FlappyBirdSwift2

在完成了上篇 “飛翔的小鳥”簡易款 之后,就試著在網上找了一套UI做了一套升級款“游曳的小藍”。

AppIcon.png

先關閉音效,看一下運行效果圖吧,哈哈~

birdFly5.gif

在原來的基礎簡易修改后,大概增加了三個功能點~

1.音效播放

對于音效的播放,主要采用兩種方式:AVAudioPlayer 和 SKAction.playSoundFileNamed。

首先我們新建一個Swift類用于AVAudioPlayer 播放音效的封裝,再類中導入 AVFoundation 庫 ,在聲明的MusicPlayer Class 類中實現音效的初始化、播放和停止。

enum MusicPlayerError : Error {
    case resourceNotFound
}

class MusicPlayer {
    /// 單例
    fileprivate var player: AVAudioPlayer? = nil
    
    /// 初始化
    init(fileName:String,type:String) throws {
        if let resource = Bundle.main.path(forResource: fileName, ofType: type) {
            let url = URL(fileURLWithPath: resource)
            player = try AVAudioPlayer(contentsOf: url)
            player?.numberOfLoops = -1
            player?.prepareToPlay()
        }else{
            throw MusicPlayerError.resourceNotFound
        }
    }
    
    /// 播放
    func play(){
        player?.play()
    }
    /// 停止
    func stop() {
        player?.stop()
    }
}

然后,在 GameViewController 類中,添加上背景音效:

do {
        player = try MusicPlayer(fileName: "Pamgaea", type: "mp3")
        player?.play()
    } catch _ {
        print("Error Play")
    }

在 GameScene 類中,小鳥受到向上的力時、通過管道時和碰撞時,利用SkAction 分別播放不同的音效

self.run(SKAction.playSoundFileNamed("xxx.mp3", waitForCompletion: false))

2.計分板

計分板主要功能點:最新得分、歷史最高分、確認鍵、動畫展示

首先我們要利用靜態化存儲,來儲存和獲得分數,寫定兩個方法如下

func setBestScore(score:Int) {
    UserDefaults.standard.set(score, forKey: "bestScore")
    UserDefaults.standard.synchronize()
}
func bestScore()->Int{
    return UserDefaults.standard.integer(forKey: "bestScore")
}

接著, 我們聲明一個SKNode變量scoreCards,用來存儲計分板視圖

/// 儲存計分板視圖
var scoreCards:SKNode!

然后,設置計分板UI圖:

func setupScoreCard() {
    if score > bestScore() {
        setBestScore(score: score)
    }
    
    let whiteNode = SKSpriteNode(color: SKColor.white, size: size)
    whiteNode.alpha = 0
    whiteNode.zPosition = 100
    whiteNode.position = CGPoint(x: size.width/2, y: size.height/2)
    scoreCards.addChild(whiteNode)
    
    // 1 得分面板背景
    let scorecard = SKSpriteNode(imageNamed: "scoreCard")
    scorecard.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5)
    scorecard.name = "scorecard"
    scorecard.zPosition = 101
    scoreCards.addChild(scorecard)
    
    // 2 本次得分
    let lastScore = SKLabelNode(fontNamed: "MarkerFelt-Wide")
    lastScore.fontColor = SKColor.white
    lastScore.position = CGPoint(x: scorecard.size.width * 0.30, y:0)
    lastScore.text = String(score)
    lastScore.zPosition = 102
    scorecard.addChild(lastScore)
    
    // 3 最好成績
    let bestScoreLabel = SKLabelNode(fontNamed: "MarkerFelt-Wide")
    bestScoreLabel.fontColor = SKColor.white
    bestScoreLabel.position = CGPoint(x: scorecard.size.width * 0.30, y: -scorecard.size.height * 0.32)
    bestScoreLabel.zPosition = 102
    bestScoreLabel.text = String(bestScore())
    scorecard.addChild(bestScoreLabel)
    
    // 4 游戲結束
    let gameOver = SKSpriteNode(imageNamed: "game_over")
    gameOver.position = CGPoint(x: size.width/2, y: size.height/2 + scorecard.size.height/2 + 50 + gameOver.size.height/2)
    gameOver.zPosition = 101
    scoreCards.addChild(gameOver)
    
    // 5 ok按鈕背景以及ok標簽
    let okButton = SKSpriteNode(imageNamed: "confirm")
    okButton.position = CGPoint(x: size.width * 0.5, y: size.height/2 - scorecard.size.height/2 - 50 - okButton.size.height/2)
    okButton.zPosition = 101
    // 作用于按鈕事件
    okButton.name = "ok"
    scoreCards.addChild(okButton)
}

在已結束狀態,調用 setupScoreCard 方法,運行效果圖如下:


Simulator Screen Shot - iPhone 8.png

最后動畫展示,在 setupScoreCard()最下面,添加以下動作:

 //添加一個常量 用于定義動畫時間
    let animDelay = 0.3

    let whiteNodeIn = SKAction.sequence([SKAction.wait(forDuration: 1.0),SKAction.fadeAlpha(to: 0.3, duration: 0.3)])
    whiteNode.run(whiteNodeIn)

    gameOver.setScale(0)
    let group = SKAction.scale(to: 1.0, duration: animDelay)
    group.timingMode = .linear
    gameOver.run(SKAction.sequence([SKAction.wait(forDuration: 1),group]))

    scorecard.position = CGPoint(x: size.width * 0.5, y: -scorecard.size.height/2)
    let moveTo = SKAction.moveTo(y: size.height/2, duration: animDelay)
    moveTo.timingMode = .linear
    scorecard.run(SKAction.sequence([SKAction.wait(forDuration: 1),moveTo]))

    okButton.position = CGPoint(x: size.width * 0.5, y: -scorecard.size.height - 50 - okButton.size.height/2)
    let moveTo2 = SKAction.moveTo(y:  size.height/2 - scorecard.size.height/2 - 50 - okButton.size.height/2, duration: animDelay)
    moveTo2.timingMode = .linear
    okButton.run(SKAction.sequence([SKAction.wait(forDuration: 1),moveTo2]))

在初始化狀態調用移除計分板方法:

/// 移除計分板
 func removeScoreCard() {
     scoreCards.removeAllChildren()
 }

根據計分板的確認鍵,仿寫一個按鈕。在點擊屏幕的時候,我們判斷點擊的位置是否是確認鍵的位置。
因為上面我們UI視圖中,已經給“ okButton”的“ name”屬性賦值,所以我們在點擊屏幕時,在當前已經是已結束狀態下,書寫以下代碼:

/// 防按鈕事件
        for touch in touches{
            let location = touch.location(in: self)
            for node in nodes(at:location){
                if node.name == "ok"{
                    
                    idleStatus()
                }
            }
        }

3.引導提示圖

類比計分板,先聲明一個SKNode變量tutorials,用來存儲計分板視圖,然后書寫創建計分板和移除計分板方法:

/// 創建引導提示圖
func setupTutorial() {
    
    let tutorial = SKSpriteNode(imageNamed: "taptap")
    tutorial.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5)
    tutorial.name = "Tutorial"
    tutorial.zPosition = 100
    tutorials.addChild(tutorial)
    
    let ready = SKSpriteNode(imageNamed: "get_ready")
    ready.position = CGPoint(x: size.width * 0.5, y: size.height * 0.5 + 100)
    ready.name = "Tutorial"
    ready.zPosition = 100
    tutorials.addChild(ready)
}

/// 移除引導提示圖
func removeTutorial() {
    tutorials.removeAllChildren()
}

在初始化狀態,創建引導提示圖;
在運行中狀態,移除引導提示圖。

效果如下:

Simulator Screen Shot - iPhone 8.png

OK,現在“飛翔的小鳥”升級款->“游曳的小藍”,就已經做好了,可以好好地玩耍了~

Demo地址

資料參考:

Show Me 得分面板
致命的音效

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