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  • Swift

    一,下面演示了如何开发一个跑酷游戏,实现的功能如下:
    1,平台工厂会不断地生成平台,并且向左移动。当平台移出游戏场景时就可将其移除。
    2,生成的平台宽度随机,高度随机。同时短平台踩踏的时候会下落。
    3,奔跑小人设置了三种状态:奔跑,跳跃,打滚。
    4,跳跃时可以再进行二段跳。
    5,如果在一定高度落下,会先打滚再变成奔跑状态。同时平台会有震动效果。
    6,起跳时会有特效(身后播放尘土飞扬特效)
    7,跳跃,碰撞等都使用了苹果的物理引擎

    二,效果图如下:
         

    三,实现代码

    1,奔跑小人类 - Runner.swift
    注意:由于跳和打滚的动作不像跑的动作需要循环播放,所以就不需要用repeatActionForever。打滚动作结束后就执行跑步操作。而跳跃动作由于不知道什么时候落地,所以会由外部控制它的动作转变。
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    import SpriteKit
     
    enum Status:Int{
        case run=1,jump,jump2,roll;
    }
     
    class Runner : SKSpriteNode {
        //跑的纹理集
        let runAtlas = SKTextureAtlas(named: "run.atlas")
        //跑的纹理数组
        var runFrames = [SKTexture]()
        //跳的纹理集
        let jumpAtlas = SKTextureAtlas(named: "jump.atlas")
        //存储跳的文理的数组
        var jumpFrames = [SKTexture]();
        //打滚的文理集合
        let rollAtlas = SKTextureAtlas(named: "roll.atlas")
        //存储打滚文理的数组
        var rollFrames = [SKTexture]();
         
        var status = Status.run
         
        //起跳 y坐标
        var jumpStart:CGFloat = 0.0
        //落地 y坐标
        var jumpEnd :CGFloat = 0.0
         
        //起跳特效纹理集
        let jumpEffectAtlas = SKTextureAtlas(named: "jump_effect.atlas")
        //存储起跳特效纹理的数组
        var jumpEffectFrames = [SKTexture]()
        //起跳特效
        var jumpEffect = SKSpriteNode()
         
        //构造器
        override init() {
            let texture = runAtlas.textureNamed("panda_run_01")
            let size = texture.size()
            super.init(texture:texture,color:SKColor.whiteColor(),size:size)
             
            var i:Int
            //填充跑的纹理数组
            for i=1 ; i<=runAtlas.textureNames.count ; i++ {
                let tempName = String(format: "panda_run_%.2d", i)
                let runTexture = runAtlas.textureNamed(tempName)
                if runTexture != nil {
                    runFrames.append(runTexture)
                }
            }
            //填充跳的纹理数组
            for i=1 ; i<=jumpAtlas.textureNames.count ; i++ {
                let tempName = String(format: "panda_jump_%.2d", i)
                let jumpTexture = jumpAtlas.textureNamed(tempName)
                if jumpTexture != nil {
                    jumpFrames.append(jumpTexture)
                }
            }
            //填充打滚的纹理数组
            for i=1 ; i<=rollAtlas.textureNames.count ; i++ {
                let tempName = String(format: "panda_roll_%.2d", i)
                let rollTexture = rollAtlas.textureNamed(tempName)
                if rollTexture != nil{
                    rollFrames.append(rollTexture)
                }
            }
            //起跳特效
            for i=1 ; i <= jumpEffectAtlas.textureNames.count ; i++ {
                let tempName = String(format: "jump_effect_%.2d", i)
                let effectexture = jumpEffectAtlas.textureNamed(tempName)
                if effectexture != nil {
                    jumpEffectFrames.append(effectexture)
                }
            }
             
            jumpEffect = SKSpriteNode(texture: jumpEffectFrames[0])
            jumpEffect.position = CGPointMake(-80, -30)
            jumpEffect.hidden = true
            self.addChild(jumpEffect)
             
            run()
             
            self.zPosition = 30
             
            self.physicsBody = SKPhysicsBody(rectangleOfSize:texture.size())
            self.physicsBody?.dynamic = true
            self.physicsBody?.allowsRotation = false
            //弹性
            self.physicsBody?.restitution = 0
            self.physicsBody?.categoryBitMask = BitMaskType.runner
            self.physicsBody?.contactTestBitMask = BitMaskType.platform | BitMaskType.scene
            self.physicsBody?.collisionBitMask = BitMaskType.platform
        }
         
        func run(){
            //移除所有的动作
            self.removeAllActions()
            //将当前动作状态设为跑
            self.status = .run
            //通过SKAction.animateWithTextures将跑的文理数组设置为0.05秒切换一次的动画
            // SKAction.repeatActionForever将让动画永远执行
            // self.runAction执行动作形成动画
            self.runAction(SKAction.repeatActionForever(
                SKAction.animateWithTextures(runFrames, timePerFrame: 0.05)))
        }
         
        //跳
        func jump (){
            self.removeAllActions()
            if status != Status.jump2 {
                self.runAction(SKAction.animateWithTextures(jumpFrames, timePerFrame: 0.05))
                //施加一个向上的力,让小人跳起来
                self.physicsBody?.velocity = CGVectorMake(0, 450)
                if status == Status.jump {
                    status = Status.jump2
                    self.jumpStart = self.position.y
                }else{
                    showJumpEffect()
                    status = Status.jump
                }
            }
        }
         
        //打滚
        func roll(){
            self.removeAllActions()
            status = .roll
            self.runAction(SKAction.animateWithTextures(rollFrames, timePerFrame: 0.05),
                completion:{() in self.run()})
        }
         
        //起跳特效
        func showJumpEffect(){
            //先将特效取消隐藏
            jumpEffect.hidden = false
            //利用action播放特效
            var ectAct = SKAction.animateWithTextures( jumpEffectFrames, timePerFrame: 0.05)
            //执行闭包,再次隐藏特效
            var removeAct = SKAction.runBlock({() in
                self.jumpEffect.hidden = true
            })
            //组成序列Action进行执行
            jumpEffect.runAction(SKAction.sequence([ectAct,removeAct]))
        }
         
        required init(coder aDecoder: NSCoder) {
            fatalError("init(coder:) has not been implemented")
        }
    }

    2,平台类 - Platform.swift
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    //平台类
    import SpriteKit
     
    class Platform:SKNode{
        //宽
        var width :CGFloat = 0.0
        //高
        var height :CGFloat = 10.0
         
        //是否下沉
        var isDown = false
     
        func onCreate(arrSprite:[SKSpriteNode]){
            //通过接受SKSpriteNode数组来创建平台
            for platform in arrSprite {
                //以当前宽度为平台零件的x坐标
                platform.position.x = self.width
                //加载
                self.addChild(platform)
                //更新宽度
                self.width += platform.size.width
            }
            //当平台的零件只有三样,左中右时,设为会下落的平台
            if arrSprite.count<=3 {
                isDown = true
            }
             
            self.zPosition = 20
            //设置物理体为当前高宽组成的矩形
            self.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.width, self.height),
                center: CGPointMake(self.width/2, 0))
            //设置物理标识
            self.physicsBody?.categoryBitMask = BitMaskType.platform
            //不响应响应物理效果
            self.physicsBody?.dynamic = false
            //不旋转
            self.physicsBody?.allowsRotation = false
            //弹性0
            self.physicsBody?.restitution = 0
        }
    }

    3,平台工厂类 - PlatformFactory.swift
    它负责生产平台零件然后传给平台类进行组装。同时负责不断地移动平台,以及移除场景之外的平台。
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    import SpriteKit
     
    class PlatformFactory: SKNode {
        //定义平台左边纹理
        let textureLeft = SKTexture(imageNamed: "platform_l")
        //定义平台中间纹理
        let textureMid = SKTexture(imageNamed: "platform_m")
        //定义平台右边纹理
        let textureRight = SKTexture(imageNamed: "platform_r")
     
        //定义一个数组来储存组装后的平台
        var platforms = [Platform]()
         
        //游戏场景的宽度
        var sceneWidth:CGFloat = 0
        //ProtocolMainScene代理
        var delegate:ProtocolMainScene?
         
        //生成自定义位置的平台
        func createPlatform(midNum:UInt32,x:CGFloat,y:CGFloat){
            let platform = self.createPlatform(false, midNum: midNum, x: x, y: y)
            delegate?.onGetData(platform.width - sceneWidth)
        }
         
        //生成随机位置的平台的方法
        func createPlatformRandom(){
            //随机平台的长度
            let midNum:UInt32 = arc4random()%4 + 1
            //随机间隔
            let gap:CGFloat = CGFloat(arc4random()%8 + 1)
            //随机x坐标
            let x:CGFloat = self.sceneWidth + CGFloat( midNum*50 ) + gap + 100
            //随机y坐标
            let y:CGFloat = CGFloat(arc4random()%200 + 200)
             
            let platform = self.createPlatform(true, midNum: midNum, x: x, y: y)
            //回传距离用于判断什么时候生成新的平台
            delegate?.onGetData(platform.width + x - sceneWidth)
             
        }
         
        func createPlatform(isRandom:Bool,midNum:UInt32,x:CGFloat,y:CGFloat)->Platform{
            //声明一个平台类,用来组装平台。
            var platform = Platform()
            //生成平台的左边零件
            let platform_left = SKSpriteNode(texture: textureLeft)
            //设置中心点
            platform_left.anchorPoint = CGPoint(x: 0, y: 0.9)
            //生成平台的右边零件
            let platform_right = SKSpriteNode(texture: textureRight)
            //设置中心点
            platform_right.anchorPoint = CGPoint(x: 0, y: 0.9)
             
            //声明一个数组来存放平台的零件
            var arrPlatform = [SKSpriteNode]()
            //将左边零件加入零件数组
            arrPlatform.append(platform_left)
             
            //根据传入的参数来决定要组装几个平台的中间零件
            //然后将中间的零件加入零件数组
            for i in 1...midNum {
                let platform_mid = SKSpriteNode(texture: textureMid)
                platform_mid.anchorPoint = CGPoint(x: 0, y: 0.9)
                arrPlatform.append(platform_mid)
            }
            //将右边零件加入零件数组
            arrPlatform.append(platform_right)
            //将零件数组传入
            platform.onCreate(arrPlatform)
            platform.name="platform"
            //设置平台的位置
            platform.position = CGPoint(x: x, y: y)
            //放到当前实例中
            self.addChild(platform)
            //将平台加入平台数组
            platforms.append(platform)
            return platform
        }
         
        func move(speed:CGFloat){
            //遍历所有
            for p in platforms{
                //x坐标的变化长生水平移动的动画
                p.position.x -= speed
            }
            //移除平台
            if platforms[0].position.x < -platforms[0].width {
                platforms[0].removeFromParent()
                platforms.removeAtIndex(0)
            }
        }
         
        //重置方法
        func reSet(){
            //清除所有子对象
            self.removeAllChildren()
            //清空平台数组
            platforms.removeAll(keepCapacity: false)
        }
    }
     
    //定义一个协议,用来接收数据
    protocol ProtocolMainScene {
        func onGetData(dist:CGFloat)
    }

    4,碰撞标识类 - BitMaskType.swift
    记录着物理世界里的种类标示符。有小人,平台,场景边缘三种标识。
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    class BitMaskType {
        class var runner:UInt32{
            return 1<<0
        }
        class var platform:UInt32{
            return 1<<1
        }
        class var scene:UInt32{
            return 1<<2
        }
    }

    5,主场景类 - GameScene.swift
    要将主场景CameScene设为物理世界,首先要让GameScene遵循SKPhysicsContactDelegatex协议。
    这里面设置了重力,并进行了小人与场景边缘的碰撞检测,用于判断游戏是否结束。
    同时在update()方法中,进行平台移动,新平台的创建,随游戏进行不断加速以及小人位置修正等功能。
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    import SpriteKit
     
    class GameScene: SKScene,SKPhysicsContactDelegate,ProtocolMainScene {
        lazy var runner = Runner()
        lazy var platformFactory = PlatformFactory()
         
        //跑了多远变量
        var distance :CGFloat = 0.0
        //移动速度
        var moveSpeed:CGFloat = 15
        //最大速度
        var maxSpeed :CGFloat = 50.0
        //判断最后一个平台还有多远完全进入游戏场景
        var lastDis:CGFloat = 0.0
        //是否game over
        var isLose = false
         
        override func didMoveToView(view: SKView) {
            //物理世界代理
            self.physicsWorld.contactDelegate = self
            //重力设置
            self.physicsWorld.gravity = CGVectorMake(0, -5)
            //设置物理体
            self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame)
            //设置种类标示
            self.physicsBody?.categoryBitMask = BitMaskType.scene
            //是否响应物理效果
            self.physicsBody?.dynamic = false
             
            //场景的背景颜色
            let skyColor = SKColor(red:113/255,green:197/255,blue:207/255,alpha:1)
            self.backgroundColor = skyColor
             
            //给跑酷小人定一个初始位置
            runner.position = CGPointMake(200, 400)
            //将跑酷小人显示在场景中
            self.addChild(runner)
            //将平台工厂加入视图
            self.addChild(platformFactory)
            //将屏幕的宽度传到平台工厂类中
            platformFactory.sceneWidth = self.frame.width
            //设置代理
            platformFactory.delegate = self
            //初始平台让小人有立足之地
            platformFactory.createPlatform(3, x: 0, y: 200)
        }
         
        //触碰屏幕响应的方法
        override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
            if isLose {
                reSet()
            }else{
                runner.jump()
            }
        }
         
        //离开平台时记录起跳点
        func didEndContact(contact: SKPhysicsContact!){
            runner.jumpStart = runner.position.y
        }
         
        //碰撞检测方法
        func didBeginContact(contact: SKPhysicsContact!) {
            //小人和台子碰撞
            if (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask)
                == (BitMaskType.platform | BitMaskType.runner){
                //假设平台不会下沉,用于给后面判断平台是否会被熊猫震的颤抖
                var isDown = false
                //用于判断接触平台后能否转变为跑的状态,默认值为false不能转换
                var canRun = false
                //如果碰撞体A是平台
                if contact.bodyA.categoryBitMask == BitMaskType.platform {
                    //如果是会下沉的平台
                    if (contact.bodyA.node as Platform).isDown {
                        isDown = true
                        //让平台接收重力影响
                        contact.bodyA.node?.physicsBody?.dynamic = true
                        //不将碰撞效果取消,平台下沉的时候会跟着熊猫跑这不是我们希望看到的,
                        //大家可以将这行注释掉看看效果
                        contact.bodyA.node?.physicsBody?.collisionBitMask = 0
                        //如果是会升降的平台
                    }
                     
                    if contact.bodyB.node?.position.y > contact.bodyA.node!.position.y {
                        canRun=true
                    }
                    //如果碰撞体B是平台
                }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
                    }
                    if contact.bodyA.node?.position.y > contact.bodyB.node?.position.y {
                        canRun=true
                    }
                }
                 
                //判断是否打滚
                runner.jumpEnd = runner.position.y
                if runner.jumpEnd-runner.jumpStart <= -70 {
                    runner.roll()
                    //如果平台下沉就不让它被震得颤抖一下
                    if !isDown {
                        downAndUp(contact.bodyA.node!)
                        downAndUp(contact.bodyB.node!)
                    }
                }else{
                    if canRun {
                        runner.run()
                    }
                }
            }
             
            //如果熊猫和场景边缘碰撞
            if (contact.bodyA.categoryBitMask|contact.bodyB.categoryBitMask)
                == (BitMaskType.scene | BitMaskType.runner) {
                println("游戏结束")
                isLose = true
            }
        }
         
        override func update(currentTime: CFTimeInterval) {
            //如果小人出现了位置偏差,就逐渐恢复
            if runner.position.x < 200 {
                var x = runner.position.x + 1
                runner.position = CGPointMake(x, runner.position.y)
            }
            if !isLose {
                lastDis -= moveSpeed
                //速度以5为基础,以跑的距离除以2000为增量
                var tempSpeed = CGFloat(5 + Int(distance/2000))
                //将速度控制在maxSpeed
                if tempSpeed > maxSpeed {
                    tempSpeed = maxSpeed
                }
                //如果移动速度小于新的速度就改变
                if moveSpeed < tempSpeed {
                    moveSpeed = tempSpeed
                }
                 
                if lastDis <= 0 {
                    platformFactory.createPlatformRandom()
                }
                platformFactory.move(self.moveSpeed)
                distance += moveSpeed
            }
             
        }
         
        func onGetData(dist:CGFloat){
            self.lastDis = dist
        }
         
        //up and down 方法(平台震动一下)
        func downAndUp(node :SKNode,down:CGFloat = -50,downTime:Double=0.05,
            up:CGFloat=50,upTime:Double=0.1){
            //下沉动作
            let downAct = SKAction.moveByX(0, y: down, duration: downTime)
            //上升动过
            let upAct = SKAction.moveByX(0, y: up, duration: upTime)
            //下沉上升动作序列
            let downUpAct = SKAction.sequence([downAct,upAct])     
            node.runAction(downUpAct)
        }
         
        //重新开始游戏
        func reSet(){
            //重置isLose变量
            isLose = false
            //重置小人位置
            runner.position = CGPointMake(200, 400)
            //重置移动速度
            moveSpeed  = 15.0
            //重置跑的距离
            distance = 0.0
            //重置首个平台完全进入游戏场景的距离
            lastDis = 0.0
            //平台工厂的重置方法
            platformFactory.reSet()
            //创建一个初始的平台给熊猫一个立足之地
            platformFactory.createPlatform(3, x: 0, y: 200)
        }
    }

    四,源码下载
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  • 原文地址:https://www.cnblogs.com/Free-Thinker/p/4841103.html
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