//
// GameScene.swift
// SkyNinja
/*
- *** 游戏元素使用条款及注意事项 ***
- 游戏中的所有元素全部由iFIERO所原创(除注明引用之外),包括人物、音乐、场景等;
- 创作的初衷就是让更多的游戏爱好者可以在开发游戏中获得自豪感 -- 让手机游戏开发变得简单;
- 秉着开源分享的原则,iFIERO发布的游戏都尽可能的易懂实用,并开放所有源码;
- 任何使用者都可以使用游戏中的代码块,也可以进行拷贝、修改、更新、升级,无须再经过iFIERO的同意;
- 但这并不表示可以任意复制、拆分其中的游戏元素:
- 用于[商业目的]而不注明出处;
- 用于[任何教学]而不注明出处;
- 用于[游戏上架]而不注明出处;
- 另外,iFIERO有商用授权游戏元素,获得iFIERO官方授权后,即无任何限制;
- 请尊重帮助过你的iFIERO的知识产权,非常感谢;
- Created by VANGO杨 && ANDREW陈
- Copyright © 2018 iFiero. All rights reserved.
- www.iFIERO.com
- iFIERO -- 让手机游戏开发变得简单
- SkyNinja 天猪之城 在此游戏中您将获得如下技能:
- 1、LaunchScreen 学习如何设置游戏启动画面
- 2、Scene 学习如何切换游戏的游戏场景
- 3、Scene Edit 学习直接使用可见即所得操作编辑游戏场景
- 4、Random 利用可复用的随机函数生成Enemy
- 5、SpriteNode class 学习建立独立的class精灵并引入场景scene
- 6、Collision 学习有节点与节点之间的碰撞的原理及处理方法
- 7、Animation&Atlas 学习如何导入动画帧及何为Atlas
- 8、Camera 使用Camera实现endless背景滚动
- 9、Grarity 学习如何点击屏幕时反转重力
- 10、StateMachine GameplayKit 运用之场景切换;(**** 中级技能)
- 11、Partilces 学习如何做特效及把特效发生碰撞时移出场景;(**** 中级技能)
*/
import SpriteKit
import GameplayKit
class GameScene: SKScene ,SKPhysicsContactDelegate{
var moveAllowed = false /// 场景是否可以移动了;
//MARK: - StateMachine 场景中各个舞台State
lazy var stateMachine:GKStateMachine = GKStateMachine(states: [
WaitingState(scene: self), //self 为 GameScene ,把GameScene专入State
PlayState(scene: self),
GameOverState(scene: self)
])
//MARK: - 场景中的所有SpriteNode
/*
* 1.调用 Elements Class 的节点,须在GameScene的把节点的Custom Class设为PlayerNode
* 2.Module 设为项目名称 SkyNinja
* 3.为何要设置独立的class精灵,可以为GameScene减少代码,并有利于代码的复用;
*/
var playerNode:PlayerNodeClass!
var coinTempNode:SKSpriteNode!
var bombTempNode:SKSpriteNode!
var mainCamera:SKCameraNode!
var groundNode:SKSpriteNode! /// 地面
var skyNode:SKSpriteNode! /// 天空
var spawnElements = SpawnElements() /// 生成节点工具 特别注意,这里非 spawnElements = SpawnElements!
private var dt:TimeInterval = 0 /// 每一frame的时间差
private var lastUpdateTimeInterval:TimeInterval = 0
override func didMove(to view: SKView) {
super.didMove(to: view)
self.physicsWorld.gravity = CGVector(dx: 0, dy: -9.8) /// 物理世界的重力
self.physicsWorld.contactDelegate = self /// 碰撞代理
initCamera() /// Camera
initBgMusic() /// 背景音乐
initPlayer() /// 初始化玩家
initCoinBomb() /// 临时的Coin+Bomb
initSkyGroundLine() // 建立物理天空+地面
stateMachine.enter(WaitingState.self) /// 初始化以上的各个精灵SpriteNode后,再进入WaitingState 场景舞台State
}
//MARK: - 加入Camera
func initCamera(){
mainCamera = childNode(withName: "MainCamera") as! SKCameraNode
}
//MARK: - 移动Camera
func moveCamera(){
self.mainCamera.position.x += CAMERA_MOVE_XPOS ///向右移动
}
//MARK: - 停止Camera
func stopCamera(){
self.mainCamera.removeAllActions()
}
// MARK:-初始化玩家
func initPlayer(){
playerNode = childNode(withName: "Player") as! PlayerNodeClass
playerNode.physicsBody?.affectedByGravity = true
playerNode.initPlayer()
}
// MARK:-背景音乐
func initBgMusic(){
let bgMusic = SKAudioNode(fileNamed: "background.mp3")
bgMusic.autoplayLooped = true
addChild(bgMusic)
}
func initCoinBomb(){
coinTempNode = childNode(withName: "CoinTemp") as! SKSpriteNode
bombTempNode = childNode(withName: "BombTemp") as! SKSpriteNode
}
//MARK: - 物理线
func initSkyGroundLine(){
skyNode = childNode(withName: "Sky") as! SKSpriteNode
let sykLine = LineNode() /// 生成新的节点 比如 let newNode = SKNode()
sykLine.initSkyLine(size: size, yPos: skyNode.position.y + 10)
addChild(sykLine)
groundNode = childNode(withName: "Ground") as! SKSpriteNode
let groundLine = LineNode()
groundLine.initGroundLine(size: size, yPos: groundNode.position.y + groundNode.size.height - 10)
addChild(groundLine)
}
// MARK: - 反转物理世界;
func reverseGravity(){
physicsWorld.gravity *= -1
}
// MARK: - 根据 camera.position.x 移动所有页面元素;
///因为节点anchorPoint为(0,0),且相机的初始位置为 1024,所以要把相机的位置扣除1024 即(camera.position.x - self.size.width / 2)
func moveSprites(camera:SKCameraNode){
/// 所有的天空精灵
enumerateChildNodes(withName: "Sky") { (node, error) in
if node.position.x + self.size.width < (camera.position.x - self.size.width / 2) {
node.position.x += self.size.width * SCENE_NUMBERS
}
}
/// 所有的地面精灵;
enumerateChildNodes(withName: "Ground") { (node, error) in
if node.position.x + self.size.width < (camera.position.x - self.size.width / 2 ) {
node.position.x += self.size.width * SCENE_NUMBERS
}
/// print("所有的地面精灵",node.position.x,(camera.position.x - self.size.width / 2 ))
}
/// 所有线和Camera同步
enumerateChildNodes(withName: "Line") { (node, error) in
// let node = node as! SKNode
node.position.x += CAMERA_MOVE_XPOS
if node.position.x < -self.size.width {
node.position.x += self.size.width * SCENE_NUMBERS
}
}
/// 所有树
/// 树为何不:(camera.position.x - self.size.width / 2 ),请注意树的 anchorPoint(0.5,0.5)
enumerateChildNodes(withName: "Tree") { (node, error) in
if node.position.x + self.size.width < (camera.position.x ) {
node.position.x += self.size.width * SCENE_NUMBERS
}
}
/// 所有背景
enumerateChildNodes(withName: "Bg") { (node, error) in
if node.position.x + self.size.width < (camera.position.x - self.size.width / 2 ) {
node.position.x += self.size.width * SCENE_NUMBERS
}
}
}
// MARK: - 生成节点工具 class
@objc func spawnCoins(){
/// print(spawnElements.spawnCoin(camera: mainCamera))
if moveAllowed {
self.addChild(spawnElements.spawnCoin(camera: mainCamera)) /// 传入主相机位置
}
}
@objc func spawnBombs(){
if moveAllowed {
addChild(spawnElements.spawnBomb(camera: mainCamera,scene: self)) /// 传入主相机位置
}
}
@objc func removeCoins(){
enumerateChildNodes(withName: "coin") { (node, error) in
if node.position.x < self.mainCamera.position.x - self.size.width {
/// print("移除coin")
node.removeFromParent()
}
}
}
// MARK: - 不再生成了;
func stopSpawning(){
playerNode.removeAction(forKey: "jogging") /// 移除人物的运动;
enumerateChildNodes(withName: "coin") { (node, error) in
node.removeAllActions()
}
enumerateChildNodes(withName: "bomb") { (node, error) in
node.removeAllActions()
}
}
//MARK: - 重新开始游戏;
func restartGame(){
let newScene = GameScene(fileNamed: "GameScene")!
newScene.size = CGSize(width: SCENE_WIDTH, height: SCENE_HEIGHT)
newScene.anchorPoint = CGPoint(x: 0, y: 0)
newScene.scaleMode = .aspectFill
let transition = SKTransition.flipHorizontal(withDuration: 0.5)
view?.presentScene(newScene, transition:transition)
}
// MARK: - 监测屏幕点击事件
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self) ///获得点击的位置
/// 判断目前的GameScene场景舞台是哪个state
switch stateMachine.currentState {
case is WaitingState:
/// 获得按钮的点击位置
guard let body = physicsWorld.body(at: touchLocation) else {
return
}
/// 判断是否是点击了PlayButton
guard let playButton = body.node?.childNode(withName: "PlayButton") as? SKSpriteNode else {
return
}
/// 如果点击位置是在PlayButton
if (playButton.contains(touchLocation)){
playButton.isHidden = true
stateMachine.enter(PlayState.self) /// 进入开始游戏;
}
case is PlayState:
reverseGravity() /// 反转物理世界;
case is GameOverState:
guard let body = physicsWorld.body(at: touchLocation) else {
return
}
// TapToPlay按钮;
if let tapToPlay = body.node?.childNode(withName: "tapToPlay"){
if tapToPlay.contains(touchLocation){
print("重新开始游戏!")
restartGame()
}
}
default:
break;
}
}
// MARK: - 监测碰撞
func didBegin(_ contact: SKPhysicsContact) {
let bodyA:SKPhysicsBody
let bodyB:SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
bodyA = contact.bodyA
bodyB = contact.bodyB
}else{
bodyA = contact.bodyB
bodyB = contact.bodyA
}
///检测碰到中间线
if bodyA.categoryBitMask == PhysicsCategory.Player && bodyB.categoryBitMask == PhysicsCategory.MiddleLine {
/// print("碰到屏幕线人物反转")
playerNode.reversePlayer()
}
///检测碰到coin
if bodyA.categoryBitMask == PhysicsCategory.Player && bodyB.categoryBitMask == PhysicsCategory.Coin {
/// print("碰到屏幕线人物反转")
let coinAction = SKAction.playSoundFileNamed("coin.wav", waitForCompletion: false)
run(coinAction)
bodyB.node?.removeFromParent()
}
///检测碰到Bomb
if bodyA.categoryBitMask == PhysicsCategory.Player && bodyB.categoryBitMask == PhysicsCategory.Bomb {
/// 播放音乐
let bombAction = SKAction.playSoundFileNamed("ninjaHit.wav", waitForCompletion: false)
run(bombAction)
/// 移除BOMB
/// bodyB.node?.removeFromParent()
stateMachine.enter(GameOverState.self)
}
}
// MARK: - 时时更新update
override func update(_ currentTime: TimeInterval) {
/// 获取时间差
if lastUpdateTimeInterval == 0 {
lastUpdateTimeInterval = currentTime
}
dt = currentTime - lastUpdateTimeInterval
lastUpdateTimeInterval = currentTime
stateMachine.update(deltaTime: dt) /// 把update传进各个State里;
}
}
源码传送门:https://github.com/apiapia/SkyNinjaGameSpriteKitTutorial
更多手机游戏教程:http://www.iFIERO.com