zoukankan      html  css  js  c++  java
  • iOS7 Sprite Kit 学习

    iOS7 Sprite Kit 学习

    iOS 7有一个新功能 Sprite Kit 这个有点类似cocos2d 感觉用法都差不多。下面简单来介绍下Sprite Kit 

    About Sprite Kit

    Sprite Kit provides a graphics rendering and animation infrastructure that you can use to animate arbitrary textured images, or sprites. Sprite Kit uses a traditional rendering loop that allows processing on the contents of each frame before it is rendered. Your game determines the contents of the scene and how those contents change in each frame. Sprite Kit does the work to render frames of animation efficiently using the graphics hardware. Sprite Kit is optimized to allow essentially arbitrary changes to each frame of animation.

    Sprite Kit also provides other functionality that is useful for games, including basic sound playback support and physics simulation. In addition, Xcode provides built-in support for Sprite Kit, allowing complex special effects and texture atlases to be easily created and then used in your app. This combination of framework and tools makes Sprite Kit a good choice for games and other apps that require similar kinds of animation. For other kinds of user-interface animation, use Core Animation instead.

    ../Art/update_loop_2x.png

    可以参考官方文档。:https://developer.apple.com/library/prerelease/ios/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/Introduction/Introduction.html#//apple_ref/doc/uid/TP40013043-CH1-SW1 

    Jumping into Sprite Kit

    The best way to learn Sprite Kit is to see it in action. This example creates a pair of scenes and animates content in each. By working through this example, you will learn some of the fundamental techniques for working with Sprite Kit content, including:

    • Using scenes in a Sprite Kit–based game.

    • Organizing node trees to draw content.

    • Using actions to animate scene content.

    • Adding interactivity to a scene.

    • Transitioning between scenes.

    • Simulating physics inside a scene.

    Getting Started

    Xcode5.0以上。。

    首先新建一个项目 SpriteWalkthrough 。 

    项目建好后在 ViewController.m 里添加如下代码

    打开storyboard 然后找到右边 Sustom Slass 把Class 改成SKView!!!这个一定要改,不然会报错 -[UIView setShowsFPS:]: unrecognized selector sent to instance 0x9742e30

    #import <SpriteKit/SpriteKit.h>

    复制代码
    - (void)viewDidLoad
    {
        [super viewDidLoad];
        
        SKView *spriteView = (SKView*)self.view;
        
        spriteView.showsFPS = YES;
        spriteView.showsDrawCount = YES;
        spriteView.showsNodeCount = YES;
        // Do any additional setup after loading the view, typically from a nib.
    }
    复制代码

    新建一个class  命名为HelloScene.h文件不需要做修改

    复制代码
    #import <SpriteKit/SpriteKit.h>
    
    @interface HelloScene : SKScene
    
    @end
    复制代码

    然后再回到ViewController.m .修改如下

    复制代码
    #import "HelloScene.h"
    复制代码
    复制代码
    -(void)viewWillAppear:(BOOL)animated
    {
         
        HelloScene* hello = [[HelloScene alloc] initWithSize:CGSizeMake(self.view.frame.size.width,self.view.frame.size.height)];
        SKView *spriteView = (SKView*)self.view;
        [spriteView presentScene:hello];
        
    }
    复制代码

    OK 。。run it ..

    2.然后在HelloScene.m里添加如下

    复制代码
    @interface HelloScene()
    @property BOOL contentCreated;
    @end
    复制代码
    复制代码
    -(void)didMoveToView:(SKView *)view
    {
        if(!self.contentCreated)
        {
            [self  createSceneContents];
            self.contentCreated = YES;
        }
    }
    
    -(void)createSceneContents
    {
        NSLog(@"createSceneContents");
        self.backgroundColor = [SKColor blackColor];
        self.scaleMode = SKSceneScaleModeAspectFit;
        [self addChild:[self newHelloNode]];
    }
    复制代码
    复制代码
    -(SKLabelNode*)newHelloNode
    {
        SKLabelNode *helloNode = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
        helloNode.name = @"helloNode";//@ 这个和下面的一样
        helloNode.text = @"hello game ";
        helloNode.fontSize = 24;
        helloNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame));
        return helloNode;
    }
    复制代码

    这个时候可以运行一次。

    接下来继续,在HelloScene.m 里添加

    复制代码
    -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
    {
        
        SKNode *helloNode = [self childNodeWithName:@"helloNode"]; //@与上面的相同
        if(helloNode !=nil)
        {
           
            helloNode.name = nil;
            SKAction *moveUp = [SKAction moveByX:0 y:100.0 duration:0.5]; //向上移动
            SKAction *zoom = [SKAction scaleTo:2.0 duration:0.25];    //扩大两倍
            SKAction *pause = [SKAction waitForDuration:0.5];    //暂停
            SKAction *fadeAway = [SKAction fadeOutWithDuration:0.25];  //消失
            SKAction *remove = [SKAction removeFromParent];
            SKAction *moveSequence = [SKAction sequence:@[moveUp, zoom, pause, fadeAway, remove]];
            [helloNode runAction:moveSequence];
            
        }
    }
    复制代码

    再编译运行

    新建一个class 命名为 SpaceshipScene 然后在SpaceshipScene.m里添加如下 

    复制代码
    @import "SpaceshipScene.h"
    
    @interface SpaceshipScene ()
    @property BOOL contentCreated;
    @end
    
    @implementation SpaceshipScene
    - (void)didMoveToView:(SKView *)view
    {
        if (!self.contentCreated)
        {
            [self createSceneContents];
            self.contentCreated = YES;
        }
    }
    
    - (void)createSceneContents
    {
        self.backgroundColor = [SKColor blackColor];
        self.scaleMode = SKSceneScaleModeAspectFit;
    }
    @end
    复制代码

    .h 

    复制代码
    #import <SpriteKit/SpriteKit.h>
    
    @interface SpaceshipScene : SKScene
    
    @end
    复制代码

    然后回到

    SpaceshipScene.m 修改如下代码。

    复制代码
    -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
    {
        
        SKNode *helloNode = [self childNodeWithName:@"helloNode"]; //@与上面的相同
        if(helloNode !=nil)
        {
           
            helloNode.name = nil;
            SKAction *moveUp = [SKAction moveByX:0 y:100.0 duration:0.5]; //向上移动
            SKAction *zoom = [SKAction scaleTo:2.0 duration:0.25];    //扩大两倍
            SKAction *pause = [SKAction waitForDuration:0.5];    //暂停
            SKAction *fadeAway = [SKAction fadeOutWithDuration:0.25];  //消失
            SKAction *remove = [SKAction removeFromParent];
            SKAction *moveSequence = [SKAction sequence:@[moveUp, zoom, pause, fadeAway, remove]];
            //[helloNode runAction:moveSequence];
            [helloNode runAction: moveSequence completion:^{
                SKScene *spaceshipScene  = [[SpaceshipScene alloc] initWithSize:self.size];
                SKTransition *doors = [SKTransition doorsOpenVerticalWithDuration:0.5];
                [self.view presentScene:spaceshipScene transition:doors];
            }];
        }
    }
    复制代码

    运行。。

    最后把SpaceshipScene.m 文件修改如下

    复制代码
    //
    //  SpaceshipScene.m
    //  SpriteWalkthrough
    //
    //  Created by qingyun on 8/13/13.
    //  Copyright (c) 2013 qingyun. All rights reserved.
    //
    
    #import "SpaceshipScene.h"
    
    @interface SpaceshipScene ()
    @property BOOL contentCreated;
    @end
    
    @implementation SpaceshipScene
    
    
    - (void)didMoveToView:(SKView *)view
    {
        if (!self.contentCreated)
        {
            [self createSceneContents];
            self.contentCreated = YES;
        }
    }
    
    - (void)createSceneContents
    {
        self.backgroundColor = [SKColor blackColor];
        self.scaleMode = SKSceneScaleModeAspectFit;
        
        SKSpriteNode *spaceship = [self newSpaceship];
        spaceship.position = CGPointMake(CGRectGetMidX(self.frame),CGRectGetMidY(self.frame)-150);
        [self addChild:spaceship];
        
        //@3
        SKAction *makeRocks = [SKAction sequence: @[
                                                    [SKAction performSelector:@selector(addRock) onTarget:self],
                                                    [SKAction waitForDuration:0.10 withRange:0.15]
                                                    ]];
        [self runAction: [SKAction repeatActionForever:makeRocks]];
    }
    
    
    - (SKSpriteNode *)newSpaceship
    {
        SKSpriteNode *hull = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(64,32)];
        
        SKAction *hover = [SKAction sequence:@[
                                               [SKAction waitForDuration:1.0],
                                               [SKAction moveByX:100 y:50.0 duration:1.0],
                                               [SKAction waitForDuration:1.0],
                                               [SKAction moveByX:-100.0 y:-50 duration:1.0]]];
        [hull runAction: [SKAction repeatActionForever:hover]]; //重复移动hover 里的action 
        
        //@2
        SKSpriteNode *light1 = [self newLight];
        light1.position = CGPointMake(-28.0, 6.0);
        [hull addChild:light1];
        
        SKSpriteNode *light2 = [self newLight];
        light2.position = CGPointMake(28.0, 6.0);
        [hull addChild:light2];
        
        //@3
        hull.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:hull.size];
        hull.physicsBody.dynamic = NO;
        
        return hull;
    }
    
    //@2
    - (SKSpriteNode *)newLight
    {
        SKSpriteNode *light = [[SKSpriteNode alloc] initWithColor:[SKColor yellowColor] size:CGSizeMake(8,8)];
        
        SKAction *blink = [SKAction sequence:@[
                                               [SKAction fadeOutWithDuration:0.25],
                                               [SKAction fadeInWithDuration:0.25]]];
        SKAction *blinkForever = [SKAction repeatActionForever:blink];  //重复闪闪发光。
        [light runAction: blinkForever];
        
        return light;
    }
    
    //@3
    static inline CGFloat skRandf() {
        return rand() / (CGFloat) RAND_MAX;
    }
    static inline CGFloat skRand(CGFloat low, CGFloat high) {
        return skRandf() * (high - low) + low;
    }
    
    - (void)addRock
    {
        SKSpriteNode *rock = [[SKSpriteNode alloc] initWithColor:[SKColor brownColor] size:CGSizeMake(8,8)];
        rock.position = CGPointMake(skRand(0, self.size.width), self.size.height-50);
        rock.name = @"rock";
        rock.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:rock.size];
        rock.physicsBody.usesPreciseCollisionDetection = YES;
        [self addChild:rock];
    }
    
    -(void)didSimulatePhysics
    {
        [self enumerateChildNodesWithName:@"rock" usingBlock:^(SKNode *node, BOOL *stop) {
            if (node.position.y < 0)
                [node removeFromParent];
        }];
    }
    
    @end
    复制代码
     

    好了。一个简单的sprite 小游戏做成了。

    demo 下载地址: https://github.com/qingjoin/SpriteKit

     
     
    分类: objective-c
  • 相关阅读:
    selenium 学习(-)
    阿里百川SDK初始化失败 错误码是203
    sql-如何提高SQL查询的效率?
    索引失效原因总结
    索引失效原因总结
    sql-优化-大表关联小表
    sql-优化-大表关联小表
    C#-How to get series point info when mouse is over chartcontrol
    C#-How to get series point info when mouse is over chartcontrol
    C#-ILookup 初始化
  • 原文地址:https://www.cnblogs.com/Leo_wl/p/3255687.html
Copyright © 2011-2022 走看看