【发布时间】:2015-03-10 01:30:15
【问题描述】:
我正在尝试使用 SpriteKit 在 Swift 中制作一个飞扬的小鸟类型游戏。在我的游戏中,我希望游戏在小鸟离开屏幕时结束,而不是在小鸟与管道碰撞时结束游戏。游戏结束后,我希望它进入新屏幕。这是我到目前为止的代码。 导入 SpriteKit
class GameScene: SKScene {
var bird = SKSpriteNode()
var pipeUpTexture = SKTexture()
var pipeDownTexture = SKTexture()
var PipeMoveAndRemove = SKAction()
let pipeGap = 150.0
override func didMoveToView(view: SKView) {
/* Setup your scene here */
//Physics
self.physicsWorld.gravity = CGVectorMake(0.0, -5.0);
//Bird
var BirdTexture = SKTexture(imageNamed:"birdapp")
BirdTexture.filteringMode = SKTextureFilteringMode.Nearest
bird = SKSpriteNode(texture: BirdTexture)
bird.setScale(0.5)
bird.position = CGPoint(x: self.frame.size.width * 0.35, y: self.frame.size.height * 0.6)
bird.physicsBody = SKPhysicsBody(circleOfRadius:bird.size.height/2.0);
bird.physicsBody?.dynamic = true
bird.physicsBody?.allowsRotation = false
self.addChild(bird)
//Ground
var groundTexture = SKTexture(imageNamed:"groundapp")
var sprite = SKSpriteNode(texture: groundTexture)
sprite.setScale(2.0)
sprite.position = CGPointMake(self.size.width/2.0, sprite.size.height/2.0)
self.addChild(sprite)
var ground = SKNode()
ground.position = CGPointMake(0, groundTexture.size().height)
ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height * 2.0))
ground.physicsBody?.dynamic = false
self.addChild(ground)
//Pipes
//create the pipes
pipeUpTexture = SKTexture(imageNamed:"pipeupapp")
pipeDownTexture = SKTexture(imageNamed:"pipedownapp")
//move pipes
let distanceToMove = CGFloat(self.frame.size.width + 2.0 * pipeUpTexture.size().width)
let movePipes = SKAction.moveByX(-distanceToMove, y: 0.0, duration: NSTimeInterval(0.01 * distanceToMove))
let removePipes = SKAction.removeFromParent()
PipeMoveAndRemove = SKAction.sequence([movePipes, removePipes])
//spwan pipes
let spawn = SKAction.runBlock({() in self.spawnPipes()})
let delay = SKAction.waitForDuration(NSTimeInterval(2.0))
let spawnThenDelay = SKAction.sequence([spawn, delay])
let spawnThenDelayForever = SKAction.repeatActionForever(spawnThenDelay)
self.runAction(spawnThenDelayForever)
}
func spawnPipes(){
let pipePair = SKNode()
pipePair.position = CGPointMake(self.frame.size.width + pipeUpTexture.size().width * 2, 0)
pipePair.zPosition = -10
let height = UInt32(self.frame.size.height / 4)
let y = arc4random() % height + height
let pipeDown = SKSpriteNode(texture:pipeDownTexture)
pipeDown.setScale(2.0)
pipeDown.position = CGPointMake(0.0, CGFloat(y) + pipeDown.size.height + CGFloat(pipeGap))
pipeDown.physicsBody = SKPhysicsBody(rectangleOfSize:pipeDown.size)
pipeDown.physicsBody?.dynamic = false
pipePair.addChild(pipeDown)
let pipeUp = SKSpriteNode(texture:pipeUpTexture)
pipeUp.setScale(2.0)
pipeUp.position = CGPointMake(0.0, CGFloat(y))
pipeUp.physicsBody = SKPhysicsBody(rectangleOfSize: pipeUp.size)
pipeUp.physicsBody?.dynamic = false
pipePair.addChild(pipeUp)
pipePair.runAction(PipeMoveAndRemove)
self.addChild(pipePair)
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
/* Called when a touch begins */
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
bird.physicsBody?.velocity = CGVectorMake(0, 0)
bird.physicsBody?.applyImpulse(CGVectorMake(0, 20))
}
}
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
}
}
【问题讨论】:
-
在更新循环中,您可以检查您的鸟是否仍然可见。如果不是,请运行您的游戏结束功能。你试过什么?你有什么问题?
-
在屏幕上看不到游戏时无法链接
标签: swift sprite-kit