Spritekit介紹
http://www.jianshu.com/p/0427dc183ca8
SKNode & SKScene
屬性:
Position: node 定位在座標系中的位置
xScale & yScale 尺寸的縮放
zRotate: 旋轉節點
Frame: 節點包含的矩形
Accumulated: 積累
Alpha: 透明度
isHidden: 是否可見
ignoresSiblingOrder:判別相同位置的兩個 node 他們是否並存 默認是不併存的 false 如果改成 true 則都可以看到,那麼假設說在 true 情況下,我們想要遮住他們的話,可以修改他們的 zPosition 數字比較大的會在上面
SKACtion:
runAction: 執行動作
runActionWithKey: 執行動作並且分配一個 key
runActionComlietion: 添加完成處理程序集體的動作
Sequence: 子操作在另一個操作之後運行
Group: 子操作跟他同時進行
Repeat: 子操作運行行一定或是無線的循環操作
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hasAction: 當物件本身有操作的時候,我才進行子操作
PhysicsWorld:
將重力定義CGVector
SKPhyicsBody: 基於我們的物件所具有質量和提及的動態體
myTextureSpriteNode.physicsBody?.allowsRotation = true//是否改變重力衝擊的方向
myTextureSpriteNode.physicsBody?.restitution = 1.0
// restitution 每次的碰撞中損失了多少動力,默認 0.2
遊戲介紹
點擊炸彈,炸彈消失,超過5s沒有點擊 ,發生爆炸
效果圖
新建項目
新建項目選擇game
選擇spritekit
設置追蹤鏡頭
let configuration = AROrientationTrackingConfiguration()//追蹤鏡頭的位置,只有三個自由度 速度比較快
編寫核心Scene
代碼很簡單,看下就明白了
“`
//
// Scene.swift
// SpriteKitInAr
//
// Created by Liyanjun on 2017/10/10.
// Copyright © 2017年 liyanjun. All rights reserved.
//
import SpriteKit
import ARKit
class Scene: SKScene {
var playing = false//是否在play
//計時器
var timer = Timer()
//分數
var score = 0
override func didMove(to view: SKView) {
// Setup your scene here
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
func displayMenu(){
/**
SKLabelNode: 一種 label 來使用的 node
name???
*/
let logoLabel = SKLabelNode(fontNamed: "AvenirNext-Bold")
logoLabel.fontSize = 50.0
logoLabel.text = "Game Over!"
logoLabel.verticalAlignmentMode = .center
logoLabel.horizontalAlignmentMode = .center
logoLabel.position = CGPoint(x: frame.midX, y: frame.midY + logoLabel.frame.size.height)
logoLabel.name = "Menu"
self.addChild(logoLabel)
let infoLabel = SKLabelNode(fontNamed: "AvenirNext-Bold")
infoLabel.fontSize = 50.0
infoLabel.text = "你被炸飛了"
infoLabel.verticalAlignmentMode = .center
infoLabel.horizontalAlignmentMode = .center
infoLabel.position = CGPoint(x: frame.midX, y: frame.midY - infoLabel.frame.size.height)
infoLabel.name = "Menu"
self.addChild(infoLabel)
// 最高分
let higthtScore = SKLabelNode(fontNamed: "AvenirNext-Bold")
higthtScore.fontSize = 50.0
higthtScore.text = "最高分:\(UserDefaults.standard.integer(forKey: "HighestScore"))"
higthtScore.verticalAlignmentMode = .center
higthtScore.horizontalAlignmentMode = .center
higthtScore.position = CGPoint(x: frame.midX, y: infoLabel.frame.midY - higthtScore.frame.size.height * 2 )
higthtScore.name = "Menu1" //??
self.addChild(higthtScore)
//點擊屏幕從新開始
let beginAgain = SKLabelNode(fontNamed: "AvenirNext-Bold")
beginAgain.fontSize = 30.0
beginAgain.text = "點擊屏幕從新開始"
beginAgain.verticalAlignmentMode = .center
beginAgain.horizontalAlignmentMode = .center
beginAgain.position = CGPoint(x: frame.midX, y: higthtScore.frame.midY - beginAgain.frame.size.height*2)
beginAgain.name = "Menu1"
self.addChild(beginAgain)
}
//添加炸彈
func addBomd() {
guard let sceneView = self.view as? ARSKView else {
return
}
//判斷鏡頭的位置
if let currentFrame = sceneView.session.currentFrame {
let xOffset = Float(arc4random_uniform(UInt32(10)))/10 - 1.5
let zOffset = Float(arc4random_uniform(UInt32(30)))/10 + 0.5
var transFrame = matrix_identity_float4x4
transFrame.columns.3.x = currentFrame.camera.transform.columns.3.x - xOffset
transFrame.columns.3.z = currentFrame.camera.transform.columns.3.z - zOffset
transFrame.columns.3.y = currentFrame.camera.transform.columns.3.y
let archor = ARAnchor(transform: transFrame)
sceneView.session.add(anchor: archor)
}
timer = Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(explode), userInfo: nil, repeats: false)
}
@objc func explode(){
//遊戲結束
timer.invalidate()//暫停計時器
if UserDefaults.standard.integer(forKey: "HighestScore") < score {
UserDefaults.standard.set(score, forKey: "HighestScore")
}
//數一下有是多少炸彈
for node in children{
if let node = node as? SKLabelNode, node.name == "Bomb"{
node.text = "