如何应用SpriteKit的Camera实现游戏中的Endles
2018-06-24 本文已影响0人
布袋的世界
效果
wobbing.png
Camera向右移动
camera的节点移动到2048(self.size.width)的时候,把红色框内的节点移动到最右边( node.position.x += self.size.width * SCENE_NUMBERS)
/// 查找所有命名为ground的精灵节点
enumerateChildNodes(withName: "//ground") { (node, _ ) in
/// 如果当前的节点 + scene.size.with < 则移动节点
if node.position.x + self.size.width < camera.position.x {
node.position.x += self.size.width * SCENE_NUMBERS /// 更新节点的位置
}
}
完整源码如下:
//
// GameScene.swift
// CameraEndless
//
// Created by www.iFIERO.com on 2018/6/24.
// Copyright © 2018 iFiero. All rights reserved.
//
import SpriteKit
import GameplayKit
public let CAMERA_MOVE_XPOS:CGFloat = 12 /// 相机X-Axis移动的尺寸;
public let SCENE_NUMBERS:CGFloat = 2.0 /// 有几个场景scene
class GameScene: SKScene {
private var player = PlayerClass() /// 初始化自定义节点
private var mainCamera:SKCameraNode!
private var ground:SKSpriteNode! /// 地板
private var bg:SKSpriteNode! /// 背景
private var cloud:SKSpriteNode! /// 云 cloud
override func didMove(to view: SKView) {
initUI() /// 初始化Scene里的各个精灵节点
initCamera() /// 初始化相机节点;
}
func initUI(){
/// player名称为GameScene.sks 上自行命名的名称
player = childNode(withName: "player") as! PlayerClass
player.initPlayer() /// 开始Wobbing
ground = childNode(withName: "ground") as! SKSpriteNode
bg = childNode(withName: "bg") as! SKSpriteNode
cloud = childNode(withName: "cloud") as! SKSpriteNode
}
func initCamera(){
mainCamera = childNode(withName: "mainCamera") as! SKCameraNode
}
/// 移动节点
func moveSprites(camera:SKCameraNode){
/// 查找所有命名为ground的精灵节点
enumerateChildNodes(withName: "//ground") { (node, _ ) in
/// 如果当前的节点 + scene.size.with < 则移动节点
if node.position.x + self.size.width < camera.position.x {
node.position.x += self.size.width * SCENE_NUMBERS /// 更新节点的位置
}
}
/// 查找bg
enumerateChildNodes(withName: "//bg") { (node, _) in
if node.position.x + self.size.width < camera.position.x {
node.position.x += self.size.width * SCENE_NUMBERS
}
}
///查找所有云
enumerateChildNodes(withName: "cloud") { (node, _) in
if node.position.x + self.size.width < camera.position.x {
node.position.x += self.size.width * SCENE_NUMBERS
}
}
}
override func update(_ currentTime: TimeInterval) {
mainCamera.position.x += CAMERA_MOVE_XPOS /// 向前移动;
player.position.x += CAMERA_MOVE_XPOS /// player向右移动的速度和camera的速度一致
moveSprites(camera: mainCamera) /// 传入相机节点
}
}
源代码传送门:https://pan.baidu.com/s/1u5rwu9lB3_LWlAbGTFF7xw
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