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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