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这节内容我们来实现熊猫打滚。思路是这样的,当熊猫起跳时记录他的Y坐标,落到平台上的时候再记录它的Y坐标。两个坐标之间的差要是大于一定数值就判断它从高处落下要进行打滚缓冲。至此跑酷熊猫已经像一个游戏的样子了 要点:起跳y坐标: var jumpStart = 0.0 落地y坐标: var jumpEnd = 0.0 在didBeginContact方法中进行判断 panda.jumpEnd = panda.position.y if panda.jumpEnd-panda.jumpStart <= -70 { panda.roll() }
整体代码:本节关键部分已加红加粗 GameScene: import SpriteKit class GameScene: SKScene,ProtocolMainScene ,SKPhysicsContactDelegate{ @lazy var panda = Panda() @lazy var platformFactory = PlatformFactory() @lazy var bg = BackGround() var moveSpeed:CGFloat = 15 var lastDis = 0.0 func didBeginContact(contact: SKPhysicsContact!) { if (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask) == ( BitMaskType.platform | BitMaskType.panda ){ panda.run() panda.jumpEnd = panda.position.y if panda.jumpEnd-panda.jumpStart <= -70 { panda.roll() } } if (contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask) == ( BitMaskType.scene | BitMaskType.panda ){ println("游戏结束!") } } func didEndContact(contact: SKPhysicsContact!){ panda.jumpStart = panda.position.y } override func didMoveToView(view: SKView) { let skyColor = SKColor(red:113/255,green:197/255,blue:207/255,alpha:1) self.backgroundColor = skyColor //背景 self.addChild(bg) bg.zPosition = 20 self.physicsWorld.contactDelegate = self self.physicsWorld.gravity = CGVectorMake(0, -5) self.physicsBody = SKPhysicsBody(edgeLoopFromRect: self.frame) self.physicsBody.categoryBitMask = BitMaskType.scene self.physicsBody.dynamic = false panda.position = CGPointMake(200, 400) panda.zPosition = 40 self.addChild(panda) self.addChild(platformFactory) platformFactory.sceneWidth = self.frame.size.width platformFactory.delegate = self platformFactory.zPosition = 30 platformFactory.createPlatform(3, x: 0, y: 200) } override func touchesBegan(touches: NSSet, withEvent event: UIEvent) { panda.jump() } override func update(currentTime: CFTimeInterval) { bg.move(moveSpeed/5) lastDis -= moveSpeed if lastDis <= 0 { println("生成新的平台") //platformFactory.createPlatform(1, x: 1500, y: 200) platformFactory.createPlatformRandom() } platformFactory.move(moveSpeed) } func onGetData(dist:CGFloat){ self.lastDis = dist; } } protocol ProtocolMainScene { func onGetData(dist:CGFloat) } Panda类 import SpriteKit enum Status:Int{ case run=1,jump,jump2,roll; } class Panda : SKSpriteNode { let runAtlas = SKTextureAtlas(named: "run.atlas") let runFrames = [SKTexture]() let jumpAtlas = SKTextureAtlas(named: "jump.atlas") let jumpFrames = [SKTexture](); let rollAtlas = SKTextureAtlas(named: "roll.atlas") let rollFrames = [SKTexture](); var status = Status.run //起跳 y坐标 var jumpStart = 0.0 //落地 y坐标 var jumpEnd = 0.0 init(){ let texture = runAtlas.textureNamed("panda_run_01") let size = texture.size() super.init(texture:texture,color:SKColor.whiteColor(),size:size) var i:Int for i=1 ; i<=runAtlas.textureNames.count ; i++ { let tempName = String(format: "panda_run_%.2d", i) let runTexture = runAtlas.textureNamed(tempName) if runTexture { runFrames.append(runTexture) } } for i=1 ; i<=jumpAtlas.textureNames.count ; i++ { let tempName = String(format: "panda_jump_%.2d", i) let jumpTexture = jumpAtlas.textureNamed(tempName) if jumpTexture { jumpFrames.append(jumpTexture) } } for i=1 ; i<=rollAtlas.textureNames.count ; i++ { let tempName = String(format: "panda_roll_%.2d", i) let rollTexture = rollAtlas.textureNamed(tempName) if rollTexture { rollFrames.append(rollTexture) } } self.physicsBody = SKPhysicsBody(rectangleOfSize: texture.size()) self.physicsBody.dynamic = true self.physicsBody.allowsRotation = false //摩擦力 self.physicsBody.restitution = 0 self.physicsBody.categoryBitMask = BitMaskType.panda self.physicsBody.contactTestBitMask = BitMaskType.scene | BitMaskType.platform self.physicsBody.collisionBitMask = BitMaskType.platform run() } func run(){ self.removeAllActions() self.status = .run self.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(runFrames, timePerFrame: 0.05))) } func jump (){ self.removeAllActions() if status != Status.jump2{ self.runAction(SKAction.animateWithTextures(jumpFrames, timePerFrame: 0.05)) self.physicsBody.velocity = CGVectorMake(0, 450) if status == Status.jump{ status = Status.jump2 self.jumpStart = self.position.y; }else { status = Status.jump } } } func roll(){ self.removeAllActions() status = .roll self.runAction(SKAction.animateWithTextures(rollFrames, timePerFrame: 0.05),completion:{() in self.run()}) } } 项目文件地址http://yun.baidu.com/share/link?shareid=3824235955&uk=541995622
Swift游戏实战-跑酷熊猫系列00 游戏预览01 创建工程导入素材02 创建熊猫类03 熊猫跑动动画04 熊猫的跳和滚的动作05 踩踏平台是怎么炼成的06 创建平台类以及平台工厂类07 平台的移动08 产生源源不断的移动平台09 移除场景之外的平台10 视差滚动背景11 欢迎进入物理世界12 与平台的碰撞13 二段跳的实现 |
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