = SKSpriteNode(texture: texture, color: SKColor.clear, size: size)
        node.entity = entity
        super.init()
    }
    
    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
}
MoveComponent 上下飛動
import Foundation
import GameplayKit
import SpriteKit

class MoveComponent:GKComponent {
    
// The node on which animations should be run for this animation component.
// 引入SpriteComponent 就不用每次都須要像在SpriteComponent裏創建精靈的屬性了
// node = SKSpriteNode(texture: texture, color: SKColor.clear, size: size)
    let spriteComponent: SpriteComponent  
    
    init(entity:GKEntity) {
        self.spriteComponent = entity.component(ofType: SpriteComponent.self)!
        super.init()
    }
    
    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    // 組件 上下飛動;
    func startWobble(){
        let moveUp   = SKAction.moveBy(x: 0, y: 50, duration: 0.5)
        moveUp.timingMode = .easeInEaseOut
        let moveDown = moveUp.reversed()
        let sequence = SKAction.sequence([moveUp,moveDown])
        let repeatWobble = SKAction.repeatForever(sequence)
        spriteComponent.node.run(repeatWobble, withKey: "Wobble")
    }
    
}
AnimationComponent 拍打翅膀
import GameplayKit
import SpriteKit

class AnimationComponent:GKComponent {
    let textures:[SKTexture]
    let spriteComponent: SpriteComponent
    
    init(entity:GKEntity,textures:[SKTexture]) {
        self.spriteComponent = entity.component(ofType: SpriteComponent.self)!
        self.textures = textures
        super.init()
    }
    // 翅膀拍動
    func startAnimation(){
        let flyAction = SKAction.animate(with: textures, timePerFrame: TimeInterval(0.02))
        let repeatAction = SKAction.repeatForever(flyAction)
        spriteComponent.node.run(repeatAction)
    }
    
    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
   
}
在場景GameScene加入管理器Entity對象
func setupEntityComponent(){
        let penguin = PenguinEntity(imageName: "penguin01") // 企鵝屬於worldNode的子層級;
        let penguinNode = penguin.spriteComponent.node
        penguinNode.position = CGPoint(x: 320, y: 500)
        penguinNode.zPosition = 5
        worldNode.addChild(penguinNode)
       // penguin有移動的功能
        penguin.moveComponent.startWobble()
       // 有拍打翅膀的功能
        penguin.animationComponent.startAnimation()
    }

以上就是應用GKEntity來管理三個組件GKComponent的運用實例。api

源碼傳送門:https://github.com/apiapia/Fl...
更多遊戲教學:http://www.iFIERO.comxcode

補充:英文夠好的話,建議上蘋果的官網看看 GameplayKit的案例代碼:
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