[Swift]SpriteKit实现类似像素鸟的小游戏 - Crashy Plane

像素鸟曾经非常火爆,游戏简单,很有趣味性,仿写一个叫 crashy plane 的游戏,它的原理跟像素鸟是一样的,接下来用 SpriteKit 来实现它

同时推荐一个不错的学习 Swift 的网站,这个 Crashy Plane 就是从那里偷来的

hackingwithswift

demo 地址

目录:

开始:

0.创建项目

  • a.创建项目 选择 Game

  • b.找到 GameScene.sks,将 helloWorld 的 label删除掉,然后将宽高调整为 W:375 H:667, 锚点设置为 X:0 Y:0,重力设置为X:0 Y:-5

  • c.打开GameScene.swift 删除多余的代码,只留下 override func didMove(to view: SKView) ,override func update(_ currentTime: TimeInterval)override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)

1.生成 ui

  • 飞机
    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)
    }
复制代码
  • 天空
    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)
    }
复制代码
  • 背景
    • 生成两个首位相接的背景图,方便后期无限运动的效果
    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)
        }
    }
复制代码
  • 地面
    • 同背景,也是生成两个首尾相接的地面
    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)
        }
    }
复制代码
  • 上下的两个石头(类似像素鸟的两个管道)
    • 上下两个石头是一样的 texture,只是上面的石头是旋转后再镜面翻转
    • 两个石头起始位置在屏幕右侧之外
    • 两个石头的距离固定,位置随机
    • 两个石头后面添加一个得分检测节点(SKNode),用于判断飞机飞过石头得分的
    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)
    }
复制代码
  • 得分 Lable
    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)
    }
复制代码
  • 效果图:

2.生成动态效果

飞机只是一张图片,后面的山也没用动起来,别着急,接下来让所有的节点都动起来

  • 飞机
    • 素材库一共三张飞机的图片,每0.1秒改变一张图片,然后一直循环

createPlayer方法添加代码

    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)
复制代码
  • 背景
    • 每个 background 在20秒内移动一个 texture 宽度的距离
    • 在0秒内把每个 background 复位
    • 上面两个动作重复 createBackground方法每个background 添加 如下action
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)
复制代码
  • 地面
  • 同背景的步骤一样
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)
复制代码
  • 石头
    • 6.2秒内从屏幕右侧移动到屏幕左侧
    • 移除
    • 添加一个新方法循环添加新的石头
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)
复制代码
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)
}
复制代码

效果:

3.添加 physicsBody

画面已经动起来了,接下来我希望我的飞机可以自由落体,然后可以和石头地面发生碰撞

///给飞机添加 physicsBody
player.physicsBody = SKPhysicsBody(texture: playerTexture, size: playerTexture.size())
player.physicsBody?.contactTestBitMask = player.physicsBody!.collisionBitMask
player.physicsBody?.isDynamic = true

///给地面添加 physicsBody
ground.physicsBody = SKPhysicsBody(texture: groundTexture, size: groundTexture.size())
ground.physicsBody?.isDynamic = false

///给石头添加 physicsBody
///上面的石头要在旋转之前添加 physicsBody  要让 physicsBody 跟着图形一起翻转过去
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
复制代码

4.添加交互

飞机已经可以自由落体了,接下来实现点击屏幕时,飞机向上飞起,当碰撞到红色的区域时,获得得分.

在 didMove(to view: SKView) 方法中添加如下代码

physicsWorld.contactDelegate = self
复制代码

GameScene 添加 score 属性

var score = 0 {
    didSet {
        scoreLabel.text = "SCORE: \(score)"
    }
}
复制代码

实现SKPhysicsContactDelegate协议的didBegin(_ contact: SKPhysicsContact) 方法,判断飞机碰撞到得分判定区来加分,实际上这段应该放到碰撞里面讲,放到这里是为了更好的看飞机交互的效果

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
        }
    }
}
复制代码

每次点击屏幕时 飞机施加向上冲力

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    player.physicsBody?.velocity = CGVector.zero
    player.physicsBody?.applyImpulse(CGVector(dx: 0, dy: 20))
}
复制代码

为了飞机上升和下降的过程更真实,我们根据飞机 Y 方向的速度来调整飞机头的朝向

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)
}

复制代码

5.碰撞判断

飞机的交互已经完成,接下来实现各种物体的碰撞判断(得分判断在4.添加交互已经实现)

在didBegin(_ contact: SKPhysicsContact)方法中 已经判断的碰撞到得分点的情况,那么其他的情况就是碰到了地面或者上下的两个石头,添加如下代码,当碰到地面或者石头时,销毁飞机,并添加飞机位置添加爆炸特效,同时将 scene 的 speed 设置为0,画面就会停下了

guard let explosion = SKEmitterNode(fileNamed: R.file.playerExplosionSks.name) else {return}
explosion.position = player.position
addChild(explosion)
player.removeFromParent()
speed = 0
复制代码

效果:

6.添加音效

得分时爆炸时有音效,同时游戏还要有背景音.

GameScene 添加一个 audio 节点 var backgroundMusic: SKAudioNode!

在 didMove 方法中 添加如下代码

if let url = R.file.musicM4a() {
    backgroundMusic = SKAudioNode(url: url)
    addChild(backgroundMusic)
}
复制代码

爆炸和得分的音效代码加到相应的位置

///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)

复制代码

7.完善游戏周期

现在游戏已经可以玩了,但是死亡后,没有办法重新开始,接下来,我们为游戏添加 logo 和 game over 和重新开始游戏的操作

声明一个 GameState 的枚举

enum GameState {
    case showingLogo
    case playing
    case dead
}
复制代码

GameScene 添加一个 gameState 的属性,默认值为showingLogo

var gameState = GameState.showingLogo

添加 logo 和 gameOver 的节点属性

var logo: SKSpriteNode!
var gameOver: SKSpriteNode!
复制代码

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)
}
复制代码

修改touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?)的逻辑

当游戏处于 showingLogo 状态点击屏幕执行隐藏 logo,恢复飞机的isDynamic属性,开始生成石头,将 gameState 改为 playing

处于playing状态时给飞机增加向上冲力

处于死亡状态时 重新生成 GameScene ,这样比把所有的节点恢复到初始状态要简单的多,重新生成 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)
    }
}
复制代码

碰撞到地面和石头时 显示 gameOver,同时gameState改为 dead

gameOver.alpha = 1
gameState = .dead
复制代码

最后,别忘更改了一些细节

createPlayer方法中player.physicsBody.isDynamic要改为 false player.physicsBody?.isDynamic = false

didMove 方法中移出 startRocks()的调用,因为生成石头是在游戏开始后

createRock方法中,得分判断区的颜色要改为透明的

let rockCollision = SKSpriteNode(color: .clear, size: CGSize(width: 32, height: frame.height))
复制代码

回到GameViewController

把这3项设为 false
view.showsFPS = false //是否显示 FPS
view.showsNodeCount = false//是否显示节点数量
view.showsPhysics = false /// 是否显示物理区域()
复制代码

这样 一个简单的游戏就完成了,接下来就可以 enjoy your game 了

转载于:https://juejin.im/post/5cccf5bb6fb9a0323a01c4cb

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