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Swift游戏实战-跑酷熊猫 12 与平台的碰撞

 

这节主要实现熊猫和平台的碰撞,实现熊猫在平台上奔跑

 

要点

对平台进行物理属性设置

//设置物理体以及中心点self.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.width, self.height), center: CGPointMake(self.width/2, 0))//设置碰撞标示符self.physicsBody.categoryBitMask = BitMaskType.platform//不受碰撞影响self.physicsBody.dynamic = false//不允许角度变化self.physicsBody.allowsRotation = false//摩擦力self.physicsBody.restitution = 0

改造熊猫类

//用或“|”分割需要进行检测的标示符self.physicsBody.contactTestBitMask = BitMaskType.scene | BitMaskType.platform//用physicsBody.collisionBitMask来设置产生碰撞效果的物体self.physicsBody.collisionBitMask = BitMaskType.platform

平台类的代码

import SpriteKit class Platform:SKNode{    var width = 0.0    var height = 10.0    func onCreate(arrSprite:[SKSpriteNode]){        for platform in arrSprite{            platform.position.x=self.width            self.addChild(platform)            self.width += platform.size.width        }               self.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.width, self.height), center: CGPointMake(self.width/2, 0))        self.physicsBody.categoryBitMask = BitMaskType.platform        self.physicsBody.dynamic = false        self.physicsBody.allowsRotation = false        //摩擦力        self.physicsBody.restitution = 0    }   }

熊猫类的代码

import SpriteKit enum Status:Int{    case run=1,jump,jump2,roll;} class Panda : SKSpriteNode {    let runAtlas = SKTextureAtlas(named: "run.atlas")    let runFrames = [SKTexture]()       let jumpAtlas = SKTextureAtlas(named: "jump.atlas")    let jumpFrames = [SKTexture]();       let rollAtlas = SKTextureAtlas(named: "roll.atlas")    let rollFrames = [SKTexture]();       var status = Status.run     init(){        let texture = runAtlas.textureNamed("panda_run_01")        let size = texture.size()        super.init(texture:texture,color:SKColor.whiteColor(),size:size)               var i:Int        for i=1 ; i<=runAtlas.textureNames.count ; i++ {            let tempName = String(format: "panda_run_%.2d", i)            let runTexture = runAtlas.textureNamed(tempName)            if runTexture {                runFrames.append(runTexture)            }        }        for i=1 ; i<=jumpAtlas.textureNames.count ; i++ {            let tempName = String(format: "panda_jump_%.2d", i)            let jumpTexture = jumpAtlas.textureNamed(tempName)            if jumpTexture {                jumpFrames.append(jumpTexture)            }        }        for i=1 ; i<=rollAtlas.textureNames.count ; i++ {            let tempName = String(format: "panda_roll_%.2d", i)            let rollTexture = rollAtlas.textureNamed(tempName)            if rollTexture {                rollFrames.append(rollTexture)            }        }               self.physicsBody = SKPhysicsBody(rectangleOfSize: texture.size())        self.physicsBody.dynamic = true        self.physicsBody.allowsRotation = false        //摩擦力        self.physicsBody.restitution = 0        self.physicsBody.categoryBitMask = BitMaskType.panda        self.physicsBody.contactTestBitMask = BitMaskType.scene | BitMaskType.platform        self.physicsBody.collisionBitMask = BitMaskType.platform        run()    }    func run(){        self.removeAllActions()        self.status = .run        self.runAction(SKAction.repeatActionForever(SKAction.animateWithTextures(runFrames, timePerFrame: 0.05)))    }       func jump (){        self.removeAllActions()        status = .jump        self.runAction(SKAction.animateWithTextures(jumpFrames, timePerFrame: 0.05))    }       func roll(){        self.removeAllActions()        status = .roll        self.runAction(SKAction.animateWithTextures(rollFrames, timePerFrame: 0.05),completion:{() in self.run()})    }   }

 

项目文件地址

http://yun.baidu.com/share/link?shareid=3824235955&uk=541995622

 

Swift游戏实战-跑酷熊猫系列

00 游戏预览

01 创建工程导入素材

02 创建熊猫类

03 熊猫跑动动画

04 熊猫的跳和滚的动作

05 踩踏平台是怎么炼成的

06 创建平台类以及平台工厂类

07 平台的移动

08 产生源源不断的移动平台

09 移除场景之外的平台

10 视差滚动背景

11 欢迎进入物理世界