這節內容我們來實現熊貓的二段跳。
要點:
二段跳的邏輯:
邏輯一,第一次點擊屏幕,status就會變成jump。
邏輯二,第二次點擊屏幕,status就會變成jump2。
邏輯三,當status變成jump2的時候不響應屏幕點擊
邏輯四,當熊貓落地時將status變為run。
所以只要當status的不等於jump2的時候,點擊屏幕都會給熊貓施加一個向上的速度。這時候判斷。如果是一段跳就將status設為jump。如果是二段跳就將status設為jump2。落地改變狀態之前已經寫好了。
二段跳的實現:
func jump (){ self.removeAllActions() if status != Status.jump2 { self.runAction(SKAction.animateWithTextures(jumpFrames, timePerFrame: 0.05),withKey:"jump") self.physicsBody.velocity = CGVectorMake(0, 450) if status == Status.jump { status = Status.jump2 }else{ status = Status.jump } } }
整體代碼:
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() if status != Status.jump2 { self.runAction(SKAction.animateWithTextures(jumpFrames, timePerFrame: 0.05),withKey:"jump") self.physicsBody.velocity = CGVectorMake(0, 450) 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()}) } }
項目文件地址
http://yun.baidu.com/share/link?shareid=3824235955&uk=541995622