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用SpriteKit 做一個FB 投籃遊戲
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Johnlin
April 12, 2016
Programming
200
1
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用SpriteKit 做一個FB 投籃遊戲
Johnlin
April 12, 2016
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Transcript
༻SpriteKit ၏ҰݸFB ឈ༡ፍ John Lin @johnlinvc
SpriteKit • Apple ։ᚙత2D ༡ፍᐽՍɼࢧԉiOS & OSX • แؚ៸ᅷɼཧٖɼӨԻ
FB ឈ༡ፍ
Ꮠ ឈᐽ ឈٿ
༡ፍྲྀఔ • ឈ • ఁଌ༗ᔒ༗ਐ • ᰖࣔᏐ
SKView • UIView త Subclass • ෛመࡍత៸ᅷ • ՄҎᰖࣔҰࠣআࡨ༻తࢿ㘤
SKScene • ෛ႔ཧ༡ፍతҰݸܠɻ • ෛ႔ཧಈᙘᢛཧٖɻ • ༻ SKView.presentScene ိᰖࣔ •
ݐٞࡏ didMoveToView தݐཱመࡍత݅
SKNode • ද༡ፍதత݅ɼՄҎੋᅷยɼจࣈɼܗ㐫ɼӨԻ • SKScene ੋSKNode త subclass • ݸ༡ፍதత݅ੋҰݸथ㐫݁ߏɼrootबੋ
SKScene
SKLabelNode • ᰖࣔจࣈ༻ • ༻ိᙘ
ఁଌख • SKNode ੋ UIResponder త subclass • ༻ touchesBegan(_:withEvent:)
ိܭࢉىᴍ • ༻ touchesEnded(_:withEvent:) ိܭࢉऴᴍ • ၷݸ૬ݮबՄҎፙग़खతํ
SKPhysicsBody • 㑌ݸSKNode ՄҎ༗Ұݸ physicsBody ိਐߦ ཧٖɻ • ՄҎࣗݾఆٛܗ㐫ɼՄҎኺtexture ࣗಈ㗞ੜ
• ՄҎઃఆ֤छཧಛੑɼ࣭ྔɼີɼຎࡲᏐɼኧ ੑᏐɼҠಈ્ྗɼટ્ྗ
㟚ٿ • ҝ߶߶తLabel Ճ্Ұݸᅵܗత physicsBody physicsBody = SKPhysicsBody(circleOfRadius: 95, center:
CGPointMake(0, 75)) • ࡏ㟚ٿલෆཁडॏྗӨڹ physicsBody?.affectedByGravity = false • ሣٿࢪՃҰݸিྔɼฒ⬏ಈॏྗ let impulse = CGVectorMake(base * (dx/norm), base * (dy/norm)) physicsBody?.applyImpulse(impulse) physicsBody?.affectedByGravity = true
None
ឈᐽ • Ұᑍߚઢɼࠨӈၷᬑ༗ఁଌ䉰తეҬ • ՄҎ༻ SKShapeNode ိᙘ ring = SKShapeNode(rect:
CGRectMake(0, 0, rad, 2*h))
ឈᐽ䉰 • ࠨӈ֤ᙘҰᑍឈᐽ let l = SKPhysicsBody(edgeFromPoint: CGPointMake(0, 2*h), toPoint:
CGPointMake(3*h, 2*h)) let r = SKPhysicsBody(edgeFromPoint: CGPointMake(rad-3*h, 2*h), toPoint: CGPointMake(rad, 2*h)) • Ұݸཟᐽ ring!.physicsBody = SKPhysicsBody(bodies: [l,r])
None
ٿؐࡏ্ঋब౸ឈᐽྃ • ҼҝឈᐽҰࡏಹཪɼॴҎ্ঋब။౸ • ղܾํ๏ɿ㭎๏ᩋଞ༗ࡏԼ߱త࣌ީ࠽။౸
༡ፍ㑌ݸᙘ໘త॥
্ঋ࣌ෆཁ䉰 func ballAboveRing()->Bool { return basket?.position.y < ball?.position.y } override
func update(currentTime: NSTimeInterval) { if ballAboveRing() { basket?.ringEnabled = true } }
categoryBitMask:UInt32 & collisionBitMask:UInt32 • ᙛၷݸᱪA,B ᯪۙሣํ࣌ɼ။༻&(bitwise and) ိ ֬ఆၷݸ౦။ෆ။䉰 (a.categoryBitMask
& b.collisionBitMask) && (b.categoryBitMask & a.collisionBitMask) • ҙɿෆੋ༻ძํతcollisionBitMask ိᏗɼ ࣕੋҰํతcategory ሣ্ሣํత collision
ٿઃఆ။౸ᐽ • physicsBody?.categoryBitMask = CollisionMask.Ball physicsBody?.collisionBitMask = CollisionMask.Basket
ᐽՄҎબᎩཁෆཁ䉰 var ringEnabled:Bool { set { ring?.physicsBody?.collisionBitMask = newValue ?
CollisionMask.Ball : CollisionMask.None ring?.physicsBody?.categoryBitMask = newValue ? CollisionMask.Basket : CollisionMask.None } get { return ring?.physicsBody?.collisionBitMask == CollisionMask.Ball } }
ఁଌ༗ᔒ༗ਐ • ෆೳ༻ٿతҐஔိఁଌ • ༻ឈػత၏๏ɼፙग़Ұݸ໋தޙҰఆ။ៃաతᴍ • ༻ҰݸphysicsBoby ိఁଌٿ༗ᔒ༗䉰౸ಹݸᴍ
䉰ఁଌ • ༻ contactTestBitMask & categoryBitMask (a.categoryBitMask & b.contactTestBitMask)
&& (b.categoryBitMask & a.contactTestBitMask) • ༗䉰ᚙੜ࣌။ݺڣ scene.physicsWorld.contactDelegate త didBeginContact(_:) & didEndContact(_:)
መ࡞ܭఁଌث • ᩋఁଌثෆ။౸ٿɼୠੋೳఁଌᢛٿతᨀ phy.collisionBitMask = CollisionMask.None phy.contactTestBitMask = CollisionMask.Ball phy.categoryBitMask
= CollisionMask.Sensor • Լ్߱தɼ䉰౸बՃҰ func didEndContact(contact: SKPhysicsContact) { guard basket!.ringEnabled else { return } score += 1 }
ᰖࣔᏐ var score:Int = 0 { didSet { scoreText?.text =
"Score: \(score)" } }
Bonus: ٻਅመײ • ᩋٿ㟚ग़ڈ೭ޙ။Ꮣখ • ႔ཧٿឈᐽ೭ؒతલޙҐஔ᮫
SKAction • ᩋNodeՄҎํศత၏ग़֤छಈ࡞ɼ૾ੋҠಈɼվᏓ େখɼટ • ՄҎ۲֤छෆಉతಈ࡞ိ၏ग़֤छᏈՌ
ᩋٿᏓখ let scale:CGFloat = 0.5 let scaleDuration:NSTimeInterval = 1.1 runAction(SKAction.scaleBy(scale,
duration: scaleDuration))
ٿᐽతલޙҐஔ • ٿࡏ্ঋత࣌ީጯ֘ཁ֖ॅᐽɼԼ߱࣌ཁඃᐽ֖ॅ var appearBeforeRing:Bool { set { zPosition =
newValue ? 1 : -1 } get { return zPosition == 1 } }
Demo
Source Code https://gist.github.com/ bdf61305b74305079d3bae198b09 e0b2
Q&A