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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
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