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SWIFT语言开发的一个游戏------熊猫跑酷(KONGFUP

来源:华佗小知识

2.将图片资源导入
将我项目里的
atlas整个目录
sound组里的音乐(background.mp3,fly.mp3,hit_platform.mp3,apple.mp3,hit.mp3,jump_from_platform.mp3,lose.mp3)
background组(background_f0.png,background_f1.png)
Images.xcassets的图片一个一个拷贝到相应的Images.xcassets.
3.再添加以下几个swift类
熊猫类
熊猫是我们游戏的主角,我给它添加了4个动作,跑,跳,翻滚,二次条,为了增加起跳时逼真性还添加了跑动增效动作。
import SpriteKit
enum Status :Int{
    case run = 1, jump, jump2,roll
}

class Panda:SKSpriteNode {
    //定义跑,跳,滚动等动作动画
    let runAtlas = SKTextureAtlas(named: "run.atlas")
    var runFrames = [SKTexture]()
    let jumpAtlas = SKTextureAtlas(named: "jump.atlas")
    var jumpFrames = [SKTexture]()
    let rollAtlas = SKTextureAtlas(named: "roll.atlas")
    var rollFrames = [SKTexture]()
    //增加跳起的逼真效果动画
    let jumpEffectAtlas = SKTextureAtlas(named: "jump_effect.atlas")
    var jumpEffectFrames = [SKTexture]()
    var jumpEffect = SKSpriteNode()
    
    var status = Status.run
    var jumpStart:CGFloat = 0.0
    var jumpEnd:CGFloat = 0.0
    
    
    init(){

        let texture = runAtlas.textureNamed("panda_run_01")
        let size = texture.size()
        super.init(texture: texture, color: SKColor.whiteColor(), size: size)
        //跑
        for var i = 1; i<=runAtlas.textureNames.count; i++ {
            let tempName = String(format: "panda_run_%.2d", i)
            let runTexture = runAtlas.textureNamed(tempName)
            

                runFrames.append(runTexture)
            
        }
        //跳
        for var i = 1; i<=jumpAtlas.textureNames.count; i++ {
            let tempName = String(format: "panda_jump_%.2d", i)
            let jumpTexture = jumpAtlas.textureNamed(tempName)
            
  
                jumpFrames.append(jumpTexture)
            
        }
        //滚
        for var i = 1; i<=rollAtlas.textureNames.count; i++ {
            let tempName = String(format: "panda_roll_%.2d", i)
            let rollTexture = rollAtlas.textureNamed(tempName)
            
           
                rollFrames.append(rollTexture)
            
        }
        // 跳的时候的点缀效果
        for var i=1 ; i <= jumpEffectAtlas.textureNames.count ; i++ {
            let tempName = String(format: "jump_effect_%.2d", i)
            let effectexture = jumpEffectAtlas.textureNamed(tempName)
                jumpEffectFrames.append(effectexture)
            
        }
        jumpEffect = SKSpriteNode(texture: jumpEffectFrames[0])
        jumpEffect.position = CGPointMake(-80, -30)
        jumpEffect.hidden = true
        self.addChild(jumpEffect)
        
        self.physicsBody = SKPhysicsBody(rectangleOfSize: size)
        self.physicsBody?.dynamic = true
        self.physicsBody?.allowsRotation = false
        self.physicsBody?.restitution = 0.1 //反弹力
        self.physicsBody?.categoryBitMask = BitMaskType.panda
        self.physicsBody?.contactTestBitMask = BitMaskType.scene | BitMaskType.platform | BitMaskType.apple
        self.physicsBody?.collisionBitMask = BitMaskType.platform
        self.zPosition = 20
        run()
        
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    
    
    func run(){
        //清楚所有动作
        self.removeAllActions()
        self.status = .run
        //重复跑动动作
        self.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(runFrames, timePerFrame: 0.05)))
    }
    func jump(){
        self.removeAllActions()
        if status != .jump2 {
            //Adds an action to the list of actions executed by the node.
            //Creates an action that animates changes to a sprite’s texture.
            
            self.runAction(SKAction.animateWithTextures(jumpFrames, timePerFrame: 0.05),withKey:"jump")
            //The physics body’s velocity vector, measured in meters per second.
            self.physicsBody?.velocity = CGVectorMake(0, 450)
            if status == Status.jump {
                self.runAction(SKAction.animateWithTextures(rollFrames, timePerFrame: 0.05))
                status = Status.jump2
                self.jumpStart = self.position.y
            }else {
                showJumpEffect()
                status = .jump
            }
        }
        
        
    }
    func roll(){
        self.removeAllActions()
        self.status = .roll
        self.runAction(SKAction.animateWithTextures(rollFrames, timePerFrame: 0.05),completion:{
            self.run()
            })
    }
    
    func showJumpEffect(){
        jumpEffect.hidden = false
        let ectAct = SKAction.animateWithTextures( jumpEffectFrames, timePerFrame: 0.05)
        let removeAct = SKAction.runBlock({() in
            self.jumpEffect.hidden = true
        })
        // 执行两个动作,先显示,后隐藏
        jumpEffect.runAction(SKAction.sequence([ectAct,removeAct]))
    }
}

平台类

import SpriteKit

class Platform:SKNode {
   var width:CGFloat = 0.0
   var height:CGFloat = 10.0
   var isDown = false
   var isShock = false
   //创建平台
   func onCreate(arrSprite:[SKSpriteNode]){
       for platform in arrSprite {
           platform.position.x = self.width
           self.addChild(platform)
           self.width += platform.size.width
       }
       //短到只有三小块的平台会下落
       if arrSprite.count <= 3 {
           isDown = true
       }else {
           //随机振动
           let random = arc4random() % 10
           if random > 6 {
               isShock = true
           }
       }
        self.height = 10.0

       self.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.width, self.height),center:CGPointMake(self.width/2, 0))
       self.physicsBody?.categoryBitMask = BitMaskType.platform
       self.physicsBody?.dynamic = false
       self.physicsBody?.allowsRotation = false
       self.physicsBody?.restitution = 0
       self.zPosition = 20
       
   }
   
}

平台生成类
难点1:在理解平台如何生成。可以查看资源图platform_l ,platform_m,platform_r.将他们拼接到一起,根据Platfom_m的数量不同,产生不同的长度的平台。
难点2:游戏中的熊猫移动我们眼睛看以为是熊猫在跑,其实移动的是平台,通过平台向左移动,给我们的错觉是熊猫在向右跑。

import SpriteKit

class PlatformFactory:SKNode {
   let textureLeft = SKTexture(imageNamed: "platform_l")
   let textureMid = SKTexture(imageNamed: "platform_m")
   let textureRight = SKTexture(imageNamed: "platform_r")
   
   var platforms = [Platform]()
   var screenWdith:CGFloat = 0.0
   var delegate:ProtocolMainscreen?
   
   
   func createPlatformRandom(){
       let midNum = arc4random()%4 + 1
       let gap:CGFloat = CGFloat(arc4random()%8 + 1)
       let x = self.screenWdith + CGFloat(midNum*50) + gap + 100
       let y = CGFloat(arc4random()%200 + 200)
       
       createPlatform(midNum, x: x, y: y)
   }
   
   func createPlatform(midNum:UInt32,x:CGFloat,y:CGFloat){
       let platform = Platform()
       let platform_left = SKSpriteNode(texture: textureLeft)
       platform_left.anchorPoint = CGPointMake(0, 0.9)
       
       let platform_right = SKSpriteNode(texture: textureRight)
       platform_right.anchorPoint = CGPointMake(0, 0.9)
       
       var arrPlatform = [SKSpriteNode]()
       
       arrPlatform.append(platform_left)
       platform.position = CGPointMake(x, y)
       
       for _ in 1...midNum {
           let platform_mid = SKSpriteNode(texture: textureMid)
           platform_mid.anchorPoint = CGPointMake(0, 0.9)
           arrPlatform.append(platform_mid)
       }
       arrPlatform.append(platform_right)
       platform.onCreate(arrPlatform)
       platform.name = "platform"
       self.addChild(platform)
       
       platforms.append(platform)
       self.delegate?.onGetData(platform.width + x - screenWdith,theY:y)
       
   }
   //
   func move(speed:CGFloat){
       for p in platforms {
           let position = p.position
           p.position = CGPointMake(position.x - speed, position.y)
       }
       if platforms[0].position.x < -platforms[0].width{
           platforms[0].removeFromParent()
           platforms.removeAtIndex(0)
       }
   }
   //清楚所有的Node
   func reset(){
       
       self.removeAllChildren()
       platforms.removeAll(keepCapacity: false)
   }
}

背景音乐类
  生成各种音效。


import SpriteKit

class Background:SKNode {
   //近处的背景
   var arrBG = [SKSpriteNode]()
   //远处的背景
   var arrFar = [SKSpriteNode]()
   
   override init() {
       super.init()
       let farTexture = SKTexture(imageNamed: "background_f1")
       let farBg0 = SKSpriteNode(texture: farTexture)
       farBg0.position.y = 150
       farBg0.zPosition = 9
       farBg0.anchorPoint = CGPointMake(0, 0)
       

       let farBg1 = SKSpriteNode(texture: farTexture)
       farBg1.position.y = 150
       farBg1.zPosition = 9
       farBg1.anchorPoint = CGPointMake(0, 0)
       farBg1.position.x = farBg1.frame.width
       
       let farBg2 = SKSpriteNode(texture: farTexture)
       farBg2.position.y = 150
       farBg2.zPosition = 9
       farBg2.anchorPoint = CGPointMake(0, 0)
       farBg2.position.x = farBg2.frame.width*2
       
       self.addChild(farBg0)
       self.addChild(farBg1)
       self.addChild(farBg2)
       arrFar.append(farBg0)
        arrFar.append(farBg1)
        arrFar.append(farBg2)
       
       let texture = SKTexture(imageNamed: "background_f0")
       let bg0 = SKSpriteNode(texture: texture)
       bg0.anchorPoint = CGPointMake(0, 0)
       bg0.position.y = 70
       bg0.zPosition = 10
       
       let bg1 = SKSpriteNode(texture: texture)
       bg1.anchorPoint = CGPointMake(0, 0)
       bg1.position.y = 70
       bg1.zPosition = 10
       bg1.position.x = bg0.frame.size.width
       self.addChild(bg0)
       self.addChild(bg1)
       arrBG.append(bg0)
       arrBG.append(bg1)
   }

   required init?(coder aDecoder: NSCoder) {
       fatalError("init(coder:) has not been implemented")
   }
   
   func move(speed:CGFloat){
       //近景
       for bg in arrBG {
           bg.position.x -= speed
       }
       if arrBG[0].position.x + arrBG[0].frame.size.width < speed {
           arrBG[0].position.x = 0
           arrBG[1].position.x = arrBG[0].frame.size.width
       }
       //远景
       for far in arrFar {
           far.position.x -= speed/4
           
       }
       if arrFar[0].position.x + arrFar[0].frame.size.width < speed/4 {
           arrFar[0].position.x = 0
           arrFar[1].position.x = arrFar[0].frame.size.width
           arrFar[2].position.x = arrFar[0].frame.size.width * 2
       }
       
   }
   
}

位运算标识类


class BitMaskType {
   class var panda:UInt32 {
       return 1<<0
   }
   class var platform:UInt32 {
       return 1<<1
   }
   class var apple:UInt32 {
       return 1<<2
   }
   class var scene:UInt32{
       return 1<<3
   }
}

苹果生成类


import SpriteKit

class AppleFactory:SKNode{
   let appleTexture = SKTexture(imageNamed: "apple")
   var sceneWidth:CGFloat = 0.0
   var arrApple = [SKSpriteNode]()
   var timer = NSTimer()
   var theY:CGFloat = 0.0
   
   override init() {
       super.init()
   }
   
   required init?(coder aDecoder: NSCoder) {
       fatalError("init(coder:) has not been implemented")
   }
   func onInit(width:CGFloat, y:CGFloat) {
       
       self.sceneWidth = width
       self.theY = y
       timer = NSTimer.scheduledTimerWithTimeInterval( 0.2, target: self, selector: "createApple", userInfo: nil, repeats: true)
   }
   func createApple(){
       let random = arc4random() % 10
       if random > 8 {
           let apple = SKSpriteNode(texture: appleTexture)
           apple.physicsBody = SKPhysicsBody(rectangleOfSize: apple.size)
           apple.physicsBody!.restitution = 0
           apple.physicsBody!.categoryBitMask = BitMaskType.apple
           apple.physicsBody!.dynamic = false
           apple.anchorPoint = CGPointMake(0, 0)
           apple.zPosition = 40
           apple.position  = CGPointMake(sceneWidth+apple.frame.width , theY + 150)
           arrApple.append(apple)
           self.addChild(apple)
       }
       
   }
   func move(speed:CGFloat){
       for apple in arrApple {
           apple.position.x -= speed
       }
       if arrApple.count > 0 && arrApple[0].position.x < -20{
           
           arrApple[0].removeFromParent()
           arrApple.removeAtIndex(0)
           
       }
       
   }
   func reSet(){
       self.removeAllChildren()
       arrApple.removeAll(keepCapacity: false)
   }
}

游戏主界面类


import SpriteKit

class GameScene: SKScene,SKPhysicsContactDelegate , ProtocolMainscreen{
   lazy var panda  = Panda()
   lazy var platformFactory = PlatformFactory()
   lazy var sound = SoundManager()
   lazy var bg = Background()
   lazy var appleFactory = AppleFactory()
   let scoreLab = SKLabelNode(fontNamed:"Chalkduster")
   let appLab = SKLabelNode(fontNamed:"Chalkduster")
   let myLabel = SKLabelNode(fontNamed:"Chalkduster")
   var appleNum = 0
   
   
   var moveSpeed :CGFloat = 15.0
   var maxSpeed :CGFloat = 50.0
   var distance:CGFloat = 0.0
   var lastDis:CGFloat = 0.0
   var theY:CGFloat = 0.0
   var isLose = false
   override func didMoveToView(view: SKView) {
       
       let skyColor = SKColor(red:113.0/255.0, green:197.0/255.0, blue:207.0/255.0, alpha:1.0)
       self.backgroundColor = skyColor
       scoreLab.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Left
       scoreLab.position = CGPointMake(20, self.frame.size.height-150)
       scoreLab.text = "run: 0 km"
       self.addChild(scoreLab)
       
       appLab.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.Left
       appLab.position = CGPointMake(400, self.frame.size.height-150)
       appLab.text = "eat: \(appleNum) apple"
       self.addChild(appLab)
       
       myLabel.text = "";
       myLabel.fontSize = 65;
       myLabel.zPosition = 100
       myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame));
       self.addChild(myLabel)
       
       self.physicsWorld.contactDelegate = self
       self.physicsWorld.gravity = CGVectorMake(0, -5)
       self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
       self.physicsBody!.categoryBitMask = BitMaskType.scene
       self.physicsBody!.dynamic = false
       
       panda.position = CGPointMake(200, 400)
       self.addChild(panda)
       self.addChild(platformFactory)
       platformFactory.screenWdith = self.frame.width
       platformFactory.delegate = self
       platformFactory.createPlatform(3, x: 0, y: 200)
       
       self.addChild(bg)
       
       self.addChild(sound)
       sound.playBackgroundMusic()
       
       appleFactory.onInit(self.frame.width, y: theY)
       self.addChild( appleFactory )
       
   }
   func didBeginContact(contact: SKPhysicsContact){
       
       //熊猫和苹果碰撞
       if (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask) == (BitMaskType.apple | BitMaskType.panda){
           sound.playEat()
           self.appleNum++
           if contact.bodyA.categoryBitMask == BitMaskType.apple {
               contact.bodyA.node!.hidden = true
           }else{
               contact.bodyB.node!.hidden = true
           }
           
           
       }
       
       //熊猫和台子碰撞
       if (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask) == (BitMaskType.platform | BitMaskType.panda){
           var isDown = false
           var canRun = false
           if contact.bodyA.categoryBitMask == BitMaskType.platform {
               if (contact.bodyA.node as! Platform).isDown {
                   isDown = true
                   contact.bodyA.node!.physicsBody!.dynamic = true
                   contact.bodyA.node!.physicsBody!.collisionBitMask = 0
               }else if (contact.bodyA.node as! Platform).isShock {
                   (contact.bodyA.node as! Platform).isShock = false
                   downAndUp(contact.bodyA.node!, down: -50, downTime: 0.2, up: 100, upTime: 1, isRepeat: true)
               }
               if contact.bodyB.node!.position.y > contact.bodyA.node!.position.y {
                   canRun=true
               }
               
           }else if contact.bodyB.categoryBitMask == BitMaskType.platform  {
               if (contact.bodyB.node as! Platform).isDown {
                   contact.bodyB.node!.physicsBody!.dynamic = true
                   contact.bodyB.node!.physicsBody!.collisionBitMask = 0
                   isDown = true
               }else if (contact.bodyB.node as! Platform).isShock {
                   (contact.bodyB.node as! Platform).isShock = false
                   downAndUp(contact.bodyB.node!, down: -50, downTime: 0.2, up: 100, upTime: 1, isRepeat: true)
               }
               if contact.bodyA.node!.position.y > contact.bodyB.node!.position.y {
                   canRun=true
               }
               
           }
           
           panda.jumpEnd = panda.position.y
           if panda.jumpEnd-panda.jumpStart <= -70 {
               panda.roll()
               sound.playRoll()
               
               if !isDown {
                   downAndUp(contact.bodyA.node!)
                   downAndUp(contact.bodyB.node!)
               }
               
           }else{
               if canRun {
                   panda.run()
               }
               
           }
       }
       
       if (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask) == (BitMaskType.scene | BitMaskType.panda) {
           print("game over")
           myLabel.text = "game over";
           sound.playDead()
           isLose = true
           sound.stopBackgroundMusic()
           

       }
       
       //落地后jumpstart数据要设为当前位置,防止自由落地计算出错
       panda.jumpStart = panda.position.y
   }
   func didEndContact(contact: SKPhysicsContact){
       panda.jumpStart = panda.position.y
       
   }
   func downAndUp(node :SKNode,down:CGFloat = -50,downTime:CGFloat=0.05,up:CGFloat=50,upTime:CGFloat=0.1,isRepeat:Bool=false){
       let downAct = SKAction.moveByX(0, y: down, duration: Double(downTime))
       //moveByX(CGFloat(0), y: down, duration: downTime)
       let upAct = SKAction.moveByX(0, y: up, duration: Double(upTime))
       let downUpAct = SKAction.sequence([downAct,upAct])
       if isRepeat {
           node.runAction(SKAction.repeatActionForever(downUpAct))
       }else {
           node.runAction(downUpAct)
       }
       
       
   }
   
   
   override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
       if isLose {
           reSet()
       }else{
           if panda.status != Status.jump2 {
               sound.playJump()
           }
           panda.jump()
       }
       
       
   }
   //重新开始游戏
   func reSet(){
       isLose = false
       panda.position = CGPointMake(200, 400)
       myLabel.text = ""
       moveSpeed  = 15.0
       distance = 0.0
       lastDis = 0.0
       self.appleNum = 0
       platformFactory.reset()
       appleFactory.reSet()
       platformFactory.createPlatform(3, x: 0, y: 200)
       sound.playBackgroundMusic()
   }
   override func update(currentTime: CFTimeInterval) {
       if isLose {
           
       }else{
           if panda.position.x < 200 {
               let x = panda.position.x + 1
               panda.position = CGPointMake(x, panda.position.y)
           }
           distance += moveSpeed
           lastDis -= moveSpeed
           var tempSpeed = CGFloat(5 + Int(distance/2000))
           if tempSpeed > maxSpeed {
               tempSpeed = maxSpeed
           }
           if moveSpeed < tempSpeed {
               moveSpeed = tempSpeed
           }
           
           if lastDis < 0 {
               platformFactory.createPlatformRandom()
           }
           distance += moveSpeed
           scoreLab.text = "run: \(Int(distance/1000*10)/10) km"
           appLab.text = "eat: \(appleNum) apple"
           platformFactory.move(moveSpeed)
           bg.move(moveSpeed/5)
           appleFactory.move(moveSpeed)
       }
       
   }
   
   func onGetData(dist:CGFloat,theY:CGFloat){
       
       self.lastDis = dist
       self.theY = theY
       appleFactory.theY = theY
   }
   
}

protocol ProtocolMainscreen {
   func onGetData(dist:CGFloat,theY:CGFloat)
}

4.最后的游戏的效果图:


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