像素鳥曾經很是火爆,遊戲簡單,頗有趣味性,仿寫一個叫 crashy plane 的遊戲,它的原理跟像素鳥是同樣的,接下來用 SpriteKit 來實現它node
同時推薦一個不錯的學習 Swift 的網站,這個 Crashy Plane 就是從那裏偷來的git
hackingwithswiftgithub
demo 地址swift
a.建立項目 選擇 Game bash
b.找到 GameScene.sks,將 helloWorld 的 label刪除掉,而後將寬高調整爲 W:375 H:667, 錨點設置爲 X:0 Y:0,重力設置爲X:0 Y:-5 app
c.打開GameScene.swift 刪除多餘的代碼,只留下 override func didMove(to view: SKView)
,override func update(_ currentTime: TimeInterval)
和override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
dom
func createPlayer() {
let playerTexture = SKTexture(imageNamed: R.image.player1.name)
player = SKSpriteNode(texture: playerTexture)
player.position = CGPoint(x: frame.width / 6, y: frame.height * 0.75)
player.zPosition = 10
addChild(player)
}
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func createSky() {
let topSky = SKSpriteNode(color: UIColor(hue: 0.55, saturation: 0.14, brightness: 0.97, alpha: 1), size: CGSize(width: frame.width , height: 0.67 * frame.height))
topSky.anchorPoint = CGPoint(x: 0.5, y: 1)
topSky.zPosition = -40
topSky.position = CGPoint(x: frame.midX, y: frame.maxY)
let bottomSky = SKSpriteNode(color: UIColor(hue: 0.55, saturation: 0.16, brightness: 0.96, alpha: 1), size: CGSize(width: frame.width , height: 0.33 * frame.height))
bottomSky.anchorPoint = CGPoint(x: 0.5, y: 1)
bottomSky.zPosition = -40
bottomSky.position = CGPoint(x: frame.midX, y: 0.33 * frame.height)
addChild(topSky)
addChild(bottomSky)
}
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func createBackground() {
let backgroundTexture = SKTexture(imageNamed: R.image.background.name)
for i in 0 ... 1 {
let background = SKSpriteNode(texture: backgroundTexture)
background.zPosition = -30
background.anchorPoint = .zero
background.position = CGPoint(x: CGFloat(i) * backgroundTexture.size().width, y: 100)
addChild(background)
}
}
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func createGround() {
let groundTexture = SKTexture(imageNamed: R.image.ground.name)
for i in 0...1{
let ground = SKSpriteNode(texture: groundTexture)
ground.zPosition = -10
ground.position = CGPoint(x: (CGFloat(i) + 0.5) * groundTexture.size().width, y: groundTexture.size().height/2)
addChild(ground)
}
}
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func createRocks() {
let rockTexture = SKTexture(imageNamed: R.image.rock.name)
let topRock = SKSpriteNode(texture: rockTexture)
topRock.zRotation = .pi
topRock.xScale = -1
topRock.zPosition = -20
let bottomRock = SKSpriteNode(texture: rockTexture)
bottomRock.zPosition = -20
let rockCollision = SKSpriteNode(color: .red, size: CGSize(width: 32, height: frame.height))
rockCollision.name = scoreDetect
addChild(topRock)
addChild(bottomRock)
addChild(rockCollision)
let xPosition = frame.width + topRock.frame.width
let max = CGFloat(frame.width/3)
let yPosition = CGFloat.random(in: -50...max)
let rockDistance: CGFloat = 70
topRock.position = CGPoint(x: xPosition, y: yPosition + topRock.size.height + rockDistance)
bottomRock.position = CGPoint(x: xPosition, y: yPosition - rockDistance)
rockCollision.position = CGPoint(x: xPosition + rockCollision.size.width * 2, y: frame.midY)
}
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func createScore() {
scoreLabel = SKLabelNode(fontNamed: "Optima-ExtraBlack")
scoreLabel.fontSize = 24
scoreLabel.position = CGPoint(x: frame.midX, y: frame.maxY - 60)
scoreLabel.text = "SCORE: 0"
scoreLabel.fontColor = UIColor.black
addChild(scoreLabel)
}
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飛機只是一張圖片,後面的山也沒用動起來,彆着急,接下來讓全部的節點都動起來ide
createPlayer方法添加代碼學習
let frame2 = SKTexture(imageNamed: R.image.player2.name)
let frame3 = SKTexture(imageNamed: R.image.player3.name)
let animation = SKAction.animate(with: [playerTexture,frame2,frame3,frame2], timePerFrame: 0.1)
let forever = SKAction.repeatForever(animation)
player.run(forever)
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let move = SKAction.moveBy(x: -backgroundTexture.size().width, y: 0, duration: 20)
let reset = SKAction.moveBy(x: backgroundTexture.size().width, y: 0, duration: 0)
let sequence = SKAction.sequence([move,reset])
let forever = SKAction.repeatForever(sequence)
background.run(forever)
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let move = SKAction.moveBy(x: -groundTexture.size().width, y: 0, duration: 5)
let reset = SKAction.moveBy(x: groundTexture.size().width, y: 0, duration: 0)
let sequence = SKAction.sequence([move,reset])
let forever = SKAction.repeatForever(sequence)
ground.run(forever)
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let endPosition = frame.width + topRock.size.width * 2
let moveAction = SKAction.moveBy(x: -endPosition, y: 0, duration: 6.2)
let sequence = SKAction.sequence([moveAction,SKAction.removeFromParent()])
topRock.run(sequence)
bottomRock.run(sequence)
rockCollision.run(sequence)
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func startRocks() {
let createRocksAction = SKAction.run { [unowned self] in
self.createRocks()
}
let sequence = SKAction.sequence([createRocksAction,SKAction.wait(forDuration: 3)])
let repeatAction = SKAction.repeatForever(sequence)
run(repeatAction)
}
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效果:網站
畫面已經動起來了,接下來我但願個人飛機能夠自由落體,而後能夠和石頭地面發生碰撞
///給飛機添加 physicsBody
player.physicsBody = SKPhysicsBody(texture: playerTexture, size: playerTexture.size())
player.physicsBody?.contactTestBitMask = player.physicsBody!.collisionBitMask
player.physicsBody?.isDynamic = true
///給地面添加 physicsBody
ground.physicsBody = SKPhysicsBody(texture: groundTexture, size: groundTexture.size())
ground.physicsBody?.isDynamic = false
///給石頭添加 physicsBody
///上面的石頭要在旋轉以前添加 physicsBody 要讓 physicsBody 跟着圖形一塊兒翻轉過去
topRock.physicsBody = SKPhysicsBody(texture: rockTexture, size: rockTexture.size())
topRock.physicsBody?.isDynamic = false
bottomRock.physicsBody = SKPhysicsBody(texture: rockTexture, size: rockTexture.size())
bottomRock.physicsBody?.isDynamic = false
rockCollision.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 32, height: frame.height))
rockCollision.physicsBody?.isDynamic = false
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飛機已經能夠自由落體了,接下來實現點擊屏幕時,飛機向上飛起,當碰撞到紅色的區域時,得到得分.
在 didMove(to view: SKView) 方法中添加以下代碼
physicsWorld.contactDelegate = self
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GameScene 添加 score 屬性
var score = 0 {
didSet {
scoreLabel.text = "SCORE: \(score)"
}
}
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實現SKPhysicsContactDelegate協議的didBegin(_ contact: SKPhysicsContact) 方法,判斷飛機碰撞到得分斷定區來加分,實際上這段應該放到碰撞裏面講,放到這裏是爲了更好的看飛機交互的效果
extension GameScene: SKPhysicsContactDelegate {
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node,let nodeB = contact.bodyB.node else { return }
if nodeA.name == scoreDetect || nodeB.name == scoreDetect {
if nodeA == player {
nodeB.removeFromParent()
}else if nodeB == player {
nodeA.removeFromParent()
}
score += 1
return
}
}
}
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每次點擊屏幕時 飛機施加向上衝力
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
player.physicsBody?.velocity = CGVector.zero
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 20))
}
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爲了飛機上升和降低的過程更真實,咱們根據飛機 Y 方向的速度來調整飛機頭的朝向
override func update(_ currentTime: TimeInterval) {
guard player != nil else { return }
let rotate = SKAction.rotate(toAngle: player.physicsBody!.velocity.dy * 0.001, duration: 1)
player.run(rotate)
}
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飛機的交互已經完成,接下來實現各類物體的碰撞判斷(得分判斷在4.添加交互已經實現)
在didBegin(_ contact: SKPhysicsContact)方法中 已經判斷的碰撞到得分點的狀況,那麼其餘的狀況就是碰到了地面或者上下的兩個石頭,添加以下代碼,當碰到地面或者石頭時,銷燬飛機,並添加飛機位置添加爆炸特效,同時將 scene 的 speed 設置爲0,畫面就會停下了
guard let explosion = SKEmitterNode(fileNamed: R.file.playerExplosionSks.name) else {return}
explosion.position = player.position
addChild(explosion)
player.removeFromParent()
speed = 0
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效果:
得分時爆炸時有音效,同時遊戲還要有背景音.
GameScene 添加一個 audio 節點 var backgroundMusic: SKAudioNode!
在 didMove 方法中 添加以下代碼
if let url = R.file.musicM4a() {
backgroundMusic = SKAudioNode(url: url)
addChild(backgroundMusic)
}
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爆炸和得分的音效代碼加到相應的位置
///得分
let sound = SKAction.playSoundFileNamed(R.file.coinWav.name, waitForCompletion: false)
run(sound)
///爆炸
let sound = SKAction.playSoundFileNamed(R.file.explosionWav.name, waitForCompletion: false)
run(sound)
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如今遊戲已經能夠玩了,可是死亡後,沒有辦法從新開始,接下來,咱們爲遊戲添加 logo 和 game over 和從新開始遊戲的操做
聲明一個 GameState 的枚舉
enum GameState {
case showingLogo
case playing
case dead
}
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GameScene 添加一個 gameState 的屬性,默認值爲showingLogo
var gameState = GameState.showingLogo
添加 logo 和 gameOver 的節點屬性
var logo: SKSpriteNode!
var gameOver: SKSpriteNode!
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生成 logo和 gameOver
func createLogo() {
logo = SKSpriteNode(imageNamed: R.image.logo.name)
logo.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(logo)
gameOver = SKSpriteNode(imageNamed: R.image.gameover.name)
gameOver.position = CGPoint(x: frame.midX, y: frame.midY)
gameOver.alpha = 0
addChild(gameOver)
}
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修改touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)
的邏輯
當遊戲處於 showingLogo 狀態點擊屏幕執行隱藏 logo,恢復飛機的isDynamic屬性,開始生成石頭,將 gameState 改成 playing
處於playing狀態時給飛機增長向上衝力
處於死亡狀態時 從新生成 GameScene ,這樣比把全部的節點恢復到初始狀態要簡單的多,從新生成 Scene
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
switch gameState {
case .showingLogo:
gameState = .playing
let fadeOut = SKAction.fadeOut(withDuration: 0.5)
let wait = SKAction.wait(forDuration: 0.5)
let activePlayer = SKAction.run { [weak self] in
self?.player.physicsBody?.isDynamic = true
self?.startRocks()
}
let sequence = SKAction.sequence([fadeOut,wait,activePlayer,SKAction.removeFromParent()])
logo.run(sequence)
case .playing:
player.physicsBody?.velocity = CGVector.zero
player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 20))
case .dead:
let scene = GameScene(fileNamed: R.file.gameSceneSks.name)!
let transition = SKTransition.moveIn(with: .left, duration: 1)
self.view?.presentScene(scene, transition: transition)
}
}
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碰撞到地面和石頭時 顯示 gameOver,同時gameState改成 dead
gameOver.alpha = 1
gameState = .dead
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最後,別忘更改了一些細節
createPlayer方法中player.physicsBody.isDynamic要改成 false player.physicsBody?.isDynamic = false
didMove 方法中移出 startRocks()
的調用,由於生成石頭是在遊戲開始後
createRock
方法中,得分判斷區的顏色要改成透明的
let rockCollision = SKSpriteNode(color: .clear, size: CGSize(width: 32, height: frame.height))
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回到GameViewController
中
把這3項設爲 false
view.showsFPS = false //是否顯示 FPS
view.showsNodeCount = false//是否顯示節點數量
view.showsPhysics = false /// 是否顯示物理區域()
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這樣 一個簡單的遊戲就完成了,接下來就能夠 enjoy your game 了