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 markdown
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?)
app
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) } 複製代碼
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) } 複製代碼
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) } } 複製代碼
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) } } 複製代碼
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) } 複製代碼
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) } 複製代碼
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dom
createPlayer方法添加代碼ide
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) 複製代碼
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) 複製代碼
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) 複製代碼
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) 複製代碼
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) } 複製代碼
效果:oop
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 複製代碼
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
複製代碼
GameScene 添加 score 屬性
var score = 0 { didSet { scoreLabel.text = "SCORE: \(score)" } } 複製代碼
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 } } } 複製代碼
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))
}
複製代碼
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) } 複製代碼
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 複製代碼
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) } 複製代碼
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) 複製代碼
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 } 複製代碼
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!
複製代碼
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) } 複製代碼
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) } } 複製代碼
碰撞到地面和石頭時 顯示 gameOver,同時gameState改成 dead
gameOver.alpha = 1
gameState = .dead
複製代碼
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)) 複製代碼
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() 複製代碼
這樣 一個簡單的遊戲就完成了,接下來就能夠 enjoy your game 了