这节内容我们来实现熊猫的二段跳。

要点:

二段跳的逻辑:

逻辑一,第一次点击屏幕,status就会变成jump。

逻辑二,第二次点击屏幕,status就会变成jump2。

逻辑三,当status变成jump2的时候不响应屏幕点击

逻辑四,当熊猫落地时将status变为run。

所以只要当status的不等于jump2的时候,点击屏幕都会给熊猫施加一个向上的速度。这时候判断。如果是一段跳就将status设为jump。如果是二段跳就将status设为jump2。落地改变状态之前已经写好了。

二段跳的实现:

 func jump (){
self.removeAllActions()
if status != Status.jump2 {
self.runAction(SKAction.animateWithTextures(jumpFrames, timePerFrame: 0.05),withKey:"jump")
self.physicsBody.velocity = CGVectorMake(, )
if status == Status.jump {
status = Status.jump2
}else{
status = Status.jump
}
}
}

 

整体代码:

import SpriteKit

enum Status:Int{
case run=,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= ; 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= ; 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= ; 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 =
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()
if status != Status.jump2 {
self.runAction(SKAction.animateWithTextures(jumpFrames, timePerFrame: 0.05),withKey:"jump")
self.physicsBody.velocity = CGVectorMake(, )
if status == Status.jump {
status = Status.jump2
}else{
status = Status.jump
}
}
} 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

12 与平台的碰撞

05-04 10:42