iFIERO -- Space Battle 宇宙大战 Spri
2018-06-08 本文已影响17人
布袋的世界
时间紧迫,先上源码了,教程再补上...
3896436-a4a73f002478ce2a.png Simulator Screen Shot - iPhone 8 Plus - 2018-06-08 at 11.54.15.png Simulator Screen Shot - iPhone 8 Plus - 2018-06-08 at 11.54.35.png Simulator Screen Shot - iPhone 8 Plus - 2018-06-08 at 11.54.20.png/*
- 游戏中的所有元素全部由iFIERO所原创(除引用之外),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
SpaceBattle 宇宙大战 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、Scenes 学习如何切换不同的场景 主菜单+游戏场景+游戏结束场景;
- 3、Accleroation 利用重力加速度 让飞船左右移动;
- 4、Endless Background 无限循环背景;
- 5、Scene Edit 直接使用可见即所得操作;
- 6、UserDefaults 保存游戏分数、最高分;
- 7、Random 利用可复用的随机函数生成Enemy;
- 8、Background Music 如何添加背景音乐;
- 9、Particle 粒子爆炸特效;
*/
//
// GameScene.swift
import SpriteKit
import GameplayKit
import CoreMotion
struct PhysicsCategory {
// static let BulletRed :UInt32 = 0x1 << 1 // Alien的子弹
static let BulletBlue:UInt32 = 0x1 << 2
static let Alien :UInt32 = 0x1 << 3
static let SpaceShip :UInt32 = 0x1 << 4
static let None :UInt32 = 0
}
class GameScene: SKScene,SKPhysicsContactDelegate {
private var bgNode1:SKSpriteNode!
private var bgNode2:SKSpriteNode!
private var playerNode:SKSpriteNode! // 玩家 宇宙飞船
private var currentScore:SKLabelNode! // 当前分数节点
private var cScore:Int = 0
private var highScore:SKLabelNode! // 最高分数
private var hScore:Int = 0
var lastUpdateTimeInterval:TimeInterval = 0
var deltaTime:TimeInterval = 0
let motionManager = CMMotionManager() // 重力加速度管理器
var xAcceleration:CGFloat = 0 // 存放x左右移动的加速度变量
var yAcceleration:CGFloat = 0
override func didMove(to view: SKView) {
// 建立物理世界 重力向下
physicsWorld.gravity = CGVector(dx: 0, dy: -9.8)
// 碰撞接触代理
physicsWorld.contactDelegate = self
// 背景节点
bgNode1 = childNode(withName: "BG1") as! SKSpriteNode
bgNode2 = childNode(withName: "BG2") as! SKSpriteNode
// 分数节点
currentScore = childNode(withName: "currentScore") as! SKLabelNode
highScore = childNode(withName: "highScore") as! SKLabelNode
//表示第一次加载游戏
if !UserDefaults.standard.bool(forKey: "HIGHSCORE") {
UserDefaults.standard.set(0, forKey: "CURRENTSCORE")
UserDefaults.standard.set(0, forKey: "HIGHSCORE")
}
// 表示重新游戏
UserDefaults.standard.set(0, forKey: "CURRENTSCORE") // 清空沙盒中保存的上一局的分数
hScore = UserDefaults.standard.integer(forKey: "HIGHSCORE") // 取出沙盒中的数字
highScore.text = "HIGH:\(hScore)"
// 背景音乐
let bgMusic = SKAudioNode(fileNamed: "spaceBattle.mp3")
bgMusic.autoplayLooped = true
addChild(bgMusic)
// 加入玩家飞船
playerNode = childNode(withName: "SpaceShip") as! SKSpriteNode
playerNode.physicsBody = SKPhysicsBody(circleOfRadius: self.playerNode.size.width / 2)
playerNode.physicsBody?.affectedByGravity = false // 不受物理世界的重力影响
playerNode.physicsBody?.isDynamic = true
playerNode.physicsBody?.categoryBitMask = PhysicsCategory.SpaceShip
playerNode.physicsBody?.contactTestBitMask = PhysicsCategory.Alien
playerNode.physicsBody?.collisionBitMask = PhysicsCategory.None
/*
* 手机加速度感应
* 注意:加速度感应在模拟器Simulater无法感应,须用真机进行调试
*/
motionManager.accelerometerUpdateInterval = 0.2 // 感应时间
motionManager.startAccelerometerUpdates(to: OperationQueue.current!) { (data, error) in
//1. 取得data数据;
guard let accelerometerData = data else {
return
}
//2. 取得加速度
let acceleration = accelerometerData.acceleration
//3. 更新XAcceleration的值
self.xAcceleration = CGFloat(acceleration.x) * 0.75 + self.xAcceleration * 0.5
self.yAcceleration = CGFloat(acceleration.y) * 0.75 + self.yAcceleration * 0.5
}
// spawnAlien()
Timer.scheduledTimer(timeInterval: TimeInterval(0.5), target: self, selector: #selector(GameScene.spawnAlien), userInfo: nil, repeats: true)
// Action 无限生成Alien
}
override func update(_ currentTime: TimeInterval) {
// 每Frame的时间差
if lastUpdateTimeInterval == 0 {
lastUpdateTimeInterval = currentTime
}
deltaTime = currentTime - lastUpdateTimeInterval
lastUpdateTimeInterval = currentTime
// endless 无限循环星空背景
updateBackground(deltaTime: deltaTime)
}
func updateBackground(deltaTime:TimeInterval){
// 下移
bgNode1.position.y -= CGFloat(deltaTime * 300)
bgNode2.position.y -= CGFloat(deltaTime * 300)
// 第一个背景node
if bgNode1.position.y < -bgNode1.size.height {
bgNode1.position.y = bgNode2.position.y + bgNode2.size.height
}
// 第二个背景node
if bgNode2.position.y < -bgNode2.size.height {
bgNode2.position.y = bgNode1.position.y + bgNode1.size.height
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let _ = touch.location(in: self) // touchLocation
// 播放torpedo发射音乐
let actionFire = SKAction.playSoundFileNamed("torpedo.mp3", waitForCompletion: false)
run(actionFire)
spawnBulletAndFire() // 生成并发射子弹
}
// MARK: - 生成并发射子弹;
func spawnBulletAndFire(){
// 子弹
let bulletNode = SKSpriteNode(imageNamed: "BulletBlue")
bulletNode.position.x = playerNode.position.x
// 子弹的Y轴位置 因为playNode的AnchorPoit位于飞船中心 所以子弹发射时的瞬间位置位于飞船正中心,要加上飞船的半径,位于枪口;
bulletNode.position.y = playerNode.position.y + playerNode.size.height / 2
bulletNode.zPosition = 1
self.addChild(bulletNode)
bulletNode.physicsBody = SKPhysicsBody(circleOfRadius: bulletNode.size.width / 2)
bulletNode.physicsBody?.affectedByGravity = false // 子弹不受重力影响;
bulletNode.physicsBody?.categoryBitMask = PhysicsCategory.BulletBlue
bulletNode.physicsBody?.contactTestBitMask = PhysicsCategory.Alien
bulletNode.physicsBody?.collisionBitMask = PhysicsCategory.None
//子弹飞速运动,设置探测精细碰撞
bulletNode.physicsBody?.usesPreciseCollisionDetection = true
// 把子弹往上移出屏幕
let moveTo = CGPoint(x: playerNode.position.x, y: playerNode.position.y + self.frame.size.height)
// bulletNode.run(SKAction.move(to:moveTo, duration: TimeInterval(0.5)))
/*
* 粒子效果
* 1.新建一个SKNODE => trailNode
* 2.新建粒子效果SKEmitterNode,设置tragetNode = trailNode
* 3.子弹加上emitterNode
*/
let trailNode = SKNode()
trailNode.zPosition = 1
trailNode.name = "trail"
addChild(trailNode)
let emitterNode = SKEmitterNode(fileNamed: "ShootTrailBlue")! // particles文件夹存放粒子效果
emitterNode.targetNode = trailNode // 设置粒子效果的目标为trailNode => 跟随新建的trailNode
bulletNode.addChild(emitterNode) // 在子弹节点Node加上粒子效果;
bulletNode.run(SKAction.sequence([
SKAction.move(to: moveTo, duration: TimeInterval(0.5)),
SKAction.run({
bulletNode.removeFromParent() // 移除 子弹bulltedNode
trailNode.removeFromParent() // 移除 trailNode
})]))
}
// 生成随机Alien
@objc func spawnAlien() {
// 1 or 2
let i = Int(CGFloat(arc4random()).truncatingRemainder(dividingBy: 2) + 1)
let imageName = "Enemy0\(i)"
let alien = SKSpriteNode(imageNamed: imageName)
alien.anchorPoint = CGPoint(x: 0.5, y: 0.5)
alien.zPosition = 1
alien.name = "Alien"
var xPosition:CGFloat = 0.0
// 生成随机的x-Axis轴的位置
xPosition = CGFloat.random(min: -self.frame.size.width+alien.size.width, max: self.frame.size.width - alien.size.width)
alien.position = CGPoint(x: xPosition, y: self.frame.size.height + alien.size.height * 2)
self.addChild(alien)
// 物理世界 PhysicsWorld
// 1.设置物理身体
alien.physicsBody = SKPhysicsBody(circleOfRadius: alien.size.width / 2)
// 不受重力影响,自定义飞船移动速度;
alien.physicsBody?.affectedByGravity = false
// 2.设置唯一属性
alien.physicsBody?.categoryBitMask = PhysicsCategory.Alien
// 3.和哪些节点Node会发生碰撞
alien.physicsBody?.contactTestBitMask = PhysicsCategory.BulletBlue | PhysicsCategory.SpaceShip
alien.physicsBody?.collisionBitMask = PhysicsCategory.None
let duration = CGFloat.random(min: CGFloat(1.0), max: CGFloat(3.8))
let actionDown = SKAction.move(to: CGPoint(x: xPosition, y: -self.frame.size.height), duration: TimeInterval(duration))
alien.run(SKAction.sequence([actionDown,
SKAction.run({
alien.removeFromParent() // 移除节点;
})]))
}
// 手机重力感应
override func didSimulatePhysics() {
// 取得xAcceleration的位置并进行更新
self.playerNode.position.x += self.xAcceleration * 50
self.playerNode.position.y += self.yAcceleration * 50
// 让player => SpaceShip在屏幕之间滑动 x
// X-Axis X轴水平方向 最小值
// 如果player的x-axis最小值 < player飞船的size.with 1/2 设飞船的最小值为 size.with/2
if self.playerNode.position.x < -self.frame.size.width / 2 + self.playerNode.size.width {
self.playerNode.position.x = -self.frame.size.width / 2 + self.playerNode.size.width
}
// 最大值
if self.playerNode.position.x > self.frame.size.width / 2 - self.playerNode.size.width {
self.playerNode.position.x = self.frame.size.width / 2 - self.playerNode.size.width
}
// Y-Axis Y轴方向
if self.playerNode.position.y > -self.playerNode.size.height {
self.playerNode.position.y = -self.playerNode.size.height
}
if self.playerNode.position.y < -self.frame.size.height / 2 + self.playerNode.size.height {
self.playerNode.position.y = -self.frame.size.height / 2 + self.playerNode.size.height
}
}
//MARK:- 发生碰撞
func didBegin(_ contact: SKPhysicsContact) {
let contactMask = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
switch contactMask {
// 子弹vs外星人
case PhysicsCategory.Alien | PhysicsCategory.BulletBlue:
bulletHitAlien(nodeA: contact.bodyA.node as! SKSpriteNode,nodeB: contact.bodyB.node as! SKSpriteNode)
// 外星人Alien撞击到飞船
case PhysicsCategory.Alien | PhysicsCategory.SpaceShip:
alienHitSpaceShip(nodeA: contact.bodyA.node as! SKSpriteNode, nodeB: contact.bodyB.node as! SKSpriteNode)
default:
break
}
}
// MARK: 子弹vs外星人
func bulletHitAlien(nodeA:SKSpriteNode,nodeB:SKSpriteNode){
// 击中粒子效果 Particle
let explosion = SKEmitterNode(fileNamed: "ExplosionBlue")!
explosion.position = nodeA.position // 或者 nodeB.position
self.addChild(explosion)
explosion.run(SKAction.sequence([
SKAction.wait(forDuration: 0.3),
SKAction.run {
explosion.removeFromParent()
}]))
// 击中的音乐
let actionColision = SKAction.playSoundFileNamed("explosion.mp3", waitForCompletion: false)
run(actionColision)
// 分数统计
cScore += 1
currentScore.text = "SCORE:\(cScore)"
// 保存当前分数
UserDefaults.standard.set(cScore, forKey: "CURRENTSCORE")
if cScore > hScore {
hScore = cScore
highScore.text = "High:\(hScore)"
// 保存最高分数
UserDefaults.standard.set(cScore, forKey: "HIGHSCORE")
}
// 判断哪个是子弹节点bulletNode,碰撞didBegin没有比较大小时,则会相互切换,也就是A和B互相切换;
if nodeA.physicsBody?.categoryBitMask == PhysicsCategory.BulletBlue {
nodeA.removeAllChildren() // 移除所有子效果 emitter
nodeA.isHidden = true // 子弹隐藏
nodeA.physicsBody?.categoryBitMask = 0 // 设置子弹不会再发生碰撞
nodeB.removeFromParent() // 移除外星人
}else if nodeB.physicsBody?.categoryBitMask == PhysicsCategory.BulletBlue {
nodeA.removeFromParent() // 移除外星人
nodeB.removeAllChildren()
nodeB.isHidden = true
nodeB.physicsBody?.categoryBitMask = 0
}
}
// MARK: 外星人Alien撞击到飞船
func alienHitSpaceShip(nodeA:SKSpriteNode,nodeB:SKSpriteNode){
if (nodeA.physicsBody?.categoryBitMask == PhysicsCategory.Alien || nodeB.physicsBody?.categoryBitMask == PhysicsCategory.Alien) && (nodeA.physicsBody?.categoryBitMask == PhysicsCategory.SpaceShip || nodeB.physicsBody?.categoryBitMask == PhysicsCategory.SpaceShip) {
// print("撞击到飞船")
// 击中粒子效果 Particle
let explosion = SKEmitterNode(fileNamed: "Explosion")!
explosion.position = nodeA.position
self.addChild(explosion)
nodeA.removeFromParent()
nodeB.removeFromParent()
// 播放失败音乐 + 切换到结束游戏
let loseMusicAction = SKAction.playSoundFileNamed("", waitForCompletion: false)
self.run(SKAction.sequence([
loseMusicAction,
SKAction.wait(forDuration: TimeInterval(0.7)),
SKAction.run {
// 切换游戏结束场景
let reveal = SKTransition.doorsOpenHorizontal(withDuration: TimeInterval(0.5))
let loseScene = LoseScene(fileNamed: "LoseScene")
loseScene?.size = self.size
loseScene?.scaleMode = .aspectFill
self.view?.presentScene(loseScene!, transition: reveal)
}]))
}
}
}
ifiero.png