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GameplayKit的GKStateMachine用法与实例

GameplayKit的GKStateMachine用法与实例

作者: 布袋的世界 | 来源:发表于2018-10-11 12:16 被阅读32次
    GKStateMachine

    玩家进入GameScene场景中 -> 通过GKStateMachine进入到指定的游戏状态GKState

    在GameScene场景中 -> 根据不同的逻辑调用GKStateMachine -> 在各个不同的游戏状态GKState之间进行切换

    源码如下:

    一、GameScene.swft

    import SpriteKit
    import GameplayKit
    
    class GameScene: SKScene,SKPhysicsContactDelegate {
        
        //MARK: - StateMachine 场景中各个舞台State
        lazy var stateMachine:GKStateMachine = GKStateMachine(states: [
            WaitingState(scene: self),
            PlayState(scene: self),
            GameOverState(scene: self)])
    
    override func didMove(to view: SKView) {
     stateMachine.enter(MenuState.self) // 进入MenuState
    }
    
       func restartGame(){
            let newScene = GameScene(fileNamed: "GameScene")!
            newScene.size = CGSize(width: SCENE_WIDTH, height: SCENE_HEIGHT)
            newScene.anchorPoint = CGPoint(x: 0, y: 0)
            newScene.scaleMode   = .aspectFill
            let transition = SKTransition.crossFade(withDuration: TimeInterval(0.5))
            view?.presentScene(newScene, transition:transition)
            //reload GameScene 直接进入游戏状态;
            newScene.stateMachine.enter(PlayState.self)
        }
    
    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
            guard let touch = touches.first else {
                return
            }
            // 当 physicsWorld.body(at: touchLocation)为nil时
            // 采用atPoint 取得场景中的的精灵
            let touchLocation = touch.location(in: self) ///获得点击的位置
            let nodeAtPoint = self.atPoint(touchLocation) //返回SKNode
            /// 判断目前的GameScene场景舞台是哪个state
            switch stateMachine.currentState {
            case is WaitingState:
                
                /// 判断是否是点击了PlayButton
                if nodeAtPoint.name == "playButton" {
                    stateMachine.enter(PlayState.self)
                }
                
                if nodeAtPoint.name == "learnTemp" {
                    print("weird")
                    UIApplication.shared.open(URL(string: "http://www.iFIERO.com")!, options: convertToUIApplicationOpenExternalURLOptionsKeyDictionary([:]), completionHandler: { (error) in
                        print("jump to http://www.iFiero.com")
                    })
                }
                
            case is PlayState:
                //挑战:判断是否是点击了暂停按钮 PauseButton
                //            if nodeAtPoint.name == "pauseButton" {
                //                stateMachine.enter(PauseState.self)
                //            }
                break;
            case is GameOverState:
                
                if nodeAtPoint.name == "tapToPlay" {
                    restartGame()
                }
                
            default:
                break;
            }
        }
    
      //MARK: - 时时更新
        override func update(_ currentTime: TimeInterval) {
            /// 获取时间差
            if lastUpdateTimeInterval == 0 {
                lastUpdateTimeInterval = currentTime
            }
            dt = currentTime - lastUpdateTimeInterval
            lastUpdateTimeInterval = currentTime
            stateMachine.update(deltaTime: dt)  // 调用所有State内的update方法
        }
    
    }
    

    二、MenuState.swft

    //
    //  MenuState.swift
    //  Copyright © 2018 iFiero. All rights reserved.
    //
    
    import SpriteKit
    import GameplayKit
    
    class MenuState:GKState {
        
        // 必须引入场景(如:GameScene)
        unowned let scene:GameScene
    
        // 执行didEnter前,可在init()初始化代码
        init(scene:SKScene){
            self.scene = scene as! GameScene
            super.init()
            print("Menu State")
        }
        // 进入当前状态时触发
        override func didEnter(from previousState: GKState?) {
            
        }
        // 离开当前状态时触发
        override func willExit(to nextState: GKState) {
            
        }
        /* 返回一个布尔值
         * 该值指示当前处于该状态的状态机是否允许转换到指定状态
         * 通俗点讲就是:如果stateMachine(状态机)的状态是PlayState,那么就从MenuState状态转到PlayState状态
        */
        override func isValidNextState(_ stateClass: AnyClass) -> Bool {
            return stateClass is PlayState.Type
        }
        
        // Execute Update Per Frame,游戏运行过程中的每一帧都会执行
        // 但须在GameScene update内调用stateMachine.update()
        override func update(deltaTime seconds: TimeInterval) {
            
        }
    }
    
    
    

    三、PlayingState.swft

    import SpriteKit
    import GameplayKit
    
    class PlayState:GKState {
        unowned let scene:GameScene
        
        init(scene:SKScene){
            self.scene = scene as! GameScene
            super.init()
            print("Play State")
        }
        
        override func didEnter(from previousState: GKState?) {
            
        }
    
        // 挑战:创建游戏暂停GKState状态 PauseState.swift
        // return (stateClass == PauseState.self) || (stateClass == GameOverState.self)
        override func isValidNextState(_ stateClass: AnyClass) -> Bool {
            return stateClass is GameOverState.Type
            
        }
        
        // Excute Update Per Frame
        override func update(deltaTime seconds: TimeInterval) {
            // update 用于判断球的速度是否过快,如果太快了则设置linearDamping的阻力
        }
        
    }
    
    

    四、GameOverState.swft

    import SpriteKit
    import GameplayKit
    
    class GameOverState:GKState {
        
        unowned let scene:GameScene
        init(scene:SKScene){
            self.scene = scene as! GameScene
            super.init()
        }
        
        override func didEnter(from previousState: GKState?) {
            print("GameOver State 游戏结束")
        }
        
        override func isValidNextState(_ stateClass: AnyClass) -> Bool {
            return stateClass is PlayState.Type
           // return (stateClass == PlayState.self) || (stateClass == MenuState.self)
        }
    }
    
    

    更多游戏教学:http://www.iFIERO.com -- 为游戏开发深感自豪

    源码传送门:https://github.com/apiapia/BreakOutGameVansVTutorial

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