FlappyBirdSwift2

作者: minjing_lin | 来源:发表于2017-11-16 20:49 被阅读110次

    在完成了上篇 “飞翔的小鸟”简易款 之后,就试着在网上找了一套UI做了一套升级款“游曳的小蓝”。

    AppIcon.png

    先关闭音效,看一下运行效果图吧,哈哈~

    birdFly5.gif

    在原来的基础简易修改后,大概增加了三个功能点~

    1.音效播放

    对于音效的播放,主要采用两种方式:AVAudioPlayer 和 SKAction.playSoundFileNamed。

    首先我们新建一个Swift类用于AVAudioPlayer 播放音效的封装,再类中导入 AVFoundation 库 ,在声明的MusicPlayer Class 类中实现音效的初始化、播放和停止。

    enum MusicPlayerError : Error {
        case resourceNotFound
    }
    
    class MusicPlayer {
        /// 单例
        fileprivate var player: AVAudioPlayer? = nil
        
        /// 初始化
        init(fileName:String,type:String) throws {
            if let resource = Bundle.main.path(forResource: fileName, ofType: type) {
                let url = URL(fileURLWithPath: resource)
                player = try AVAudioPlayer(contentsOf: url)
                player?.numberOfLoops = -1
                player?.prepareToPlay()
            }else{
                throw MusicPlayerError.resourceNotFound
            }
        }
        
        /// 播放
        func play(){
            player?.play()
        }
        /// 停止
        func stop() {
            player?.stop()
        }
    }
    

    然后,在 GameViewController 类中,添加上背景音效:

    do {
            player = try MusicPlayer(fileName: "Pamgaea", type: "mp3")
            player?.play()
        } catch _ {
            print("Error Play")
        }
    

    在 GameScene 类中,小鸟受到向上的力时、通过管道时和碰撞时,利用SkAction 分别播放不同的音效

    self.run(SKAction.playSoundFileNamed("xxx.mp3", waitForCompletion: false))
    

    2.计分板

    计分板主要功能点:最新得分、历史最高分、确认键、动画展示

    首先我们要利用静态化存储,来储存和获得分数,写定两个方法如下

    func setBestScore(score:Int) {
        UserDefaults.standard.set(score, forKey: "bestScore")
        UserDefaults.standard.synchronize()
    }
    func bestScore()->Int{
        return UserDefaults.standard.integer(forKey: "bestScore")
    }
    

    接着, 我们声明一个SKNode变量scoreCards,用来存储计分板视图

    /// 储存计分板视图
    var scoreCards:SKNode!
    

    然后,设置计分板UI图:

    func setupScoreCard() {
        if score > bestScore() {
            setBestScore(score: score)
        }
        
        let whiteNode = SKSpriteNode(color: SKColor.white, size: size)
        whiteNode.alpha = 0
        whiteNode.zPosition = 100
        whiteNode.position = CGPoint(x: size.width/2, y: size.height/2)
        scoreCards.addChild(whiteNode)
        
        // 1 得分面板背景
        let scorecard = SKSpriteNode(imageNamed: "scoreCard")
        scorecard.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5)
        scorecard.name = "scorecard"
        scorecard.zPosition = 101
        scoreCards.addChild(scorecard)
        
        // 2 本次得分
        let lastScore = SKLabelNode(fontNamed: "MarkerFelt-Wide")
        lastScore.fontColor = SKColor.white
        lastScore.position = CGPoint(x: scorecard.size.width * 0.30, y:0)
        lastScore.text = String(score)
        lastScore.zPosition = 102
        scorecard.addChild(lastScore)
        
        // 3 最好成绩
        let bestScoreLabel = SKLabelNode(fontNamed: "MarkerFelt-Wide")
        bestScoreLabel.fontColor = SKColor.white
        bestScoreLabel.position = CGPoint(x: scorecard.size.width * 0.30, y: -scorecard.size.height * 0.32)
        bestScoreLabel.zPosition = 102
        bestScoreLabel.text = String(bestScore())
        scorecard.addChild(bestScoreLabel)
        
        // 4 游戏结束
        let gameOver = SKSpriteNode(imageNamed: "game_over")
        gameOver.position = CGPoint(x: size.width/2, y: size.height/2 + scorecard.size.height/2 + 50 + gameOver.size.height/2)
        gameOver.zPosition = 101
        scoreCards.addChild(gameOver)
        
        // 5 ok按钮背景以及ok标签
        let okButton = SKSpriteNode(imageNamed: "confirm")
        okButton.position = CGPoint(x: size.width * 0.5, y: size.height/2 - scorecard.size.height/2 - 50 - okButton.size.height/2)
        okButton.zPosition = 101
        // 作用于按钮事件
        okButton.name = "ok"
        scoreCards.addChild(okButton)
    }
    

    在已结束状态,调用 setupScoreCard 方法,运行效果图如下:


    Simulator Screen Shot - iPhone 8.png

    最后动画展示,在 setupScoreCard()最下面,添加以下动作:

     //添加一个常量 用于定义动画时间
        let animDelay = 0.3
    
        let whiteNodeIn = SKAction.sequence([SKAction.wait(forDuration: 1.0),SKAction.fadeAlpha(to: 0.3, duration: 0.3)])
        whiteNode.run(whiteNodeIn)
    
        gameOver.setScale(0)
        let group = SKAction.scale(to: 1.0, duration: animDelay)
        group.timingMode = .linear
        gameOver.run(SKAction.sequence([SKAction.wait(forDuration: 1),group]))
    
        scorecard.position = CGPoint(x: size.width * 0.5, y: -scorecard.size.height/2)
        let moveTo = SKAction.moveTo(y: size.height/2, duration: animDelay)
        moveTo.timingMode = .linear
        scorecard.run(SKAction.sequence([SKAction.wait(forDuration: 1),moveTo]))
    
        okButton.position = CGPoint(x: size.width * 0.5, y: -scorecard.size.height - 50 - okButton.size.height/2)
        let moveTo2 = SKAction.moveTo(y:  size.height/2 - scorecard.size.height/2 - 50 - okButton.size.height/2, duration: animDelay)
        moveTo2.timingMode = .linear
        okButton.run(SKAction.sequence([SKAction.wait(forDuration: 1),moveTo2]))
    

    在初始化状态调用移除计分板方法:

    /// 移除计分板
     func removeScoreCard() {
         scoreCards.removeAllChildren()
     }
    

    根据计分板的确认键,仿写一个按钮。在点击屏幕的时候,我们判断点击的位置是否是确认键的位置。
    因为上面我们UI视图中,已经给“ okButton”的“ name”属性赋值,所以我们在点击屏幕时,在当前已经是已结束状态下,书写以下代码:

    /// 防按钮事件
            for touch in touches{
                let location = touch.location(in: self)
                for node in nodes(at:location){
                    if node.name == "ok"{
                        
                        idleStatus()
                    }
                }
            }
    

    3.引导提示图

    类比计分板,先声明一个SKNode变量tutorials,用来存储计分板视图,然后书写创建计分板和移除计分板方法:

    /// 创建引导提示图
    func setupTutorial() {
        
        let tutorial = SKSpriteNode(imageNamed: "taptap")
        tutorial.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5)
        tutorial.name = "Tutorial"
        tutorial.zPosition = 100
        tutorials.addChild(tutorial)
        
        let ready = SKSpriteNode(imageNamed: "get_ready")
        ready.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5 + 100)
        ready.name = "Tutorial"
        ready.zPosition = 100
        tutorials.addChild(ready)
    }
    
    /// 移除引导提示图
    func removeTutorial() {
        tutorials.removeAllChildren()
    }
    

    在初始化状态,创建引导提示图;
    在运行中状态,移除引导提示图。

    效果如下:

    Simulator Screen Shot - iPhone 8.png

    OK,现在“飞翔的小鸟”升级款->“游曳的小蓝”,就已经做好了,可以好好地玩耍了~

    Demo地址

    资料参考:

    Show Me 得分面板
    致命的音效

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