Spritekit介绍
http://www.jianshu.com/p/0427dc183ca8
SKNode & SKScene
属性:
Position: node 定位在坐标系中的位置
xScale & yScale 尺寸的缩放
zRotate: 旋转节点
Frame: 节点包含的矩形
Accumulated: 积累
Alpha: 透明度
isHidden: 是否可见
ignoresSiblingOrder:判別相同位置的两个 node 他们是否并存 默认是不并存的 false 如果改成 true 则都可以看到,那么假设说在 true 情況下,我们想要遮住他們的話,可以修改他们的 zPosition 数字比較大的会在上面
SKACtion:
runAction: 执行动作
runActionWithKey: 执行动作并且分配一个 key
runActionComlietion: 添加完成处理程序集体的动作
Sequence: 子操作在另一個操作之后运行
Group: 子操作跟他同时进行
Repeat: 子操作运行行一定或是无线的循环操作
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hasAction: 当物件本身有操作的時候,我才进行子操作
PhysicsWorld:
将重力定义CGVector
SKPhyicsBody: 基于我们的物件所具有质量和提及的动态体
myTextureSpriteNode.physicsBody?.allowsRotation = true//是否改变重力冲击的方向
myTextureSpriteNode.physicsBody?.restitution = 1.0
// restitution 每次的碰撞中损失了多少动力,默认 0.2
游戏介绍
点击炸弹,炸弹消失,超过5s没有点击 ,发生爆炸
效果图
新建项目
新建项目选择game
选择spritekit
设置追踪镜头
let configuration = AROrientationTrackingConfiguration()//追踪镜头的位置,只有三个自由度 速度比较快
编写核心Scene
代码很简单,看下就明白了
“`
//
// Scene.swift
// SpriteKitInAr
//
// Created by Liyanjun on 2017/10/10.
// Copyright © 2017年 liyanjun. All rights reserved.
//
import SpriteKit
import ARKit
class Scene: SKScene {
var playing = false//是否在play
//计时器
var timer = Timer()
//分数
var score = 0
override func didMove(to view: SKView) {
// Setup your scene here
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func displayMenu(){
/**
SKLabelNode: 一种 label 來使用的 node
name???
*/
let logoLabel = SKLabelNode(fontNamed: "AvenirNext-Bold")
logoLabel.fontSize = 50.0
logoLabel.text = "Game Over!"
logoLabel.verticalAlignmentMode = .center
logoLabel.horizontalAlignmentMode = .center
logoLabel.position = CGPoint(x: frame.midX, y: frame.midY + logoLabel.frame.size.height)
logoLabel.name = "Menu"
self.addChild(logoLabel)
let infoLabel = SKLabelNode(fontNamed: "AvenirNext-Bold")
infoLabel.fontSize = 50.0
infoLabel.text = "你被炸飞了"
infoLabel.verticalAlignmentMode = .center
infoLabel.horizontalAlignmentMode = .center
infoLabel.position = CGPoint(x: frame.midX, y: frame.midY - infoLabel.frame.size.height)
infoLabel.name = "Menu"
self.addChild(infoLabel)
// 最高分
let higthtScore = SKLabelNode(fontNamed: "AvenirNext-Bold")
higthtScore.fontSize = 50.0
higthtScore.text = "最高分:\(UserDefaults.standard.integer(forKey: "HighestScore"))"
higthtScore.verticalAlignmentMode = .center
higthtScore.horizontalAlignmentMode = .center
higthtScore.position = CGPoint(x: frame.midX, y: infoLabel.frame.midY - higthtScore.frame.size.height * 2 )
higthtScore.name = "Menu1" //??
self.addChild(higthtScore)
//点击屏幕从新开始
let beginAgain = SKLabelNode(fontNamed: "AvenirNext-Bold")
beginAgain.fontSize = 30.0
beginAgain.text = "点击屏幕从新开始"
beginAgain.verticalAlignmentMode = .center
beginAgain.horizontalAlignmentMode = .center
beginAgain.position = CGPoint(x: frame.midX, y: higthtScore.frame.midY - beginAgain.frame.size.height*2)
beginAgain.name = "Menu1"
self.addChild(beginAgain)
}
//添加炸弹
func addBomd() {
guard let sceneView = self.view as? ARSKView else {
return
}
//判断镜头的位置
if let currentFrame = sceneView.session.currentFrame {
let xOffset = Float(arc4random_uniform(UInt32(10)))/10 - 1.5
let zOffset = Float(arc4random_uniform(UInt32(30)))/10 + 0.5
var transFrame = matrix_identity_float4x4
transFrame.columns.3.x = currentFrame.camera.transform.columns.3.x - xOffset
transFrame.columns.3.z = currentFrame.camera.transform.columns.3.z - zOffset
transFrame.columns.3.y = currentFrame.camera.transform.columns.3.y
let archor = ARAnchor(transform: transFrame)
sceneView.session.add(anchor: archor)
}
timer = Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(explode), userInfo: nil, repeats: false)
}
@objc func explode(){
//游戏结束
timer.invalidate()//暂停计时器
if UserDefaults.standard.integer(forKey: "HighestScore") < score {
UserDefaults.standard.set(score, forKey: "HighestScore")
}
//数一下有是多少炸弹
for node in children{
if let node = node as? SKLabelNode, node.name == "Bomb"{
node.text = "