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ios开发中苹果2D引擎SpriteKit介绍

程序员文章站 2022-08-21 13:34:53
ios开发中苹果2d引擎spritekit介绍,最近研究了苹果自家开发的2d引擎spritekit和3d引擎scenekit,开篇之前,需要客观的讲,如果你要从事的是团队或者公司的项目,还是直接un...

ios开发中苹果2d引擎spritekit介绍,最近研究了苹果自家开发的2d引擎spritekit和3d引擎scenekit,开篇之前,需要客观的讲,如果你要从事的是团队或者公司的项目,还是直接unity搞起,这涉及到开发与维护成本的问题,毕竟spritekit目前无法对跨平台给予支持。但是如果你是一个独立开发者,对苹果原生框架感兴趣,或者只关注与苹果的app store,我想spritekit和scenekit也是个不错的选择。

sprite译作精灵,可以这样理解,在spritekit的世界里,游戏里的怪兽是一个精灵,主角与主角发射的炮弹也是一个精灵,或者说游戏里的一个不会动的背景图,也可以是一个精灵。下面以精灵为切入点,讲解一下一个充满野心的苹果弄出来的2d引擎。

ios开发中苹果2D引擎SpriteKit介绍

一、精灵与场景

1.新建一个xcode工程,可以看到,不管是ios,还是macos,甚至于tvos,都有一个叫game的项目新建方式。我们选择ios的game,新建出一个游戏项目。game与普通工程项目有什么不同,其实就一点项目默认的gameviewcontroller的view是以skview的形式load出来的,下面我们接着新建一个游戏场景skscene,用以装载即将new出来的精灵。

ios开发中苹果2D引擎SpriteKit介绍

2.场景的新建。
注:scene场景的起始坐标是以左下角为(0,0)原点,而非传统view的左上角。

- (menuscene *)menuscene {
    if (!_menuscene) {
        _menuscene = [[menuscene alloc] initwithsize:self.view.bounds.size];
        //@interface menuscene : skscene
        //@end
    }
    return _menuscene;
}



- (void)viewdidload {
    [super viewdidload];

    [(skview *)self.view presentscene:self.menuscene];

    // do any additional setup after loading the view, typically from a nib.
}
@implementation menuscene


-(instancetype)initwithsize:(cgsize)size {

    if (self = [super initwithsize:size]) {
        #if target_os_iphone 
        #define skcolor uicolor
        #else 
        #define skcolor nscolor
        #endif
        // skcolor主要是为了兼容mac的nscolor与ios的uicolor
        self.backgroundcolor = [skcolor whitecolor];

        [self addchild:self.titlenode];
        [self addchild:self.pathlabelnode];
        [self addchild:self.colllabelnode];
        [self addchild:self.physlabelnode];
        [self addchild:self.physcollnode];
    }
    return self;
}

3.游戏场景的切换。与初始化的页面一致,游戏的转场为使用presentscene跳转到新建的scene当中。

- (sklabelnode *)titlenode {
    if (!_titlenode) {
        _titlenode = ({
            sklabelnode *labelnode = [sklabelnode labelnodewithfontnamed:@"chalkduster"];
            labelnode.text = @"spritekit  test";
            labelnode.fontsize = 30;
            labelnode.fontcolor = [skcolor bluecolor];
            labelnode.position = cgpointmake(cgrectgetmidx(self.frame), self.frame.size.height * 0.75);
            labelnode.name = labelnode.text;

            labelnode;
        });
    }
    return _titlenode;
}

-(void)touchesbegan:(nsset *)touches withevent:(uievent *)event {

    for (uitouch *touch in touches) {
        cgpoint location = [touch locationinnode:self];
        sknode *node = [self nodeatpoint:location];
        [self changetogamescenewithnodename:node.name];
    }
}

-(void)changetogamescenewithnodename:(nsstring *)nodename {

    nslog(@"nodename=%@",nodename);
    if ([nodename isequaltostring:self.pathlabelnode.name]) {
        pathscene *pathscene = [pathscene scenewithsize:self.size];
        // 定制转场类型
        sktransition *reveal = [sktransition revealwithdirection:sktransitiondirectionup duration:0.5];

        [self.scene.view presentscene:pathscene transition:reveal];
    }
    else if ...

4.精灵的新建与添加。精灵的新建有两种形式,一个是直接以图片的形式新建,其size默认为图片的size,另一种则以纹理的形式新建。

// 以图片新建
- (skspritenode *)player {
    if (!_player) {
        _player = [skspritenode spritenodewithimagenamed:@"player"];
        _player.name = @"player";
        _player.position = cgpointmake(self.size.width /2, self.size.height /2);
    }
    return _player;
}
// 以纹理新建
- (skspritenode *)walkman {
    if (!_walkman) {
        _walkman = [skspritenode spritenodewithimagenamed:@"walkr01"];
        _walkman.name = @"walkman";
        _walkman.position = cgpointmake(self.player.position.x, cgrectgetmaxy(self.player.frame) + 30);

        sktexture * texture1 = [sktexture texturewithimagenamed:@"walkr01"];
        sktexture * texture2 = [sktexture texturewithimagenamed:@"walkr02"];
        sktexture * texture3 = [sktexture texturewithimagenamed:@"walkr03"];
        sktexture * texture4 = [sktexture texturewithimagenamed:@"walkr04"];
        sktexture * texture5 = [sktexture texturewithimagenamed:@"walkr05"];

        skaction *animation = [skaction animatewithtextures:@[texture1, texture2, texture3, texture4, texture5] timeperframe:1];
        skaction *action = [skaction repeatactionforever:animation];
        [_walkman runaction:action];
    }
    return _walkman;
}

5、精灵的添加运动事件

-(void)touchesbegan:(nsset *)touches withevent:(uievent *)event {

    for (uitouch *touch in touches) {

        // 添加武器
        skspritenode * arms = [skspritenode spritenodewithimagenamed:@"projectile"];

        arms.position = self.player.position;

        [self addchild:arms];

        cgpoint location = [touch locationinnode:self];

        // 直线轨迹
//        skaction * movetoaction = [skaction moveto:location duration:0.5];;

        // 持续增加
//        skaction * movebyaction = [skaction movebyx:100 y:100 duration:0.3];

        // 改变大小
//        skaction * sizeaction = [skaction resizebywidth:arms.size.width * 1.5 height:arms.size.height * 1.5  duration:0];

        // 旋转
//        skaction * radiansaction = [skaction rotatebyangle:m_pi * 4 duration:movetoaction.duration];

        // 音效
//        skaction * armssound = [skaction playsoundfilenamed:@"pew-pew-lei.caf" waitforcompletion:no];

        skaction * armsaction = [skaction group:@[pathaction, sizeaction,armssound]];

        [arms runaction:armsaction completion:^{
            // 移除
            [arms removefromparent];
        }];
    }
}

二、精灵的接触检测

skscene有一个场景方法,改方法每帧都会触发一次,可供简单的事件分析与监测,比如精灵越界销毁,精灵的接触监测,故事板的得分情况的更新等等。

/**
 override this to perform per-frame game logic. called exactly once per frame before any actions are evaluated and any physics are simulated.

 @param currenttime the current time in the app. this must be monotonically increasing.
 */
- (void)update:(nstimeinterval)currenttime;
-(void)update:(cftimeinterval)currenttime {

    // 怪物与武器的越界移除

    // 更新数字版

    // 检测精灵事件(如点击精灵之后,给它设置个标识,在下一帧的时候做事件处理)
}
注:后面讲述精灵的物理碰撞,能够更准确的进行精灵的碰撞检测

三、精灵的物理引擎

ios开发中苹果2D引擎SpriteKit介绍


// 方形
- (skspritenode *)square {
    if (!_square) {
        _square = [skspritenode spritenodewithimagenamed:@"square"];
        _square.position = cgpointmake(self.size.width * 0.8, cgrectgetmidx(self.frame));
        _square.name = @"square_prey";
        _square.physicsbody = [skphysicsbody bodywithrectangleofsize:_square.size];
    }
    return _square;
}

// 圆形
- (skspritenode *)circle {
    if (!_circle) {
        _circle = [skspritenode spritenodewithimagenamed:@"circle"];
        _circle.position = cgpointmake(self.size.width * 0.65, cgrectgetmidx(self.frame));
        _circle.name = @"circle_prey";
        _circle.physicsbody = [skphysicsbody bodywithcircleofradius:_circle.size.width / 2];
    }
    return _circle;
}

// 三角形
- (skspritenode *)triangle {
    if (!_triangle) {
        _triangle = [skspritenode spritenodewithimagenamed:@"triangle"];
        _triangle.position = cgpointmake(self.size.width * 0.5, cgrectgetmidx(self.frame));
        _triangle.name = @"triangle_prey";

        cgmutablepathref trianglepath = cgpathcreatemutable();
        // 中心
        cgpathmovetopoint(trianglepath, nil, -_triangle.size.width / 2, -_triangle.size.height / 2);
        //
        cgpathaddlinetopoint(trianglepath, nil, _triangle.size.width / 2, -_triangle.size.height / 2);
        cgpathaddlinetopoint(trianglepath, nil, 0, _triangle.size.height / 2);
        cgpathaddlinetopoint(trianglepath, nil, -_triangle.size.width / 2, -_triangle.size.height / 2);

        _triangle.physicsbody = [skphysicsbody bodywithpolygonfrompath:trianglepath];

        cgpathrelease(trianglepath);

    }
    return _triangle;
}

四、精灵的物理碰撞检测

-(instancetype)initwithsize:(cgsize)size {

    if (self = [super initwithsize:size]) {

        self.backgroundcolor = [uicolor whitecolor];

        [self addchild:self.back];

        [self addchild:self.square];
        [self addchild:self.circle];
        [self addchild:self.triangle];

        self.physicsbody = [skphysicsbody bodywithedgeloopfromrect:self.frame];
        self.scene.name = @"self";

        self.physicsbody.categorybitmask = 0x00000001;
        self.physicsbody.collisionbitmask = 0x00000001;
        self.physicsbody.contacttestbitmask = 0x00000001;
        self.physicsworld.contactdelegate = (id )self;
    }
    return self;
}

-(void)touchesbegan:(nsset *)touches withevent:(uievent *)event {

    for (uitouch *touch in touches) {

        cgpoint location = [touch locationinnode:self];

        // 获取点击的sknode
        sknode * node = [self nodeatpoint:location];

        // 新建一个黑球
        node * ball = [skspritenode spritenodewithimagenamed:@"blackball"];
        ball.position = cgpointmake(0, 0);
        ball.name = @"ball";
        ball.physicsbody = [skphysicsbody bodywithcircleofradius:ball.size.width / 2];

        cgpoint offset = cgpointmake(location.x - ball.position.x, location.y - ball.position.y);

        // 斜率
        float ratio = (float) offset.y / (float) offset.x;

        // 速度
        ball.physicsbody.velocity = cgvectormake(1000, 1000 * ratio);

        // 角速度  弧度/秒
        ball.physicsbody.angularvelocity = m_pi * 4;

        // 密度
        ball.physicsbody.density = 100;

        // 弹力
        ball.physicsbody.restitution = 1;

        // 动量 /kg
        ball.physicsbody.mass = 100;

        // 光滑度  0 ~ 1
        ball.physicsbody.friction = 0.5;

        // 是否受重力影响 default value is yes
        ball.physicsbody.affectedbygravity = no;

        // 是否受加速度影响
        ball.physicsbody.allowsrotation = no;

        // 线性阻尼(0:速度从不减弱;1:速度立即减弱)
        ball.physicsbody.lineardamping = 0.5;

        // 角速度阻尼(0:速度从不减弱;1:速度立即减弱)default 0.1
        ball.physicsbody.angulardamping = 0;

        // 物体的类别(一个16进制数)
        ball.physicsbody.categorybitmask = 0x00000001;

        // 设置哪个物体不可与之碰撞(即不可穿透)
        ball.physicsbody.collisionbitmask = 0x00000001;

        // 接触(触发检测函数)
        ball.physicsbody.contacttestbitmask = 0x00000001;

        [self addchild:ball];
    }
}
- (void)didbegincontact:(skphysicscontact *)contact {

    nslog(@"联系中的第一个物体:%@",contact.bodya.node.name);

    nslog(@"联系中的第二个物体:%@",contact.bodyb.node.name);

    nslog(@"联系点的坐标:%@",nsstringfromcgpoint(contact.contactpoint));

    nslog(@"碰撞方向的法向量:%@",nsstringfromcgvector(contact.contactnormal));

    nslog(@"两个物体的碰撞强度(牛顿每秒):%f",contact.collisionimpulse);

    if ([contact.bodya.node.name containsstring:@"prey"] && [contact.bodyb.node.name isequaltostring:@"ball"]) {

        [contact.bodya.node removefromparent];
    }
    if ([contact.bodyb.node.name containsstring:@"prey"] && [contact.bodya.node.name isequaltostring:@"ball"]) {

        [contact.bodyb.node removefromparent];
    }
}

@end