用Swift做个游戏Lecture04 —— 仙人掌的狙击
本节任务:
几种情况:
推导一般情况下的公式: 上下两个障碍物之间距离固定为3.5倍的Player尺寸的高度: 注意推导公式: enum Layer: CGFloat {
case Background
case Obstacle //添加障碍物层级关系
case Foreground
case Player
}
01.产生障碍物的构造方法我们需要增添一个方法用于实例化一个纹理(图片)为仙人掌的精灵(SpriteNode),设置其zPosition为Obstacle,请在 func createObstacle()->SKSpriteNode{
let sprite = SKSpriteNode(imageNamed: "Cactus")
sprite.zPosition = Layer.Obstacle.rawValue
return sprite
}
注意到实例方法生成一个纹理为Cactus的精灵并返回,这是之后源源不断生成障碍物的基础。 紧接着我们要有一个实例方法,作用是随机产生成对的障碍物到场景中,步骤如下:
//新增三个常量
let kBottomObstacleMinFraction: CGFloat = 0.1
let kBottomObstacleMaxFraction: CGFloat = 0.6
let kGapMultiplier: CGFloat = 3.5
// 在createObstacle()实例方法下方增添新方法
func spawnObstacle(){
//1
let bottomObstacle = createObstacle() //实例化一个精灵
let startX = size.width + bottomObstacle.size.width/2//x轴位置为屏幕最右侧
//2
let bottomObstacleMin = (playableStart - bottomObstacle.size.height/2) + playableHeight * kBottomObstacleMinFraction //计算障碍物超出地表的最小距离
let bottomObstacleMax = (playableStart - bottomObstacle.size.height/2) + playableHeight * kBottomObstacleMaxFraction //计算障碍物超出地表的最大距离
bottomObstacle.position = CGPointMake(startX,CGFloat.random(min: bottomObstacleMin,max: bottomObstacleMax)) // 随机生成10%~60%的一个距离赋值给position
worldNode.addChild(bottomObstacle) //添加到世界节点中
//3
let topObstacle = createObstacle() //实例化一个精灵
topObstacle.zRotation = CGFloat(180).degreesToRadians()//翻转180°
topObstacle.position = CGPoint(x: startX,y: bottomObstacle.position.y + bottomObstacle.size.height/2 + topObstacle.size.height/2 + player.size.height * kGapMultiplier)//设置y位置 相距3.5倍的Player尺寸距离
worldNode.addChild(topObstacle)//添加至世界节点中
//4 给障碍物添加动作
let moveX = size.width + topObstacle.size.width
let moveDuration = moveX / kGroundSpeed
let sequence = SKAction.sequence([
SKAction.moveByX(-moveX,y: 0,duration: NSTimeInterval(moveDuration)),SKAction.removeFromParent()
]) topObstacle.runAction(sequence) bottomObstacle.runAction(sequence) }
倘若你迫不及待想看看成果,将 func startSpawning(){
//1
let firstDelay = SKAction.waitForDuration(1.75)
//2
let spawn = SKAction.runBlock(spawnObstacle)
//3
let everyDelay = SKAction.waitForDuration(1.5)
//4
let spawnSequence = SKAction.sequence([
spawn,everyDelay
])
//5
let foreverSpawn = SKAction.repeatActionForever(spawnSequence)
//6
let overallSequence = SKAction.sequence([firstDelay,foreverSpawn])
runAction(overallSequence)
}
请将
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