美文网首页GameplayKit
iOS 2D游戏开发学习笔记:GameplayKit

iOS 2D游戏开发学习笔记:GameplayKit

作者: yate | 来源:发表于2017-02-08 18:09 被阅读471次

    iOS 2D游戏开发学习笔记:GameplayKit

    这是我的 iOS 2D 游戏开发学习笔记,本篇学习内容来自raywenderlichGameplayKit Tutorial: Entity-Component System, Agents, Goals, and Behaviors

    Entity-Component System 个体-模块系统

    可以理解为模块化设计,根据实体的功能需求,运用不同的组件进行组装。区别于 spritekit 中 node 的父子继承关系,运用 GameplayKit 中提供的 GKComponent 和 GKEntity 来进行组件的复用,实现每个实体的个性化功能需求。

    GKEntity类初始化

    下面代码生成一个游戏怪物 GKEntity 类,运用 spriteComponent、 TeamComponent、MoveComponent 三个组件进行组装,在组件的初始化方法上加上条件满足个性化实体的实现。

    class Quirk: GKEntity {
      init(team: Team, entityManager: EntityManager) {
        super.init()
        let texture = SKTexture(imageNamed: "quirk\(team.rawValue)")
        let spriteComponent = SpriteComponent(texture: texture)
        addComponent(spriteComponent)
        addComponent(TeamComponent(team: team))
        addComponent(MoveComponent(maxSpeed: 150, maxAcceleration: 5, radius: Float(texture.size().width * 0.3), entityManager: entityManager))
      }
      required init?(coder aDecoder: NSCoder) {
          fatalError("init(coder:) has not been implemented")
      }
    }
    

    sprite组件

    entity并不等于sprite,entity可以通过定制sprite组件的方式来追踪sprite,以下的组件类初始化了一个 SpriteNode 属性可以让entity“显示”在scene上

     class SpriteComponent: GKComponent {
      let node: SKSpriteNode
      init(texture: SKTexture) {
        node = SKSpriteNode(texture: texture, color: SKColor.white, size: texture.size())
        super.init()
      }
    
      required init?(coder aDecoder: NSCoder) {
          fatalError("init(coder:) has not been implemented")
      }
    }
    

    EntityManager 实体管理类

    这个类创建了一个实体集合,并且负责管理实体的生成、去除以及相关的方法

    class EntityManager {
    // 创建了一个无序的集合类型Set<>
      var entities = Set<GKEntity>()
      let scene: SKScene
      init(scene: SKScene) {
        self.scene = scene
    
      func add(entity: GKEntity) {
        entities.insert(entity)
     
        if let spriteNode = entity.componentForClass(SpriteComponent.self)?.node {
          scene.addChild(spriteNode)
        }
      }
     
      func remove(entity: GKEntity) {
        if let spriteNode = entity.componentForClass(SpriteComponent.self)?.node {
          spriteNode.removeFromParent()
        }
     
        entities.remove(entity)
      }
    }
    

    update(deltaTime seconds: TimeInterval)

    组件中的update方法,与SpriteKit中的update方法类似。但是需要手动调用,直接调用或者通过GKComponentSystem 对象来进行调用。注意参数是时间增量。

    override func update(deltaTime seconds: TimeInterval) {
        super.update(deltaTime: seconds)
        let coinDropInterval = TimeInterval(0.5)
        let coinsPerInterval = 10
        if (CACurrentMediaTime() - lastCoinDrop > coinDropInterval) {
          lastCoinDrop = CACurrentMediaTime()
          coins += coinsPerInterval
        }
    // 金币的生成间隔定为0.5秒,每次生成10枚。
    

    生成 componentSystems 实例

    componentSystems 负责管理相同类的组建,集中调用其中组件的update方法

     lazy var componentSystems: [GKComponentSystem] = {
        let castleSystem = GKComponentSystem(componentClass: CastleComponent.self)
        let moveSystem = GKComponentSystem(componentClass: MoveComponent.self)
        return [castleSystem, moveSystem]
      }()
    

    集中调用组件系统其中组件的update方法,并且负责系统中多余的组件(可以直接移除,但是组件处于被在update方法中被重复引用的情况下会出错)

    func update(_ deltaTime: CFTimeInterval) {
        for componentSystem in componentSystems {
          componentSystem.update(deltaTime: deltaTime)
        }
        
        for curRemove in toRemove {
          for componentSystem in componentSystems {
            componentSystem.removeComponent(foundIn: curRemove)
          }
        }
        toRemove.removeAll()
    

    查找指定的team中含有的castle

    这样做的好处是更加灵活,也展示了 entity-component system architecture 的优点。

    func castleForTeam(team: Team) -> GKEntity? {
      for entity in entities {
    // 在if语句条件中验证实体是否含有team组建和castle组件
        if let teamComponent = entity.componentForClass(TeamComponent.self),
               _ = entity.componentForClass(CastleComponent.self) {
          if teamComponent.team == team {
            return entity
          }
        }
      }
      return nil
    }
    

    在指定范围生成怪兽个体

    func spawnQuirk(team: Team) {
      // 查找队伍的城堡组件和sprite组件(城堡组件用于金币的管理,sprite组件用于城堡位置的读取)
      guard let teamEntity = castleForTeam(team),
            teamCastleComponent = teamEntity.componentForClass(CastleComponent.self),
            teamSpriteComponent = teamEntity.componentForClass(SpriteComponent.self) else {
        return
      }
     
      // 查询金币数量是否足够
      if teamCastleComponent.coins < costQuirk {
        return
      }
      teamCastleComponent.coins -= costQuirk
      scene.runAction(SoundManager.sharedInstance.soundSpawn)
     
      // 生成怪兽实例,并处理其生成位置
      let monster = Quirk(team: team)
      if let spriteComponent = monster.componentForClass(SpriteComponent.self) {
        spriteComponent.node.position = CGPoint(x: teamSpriteComponent.node.position.x, y: CGFloat.random(min: scene.size.height * 0.25, max: scene.size.height * 0.75))
        spriteComponent.node.zPosition = 2
      }
      add(monster)
    }
    

    Agents, Goals, and Behaviors

    代理、目标、行为

    • GKAgent2D用于掌控个体的最大速度、加速度等属性供GKBehavior使用
    • ** GKBehavior**包含了一系列的GKgoal,代表了个体的行为方式
    • GKGoal 设置了个体的行为目标

    GKBehavior

    初始化行为的目标速度、移动目标、躲避目标
    用setWeight() 来设置目标的比重

    // 1
    class MoveBehavior: GKBehavior {
     
      init(targetSpeed: Float, seek: GKAgent, avoid: [GKAgent]) {
        super.init()
        // 2
        if targetSpeed > 0 {
          // 3
          setWeight(0.1, forGoal: GKGoal(toReachTargetSpeed: targetSpeed))
          // 4
          setWeight(0.5, forGoal: GKGoal(toSeekAgent: seek))
          // 5
          setWeight(1.0, forGoal: GKGoal(toAvoidAgents: avoid, maxPredictionTime: 1.0))
        }
      }
    }
    

    GKAgent2D与GKAgentDelegate

    GKAgentDelegate中代理执行agentWillUpdate(agent: GKAgent)和 agentDidUpdate(agent: GKAgent)
    其中gentWillUpdate(agent: GKAgent)中的agent的position用于最近敌人的计算,agentDidUpdate(agent: GKAgent)中agent的position用于更新sprite位置

    // 1
    class MoveComponent : GKAgent2D, GKAgentDelegate {
      let entityManager: EntityManager
     
      // 初始化行为代理的属性
      init(maxSpeed: Float, maxAcceleration: Float, radius: Float, entityManager: EntityManager) {
        self.entityManager = entityManager
        super.init()
        delegate = self
        self.maxSpeed = maxSpeed
        self.maxAcceleration = maxAcceleration
        self.radius = radius
        print(self.mass)
        self.mass = 0.01
      }
     
      // 执行代理方法
      func agentWillUpdate(agent: GKAgent) {
        guard let spriteComponent = entity?.componentForClass(SpriteComponent.self) else {
          return
        }
     
        position = float2(spriteComponent.node.position)
      }
     
      // 5
      func agentDidUpdate(agent: GKAgent) {
        guard let spriteComponent = entity?.componentForClass(SpriteComponent.self) else {
          return
        }
     
        spriteComponent.node.position = CGPoint(position)
      }
    }
    

    GKAgent2D中的更新

    用于更新agent的行为

    override func updateWithDeltaTime(seconds: NSTimeInterval) {
     
      super.updateWithDeltaTime(seconds)
     
      // 1
      guard let entity = entity,
            let teamComponent = entity.componentForClass(TeamComponent.self) else {
        return
      }
     
      // 2
      guard let enemyMoveComponent = closestMoveComponentForTeam(teamComponent.team.oppositeTeam()) else {
        return
      }
     
      // 3
      let alliedMoveComponents = entityManager.moveComponentsForTeam(teamComponent.team)
     
      // 4
      behavior = MoveBehavior(targetSpeed: maxSpeed, seek: enemyMoveComponent, avoid: alliedMoveComponents)
     
    }

    相关文章

      网友评论

        本文标题:iOS 2D游戏开发学习笔记:GameplayKit

        本文链接:https://www.haomeiwen.com/subject/gccbittx.html