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extension SKNode { class func unarchiveFromFile(file : NSString) -> SKNode? { ..... let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as FirstSceneclass GameViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() if let scene = FirstScene.unarchiveFromFile("GameScene") as? FirstScene { ......... |

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import SpriteKitclass FirstScene: SKScene { //当切换到这个场景视图后后 override func didMoveToView(view: SKView) { createScene() } func createScene(){ //改变背景颜色 self.backgroundColor = SKColor.blueColor() //创建一个显示文本的节点 let myLabel = SKLabelNode(fontNamed:"Chalkduster") //添加name属性 myLabel.name = "label" //设置文本内容 myLabel.text = "Hello, hangge.com"; //设置字体大小 myLabel.fontSize = 46; //设置文本节点的位置 myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame)); //将文本节点加入场景中 self.addChild(myLabel) } //响应屏幕点击时间的方法 override func touchesBegan(touches:NSSet, withEvent event: UIEvent) { //获取文本节点 let labelNode = self.childNodeWithName("label") //向上移动的动作 let moveUp = SKAction.moveByX(0, y: 100, duration: 0.5) //放大动作 let zoom = SKAction.scaleTo(2.0, duration: 0.25) //暂停的动作 let pause = SKAction.waitForDuration(0.5) //淡出的动作 let fadeAway = SKAction.fadeOutWithDuration(0.25) //从父对象移除的动作 let remove = SKAction.removeFromParent() //动作序列 let moveSequence = SKAction.sequence([moveUp,zoom,pause,fadeAway,remove]) //文本节点执行动作序列 labelNode?.runAction(moveSequence) }} |
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//执行完动作序列之后调用闭包函数labelNode?.runAction(moveSequence, completion: { //声明下一个场景的实例 let secondScene = SecondScene(size: self.size) //场景过渡动画 let doors = SKTransition.doorsOpenVerticalWithDuration(0.5) //带动画的场景跳转 self.view?.presentScene(secondScene,transition:doors)}) |
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import SpriteKitclass SecondScene: SKScene { //当切换到这个场景视图后后 override func didMoveToView(view: SKView) { createScene() } func createScene(){ let spaceship = newSpaceship() //设置飞船的位置 spaceship.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame)-150) //加入到场景中 self.addChild(spaceship) } //创建飞创的类 func newSpaceship()->SKShapeNode{ //创建一个椭圆,充当飞船 let ship = SKShapeNode() ship.path = CGPathCreateWithRoundedRect(CGRectMake(-15, -15, 30, 30), 15, 15, nil) ship.strokeColor = SKColor.whiteColor() ship.fillColor = SKColor.grayColor() //创建一组动作,暂停1秒,位移,暂停1秒,位移 let hover = SKAction.sequence([ SKAction.waitForDuration(1.0), SKAction.moveByX(100, y: 50, duration: 1), SKAction.waitForDuration(1.0), SKAction.moveByX(-100, y: -50, duration: 1.0) ]) //以重复的方式执行序列动作 ship.runAction(SKAction.repeatActionForever(hover)) //创建灯光 let light1 = newLight() //设置灯光位置 light1.position = CGPointMake(-28, 6.0) //加载灯光 ship.addChild(light1) //创建灯光2,步骤同上 let light2 = newLight() light2.position = CGPointMake(28, 6.0) ship.addChild(light2) //物理系统 ship.physicsBody = SKPhysicsBody(circleOfRadius: 15) ship.physicsBody?.dynamic = false //返回飞船 return ship } //创建灯光方法 func newLight()->SKShapeNode{ //创建一个黄色椭圆充当灯光 let light = SKShapeNode() light.path = CGPathCreateWithRoundedRect(CGRectMake(-4, -4, 8, 8), 4, 4, nil) light.strokeColor = SKColor.whiteColor() light.fillColor = SKColor.yellowColor() //创建忽明忽暗的动作 let blink = SKAction.sequence([ SKAction.fadeOutWithDuration(0.25), SKAction.fadeInWithDuration(0.25) ]) //创建一直重复的动作 let blinkForever = SKAction.repeatActionForever(blink) //执行动作 light.runAction(blinkForever) //返回灯光 return light }} |

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import SpriteKitclass SecondScene: SKScene { //当切换到这个场景视图后后 override func didMoveToView(view: SKView) { createScene() } func createScene(){ //..... //生成陨石(每隔 0.1秒生成1个) NSTimer.scheduledTimerWithTimeInterval(0.1, target: self, selector: "addRock", userInfo: nil, repeats: true) } //创建陨石的方法 func addRock(){ //小椭圆充当陨石 let rock = SKShapeNode() rock.path = CGPathCreateWithRoundedRect(CGRectMake(-4, -4, 8, 8), 4, 4, nil) rock.strokeColor = SKColor.whiteColor() rock.fillColor = SKColor.brownColor() //获取场景宽,高 let w = self.size.width let h = self.size.height //随机出现在场景的xy位置 let x = CGFloat(arc4random())%w let y = CGFloat(arc4random())%h //设置陨石的位置 rock.position = CGPointMake(x,y) //设置陨石的name属性 rock.name = "rock" //给陨石设置物理体 rock.physicsBody = SKPhysicsBody(circleOfRadius: 4) //物理体允许检测碰撞 rock.physicsBody?.usesPreciseCollisionDetection = true //场景加入陨石 self.addChild(rock) }} |
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import SpriteKitclass FirstScene: SKScene { //当切换到这个场景视图后后 override func didMoveToView(view: SKView) { createScene() } func createScene(){ //改变背景颜色 self.backgroundColor = SKColor.blueColor() //创建一个显示文本的节点 let myLabel = SKLabelNode(fontNamed:"Chalkduster") //添加name属性 myLabel.name = "label" //设置文本内容 myLabel.text = "Hello, hangge.com"; //设置字体大小 myLabel.fontSize = 46; //设置文本节点的位置 myLabel.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame)); //将文本节点加入场景中 self.addChild(myLabel) } //响应屏幕点击时间的方法 override func touchesBegan(touches:NSSet, withEvent event: UIEvent) { //获取文本节点 let labelNode = self.childNodeWithName("label") //向上移动的动作 let moveUp = SKAction.moveByX(0, y: 100, duration: 0.5) //放大动作 let zoom = SKAction.scaleTo(2.0, duration: 0.25) //暂停的动作 let pause = SKAction.waitForDuration(0.5) //淡出的动作 let fadeAway = SKAction.fadeOutWithDuration(0.25) //从父对象移除的动作 let remove = SKAction.removeFromParent() //动作序列 let moveSequence = SKAction.sequence([moveUp,zoom,pause,fadeAway,remove]) //执行完动作序列之后调用闭包函数 labelNode?.runAction(moveSequence, completion: { //声明下一个场景的实例 let secondScene = SecondScene(size: self.size) //场景过渡动画 let doors = SKTransition.doorsOpenVerticalWithDuration(0.5) //带动画的场景跳转 self.view?.presentScene(secondScene,transition:doors) }) }} |
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import SpriteKitclass SecondScene: SKScene { //当切换到这个场景视图后后 override func didMoveToView(view: SKView) { createScene() } func createScene(){ let spaceship = newSpaceship() //设置飞船的位置 spaceship.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame)-150) //加入到场景中 self.addChild(spaceship) //生成陨石(每隔 0.1秒生成1个) NSTimer.scheduledTimerWithTimeInterval(0.1, target: self, selector: "addRock", userInfo: nil, repeats: true) } //创建飞创的类 func newSpaceship()->SKShapeNode{ //创建一个椭圆,充当飞船 let ship = SKShapeNode() ship.path = CGPathCreateWithRoundedRect(CGRectMake(-15, -15, 30, 30), 15, 15, nil) ship.strokeColor = SKColor.whiteColor() ship.fillColor = SKColor.grayColor() //创建一组动作,暂停1秒,位移,暂停1秒,位移 let hover = SKAction.sequence([ SKAction.waitForDuration(1.0), SKAction.moveByX(100, y: 50, duration: 1), SKAction.waitForDuration(1.0), SKAction.moveByX(-100, y: -50, duration: 1.0) ]) //以重复的方式执行序列动作 ship.runAction(SKAction.repeatActionForever(hover)) //创建灯光 let light1 = newLight() //设置灯光位置 light1.position = CGPointMake(-28, 6.0) //加载灯光 ship.addChild(light1) //创建灯光2,步骤同上 let light2 = newLight() light2.position = CGPointMake(28, 6.0) ship.addChild(light2) //物理系统 ship.physicsBody = SKPhysicsBody(circleOfRadius: 15) ship.physicsBody?.dynamic = false //返回飞船 return ship } //创建灯光方法 func newLight()->SKShapeNode{ //创建一个黄色椭圆充当灯光 let light = SKShapeNode() light.path = CGPathCreateWithRoundedRect(CGRectMake(-4, -4, 8, 8), 4, 4, nil) light.strokeColor = SKColor.whiteColor() light.fillColor = SKColor.yellowColor() //创建忽明忽暗的动作 let blink = SKAction.sequence([ SKAction.fadeOutWithDuration(0.25), SKAction.fadeInWithDuration(0.25) ]) //创建一直重复的动作 let blinkForever = SKAction.repeatActionForever(blink) //执行动作 light.runAction(blinkForever) //返回灯光 return light } //创建陨石的方法 func addRock(){ //小椭圆充当陨石 let rock = SKShapeNode() rock.path = CGPathCreateWithRoundedRect(CGRectMake(-4, -4, 8, 8), 4, 4, nil) rock.strokeColor = SKColor.whiteColor() rock.fillColor = SKColor.brownColor() //获取场景宽,高 let w = self.size.width let h = self.size.height //随机出现在场景的xy位置 let x = CGFloat(arc4random())%w let y = CGFloat(arc4random())%h //设置陨石的位置 rock.position = CGPointMake(x,y) //设置陨石的name属性 rock.name = "rock" //给陨石设置物理体 rock.physicsBody = SKPhysicsBody(circleOfRadius: 4) //物理体允许检测碰撞 rock.physicsBody?.usesPreciseCollisionDetection = true //场景加入陨石 self.addChild(rock) }} |
Swift - 一步步教你使用SpriteKit创建开发游戏项目
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原文地址:http://www.cnblogs.com/Free-Thinker/p/4841089.html