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你知道我如何在我的spriteKit游戏中实现一个商店,用户可以用他们在游戏中赚取的硬币购买不同的玩家吗?有教程吗?
最佳答案
这是一个多步骤的项目,花了我大约500 loc(更多不使用.SKS)这里是链接到github完成的项目:https://github.com/fluidityt/ShopScene
注意,我正在使用macOS SpriteKit项目,因为它在我的计算机上启动得更快。只需将mouseDown()
更改为touchesBegan()
即可在iOS上运行。
首先编辑gamescope.sks如下:(节省大量时间编码标签)
确保您的名字与我们检测触摸所需的名称完全一致:
“entershop”、“getcoins”、“coinlabel”、“levellabel”
这是主要的“游戏”场景,当你点击coins++时,你就可以得到关卡并四处移动。点击商店将进入商店。
这是我们的gamescope.swift,它与此SKS匹配:
import SpriteKit
class GameScene: SKScene {
let player = Player(costume: Costume.defaultCostume)
lazy var enterNode: SKLabelNode = { return (self.childNode(withName: "entershop") as! SKLabelNode) }()
lazy var coinNode: SKLabelNode = { return (self.childNode(withName: "getcoins" ) as! SKLabelNode) }()
lazy var coinLabel: SKLabelNode = { return (self.childNode(withName: "coinlabel") as! SKLabelNode) }()
lazy var levelLabel: SKLabelNode = { return (self.childNode(withName: "levellabel") as! SKLabelNode) }()
override func didMove(to view: SKView) {
player.name = "player"
if player.scene == nil { addChild(player) }
}
override func mouseDown(with event: NSEvent) {
let location = event.location(in: self)
if let name = atPoint(location).name {
switch name {
case "entershop": view!.presentScene(ShopScene(previousGameScene: self))
case "getcoins": player.getCoins(1)
default: ()
}
}
else {
player.run(.move(to: location, duration: 1))
}
}
override func update(_ currentTime: TimeInterval) {
func levelUp(_ level: Int) {
player.levelsCompleted = level
levelLabel.text = "Level: \(player.levelsCompleted)"
}
switch player.coins {
case 10: levelUp(2)
case 20: levelUp(3)
case 30: levelUp(4)
default: ()
}
}
};
Player
和
Costume
Costume
类型的东西,这只是一个模型,它可以跟踪价格、名字和玩家要显示的纹理等数据。
import SpriteKit
/// This is just a test method should be deleted when you have actual texture assets:
private func makeTestTexture() -> (SKTexture, SKTexture, SKTexture, SKTexture) {
func texit(_ sprite: SKSpriteNode) -> SKTexture { return SKView().texture(from: sprite)! }
let size = CGSize(width: 50, height: 50)
return (
texit(SKSpriteNode(color: .gray, size: size)),
texit(SKSpriteNode(color: .red, size: size)),
texit(SKSpriteNode(color: .blue, size: size)),
texit(SKSpriteNode(color: .green, size: size))
)
}
/// The items that are for sale in our shop:
struct Costume {
static var allCostumes: [Costume] = []
let name: String
let texture: SKTexture
let price: Int
init(name: String, texture: SKTexture, price: Int) { self.name = name; self.texture = texture; self.price = price
// This init simply adds all costumes to a master list for easy sorting later on.
Costume.allCostumes.append(self)
}
private static let (tex1, tex2, tex3, tex4) = makeTestTexture() // Just a test needed to be deleted when you have actual assets.
static let list = (
// Hard-code any new costumes you create here (this is a "master list" of costumes)
// (make sure all of your costumes have a unique name, or the program will not work properly)
gray: Costume(name: "Gray Shirt", texture: tex1 /*SKTexture(imageNamed: "grayshirt")*/, price: 0),
red: Costume(name: "Red Shirt", texture: tex2 /*SKTexture(imageNamed: "redshirt")*/, price: 5),
blue: Costume(name: "Blue Shirt", texture: tex3 /*SKTexture(imageNamed: "blueshirt")*/, price: 25),
green: Costume(name: "Green Shirt", texture: tex4 /*SKTexture(imageNamed: "greenshirt")*/, price: 50)
)
static let defaultCostume = list.gray
};
func == (lhs: Costume, rhs: Costume) -> Bool {
// The reason why you need unique names:
if lhs.name == rhs.name { return true }
else { return false }
}
makeTestTextures()
只是这个项目的一个例子。我这样做只是为了让你可以复制和粘贴,而不必下载图像文件来使用。
final class Player: SKSpriteNode {
var coins = 0
var costume: Costume
var levelsCompleted = 0
var ownedCostumes: [Costume] = [Costume.list.gray] // FIXME: This should be a Set, but too lazy to do Hashable.
init(costume: Costume) {
self.costume = costume
super.init(texture: costume.texture, color: .clear, size: costume.texture.size())
}
func getCoins(_ amount: Int) {
guard let scene = self.scene as? GameScene else { // This is very specific code just for this example.
fatalError("only call this func after scene has been set up")
}
coins += amount
scene.coinLabel.text = "Coins: \(coins)"
}
func loseCoins(_ amount: Int) {
guard let scene = self.scene as? GameScene else { // This is very specific code just for this example.
fatalError("only call this func after scene has been set up")
}
coins -= amount
scene.coinLabel.text = "Coins: \(coins)"
}
func hasCostume(_ costume: Costume) -> Bool {
if ownedCostumes.contains(where: {$0.name == costume.name}) { return true }
else { return false }
}
func getCostume(_ costume: Costume) {
if hasCostume(costume) { fatalError("trying to get costume already owned") }
else { ownedCostumes.append(costume) }
}
func wearCostume(_ costume: Costume) {
guard hasCostume(costume) else { fatalError("trying to wear a costume you don't own") }
self.costume = costume
self.texture = costume.texture
}
required init?(coder aDecoder: NSCoder) { fatalError() }
};
/// Our model class to be used inside of our ShopScene:
final class Shop {
weak private(set) var scene: ShopScene! // The scene in which this shop will be called from.
var player: Player { return scene.player }
var availableCostumes: [Costume] = [Costume.list.red, Costume.list.blue] // (The green shirt wont become available until the player has cleared 2 levels).
// var soldCostumes: [Costume] = [Costume.defaultCostume] // Implement something with this if you want to exclude previously bought items from the store.
func canSellCostume(_ costume: Costume) -> Bool {
if player.coins < costume.price { return false }
else if player.hasCostume(costume) { return false }
else if player.costume == costume { return false }
else { return true }
}
/// Only call this after checking canBuyCostume(), or you likely will have errors:
func sellCostume(_ costume: Costume) {
player.loseCoins(costume.price)
player.getCostume(costume)
player.wearCostume(costume)
}
func newCostumeBecomesAvailable(_ costume: Costume) {
if availableCostumes.contains(where: {$0.name == costume.name}) /*|| soldCostumes.contains(costume)*/ {
fatalError("trying to add a costume that is already available (or sold!)")
}
else { availableCostumes.append(costume) }
}
init(shopScene: ShopScene) {
self.scene = shopScene
}
deinit { print("shop: if you don't see this message when exiting shop then you have a retain cycle") }
};
node.name
来处理触摸/点击。这让我可以快速方便地使用.SKS和常规
SKNode
类型。通常,我喜欢将SKNodes子类化,然后重写它们自己的
touchesBegan
方法来处理单击。你两种方法都可以。
CostumeNode
的子类。
/// Just a UI representation, does not manipulate any models.
final class CostumeNode: SKSpriteNode {
let costume: Costume
weak private(set) var player: Player!
private(set) var
backgroundNode = SKSpriteNode(),
nameNode = SKLabelNode(),
priceNode = SKLabelNode()
private func label(text: String, size: CGSize) -> SKLabelNode {
let label = SKLabelNode(text: text)
label.fontName = "Chalkduster"
// FIXME: deform label to fit size and offset
return label
}
init(costume: Costume, player: Player) {
func setupNodes(with size: CGSize) {
let circle = SKShapeNode(circleOfRadius: size.width)
circle.fillColor = .yellow
let bkg = SKSpriteNode(texture: SKView().texture(from: circle))
bkg.zPosition -= 1
let name = label(text: "\(costume.name)", size: size)
name.position.y = frame.maxY + name.frame.size.height
let price = label(text: "\(costume.price)", size: size)
price.position.y = frame.minY - price.frame.size.height
addChildrenBehind([bkg, name, price])
(backgroundNode, nameNode, priceNode) = (bkg, name, price)
}
self.player = player
self.costume = costume
let size = costume.texture.size()
super.init(texture: costume.texture, color: .clear, size: size)
name = costume.name // Name is needed for sorting and detecting touches.
setupNodes(with: size)
becomesUnselected()
}
private func setPriceText() { // Updates the color and text of price labels
func playerCanAfford() {
priceNode.text = "\(costume.price)"
priceNode.fontColor = .white
}
func playerCantAfford() {
priceNode.text = "\(costume.price)"
priceNode.fontColor = .red
}
func playerOwns() {
priceNode.text = ""
priceNode.fontColor = .white
}
if player.hasCostume(self.costume) { playerOwns() }
else if player.coins < self.costume.price { playerCantAfford() }
else if player.coins >= self.costume.price { playerCanAfford() }
else { fatalError() }
}
func becomesSelected() { // For animation / sound purposes (could also just be handled by the ShopScene).
backgroundNode.run(.fadeAlpha(to: 0.75, duration: 0.25))
setPriceText()
// insert sound if desired.
}
func becomesUnselected() {
backgroundNode.run(.fadeAlpha(to: 0, duration: 0.10))
setPriceText()
// insert sound if desired.
}
required init?(coder aDecoder: NSCoder) { fatalError() }
deinit { print("costumenode: if you don't see this then you have a retain cycle") }
};
import SpriteKit
// Helpers:
extension SKNode {
func addChildren(_ nodes: [SKNode]) { for node in nodes { addChild(node) } }
func addChildrenBehind(_ nodes: [SKNode]) { for node in nodes {
node.zPosition -= 2
addChild(node)
}
}
}
func halfHeight(_ node: SKNode) -> CGFloat { return node.frame.size.height/2 }
func halfWidth (_ node: SKNode) -> CGFloat { return node.frame.size.width/2 }
// MARK: -
/// The scene in which we can interact with our shop and player:
class ShopScene: SKScene {
lazy private(set) var shop: Shop = { return Shop(shopScene: self) }()
let previousGameScene: GameScene
var player: Player { return self.previousGameScene.player } // The player is actually still in the other scene, not this one.
private var costumeNodes = [CostumeNode]() // All costume textures will be node-ified here.
lazy private(set) var selectedNode: CostumeNode? = {
return self.costumeNodes.first!
}()
private let
buyNode = SKLabelNode(fontNamed: "Chalkduster"),
coinNode = SKLabelNode(fontNamed: "Chalkduster"),
exitNode = SKLabelNode(fontNamed: "Chalkduster")
// MARK: - Node setup:
private func setUpNodes() {
buyNode.text = "Buy Costume"
buyNode.name = "buynode"
buyNode.position.y = frame.minY + halfHeight(buyNode)
coinNode.text = "Coins: \(player.coins)"
coinNode.name = "coinnode"
coinNode.position = CGPoint(x: frame.minX + halfWidth(coinNode), y: frame.minY + halfHeight(coinNode))
exitNode.text = "Leave Shop"
exitNode.name = "exitnode"
exitNode.position.y = frame.maxY - buyNode.frame.height
setupCostumeNodes: do {
guard Costume.allCostumes.count > 1 else {
fatalError("must have at least two costumes (for while loop)")
}
for costume in Costume.allCostumes {
costumeNodes.append(CostumeNode(costume: costume, player: player))
}
guard costumeNodes.count == Costume.allCostumes.count else {
fatalError("duplicate nodes found, or nodes are missing")
}
let offset = CGFloat(150)
func findStartingPosition(offset: CGFloat, yPos: CGFloat) -> CGPoint { // Find the correct position to have all costumes centered on screen.
let
count = CGFloat(costumeNodes.count),
totalOffsets = (count - 1) * offset,
textureWidth = Costume.list.gray.texture.size().width, // All textures must be same width for centering to work.
totalWidth = (textureWidth * count) + totalOffsets
let measurementNode = SKShapeNode(rectOf: CGSize(width: totalWidth, height: 0))
return CGPoint(x: measurementNode.frame.minX + textureWidth/2, y: yPos)
}
costumeNodes.first!.position = findStartingPosition(offset: offset, yPos: self.frame.midY)
var counter = 1
let finalIndex = costumeNodes.count - 1
// Place nodes from left to right:
while counter <= finalIndex {
let thisNode = costumeNodes[counter]
let prevNode = costumeNodes[counter - 1]
thisNode.position.x = prevNode.frame.maxX + halfWidth(thisNode) + offset
counter += 1
}
}
addChildren(costumeNodes)
addChildren([buyNode, coinNode, exitNode])
}
// MARK: - Init:
init(previousGameScene: GameScene) {
self.previousGameScene = previousGameScene
super.init(size: previousGameScene.size)
}
required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented")}
deinit { print("shopscene: if you don't see this message when exiting shop then you have a retain cycle") }
// MARK: - Game loop:
override func didMove(to view: SKView) {
anchorPoint = CGPoint(x: 0.5, y: 0.5)
setUpNodes()
select(costumeNodes.first!) // Default selection.
for node in costumeNodes {
if node.costume == player.costume { select(node) }
}
}
// MARK: - Touch / Click handling:
private func unselect(_ costumeNode: CostumeNode) {
selectedNode = nil
costumeNode.becomesUnselected()
}
private func select(_ costumeNode: CostumeNode) {
unselect(selectedNode!)
selectedNode = costumeNode
costumeNode.becomesSelected()
if player.hasCostume(costumeNode.costume) { // Wear selected costume if owned.
player.costume = costumeNode.costume
buyNode.text = "Bought Costume"
buyNode.alpha = 1
}
else if player.coins < costumeNode.costume.price { // Can't afford costume.
buyNode.text = "Buy Costume"
buyNode.alpha = 0.5
}
else { // Player can buy costume.
buyNode.text = "Buy Costume"
buyNode.alpha = 1
}
}
// I'm choosing to have the buttons activated by searching for name here. You can also
// subclass a node and have them do actions on their own when clicked.
override func mouseDown(with event: NSEvent) {
guard let selectedNode = selectedNode else { fatalError() }
let location = event.location(in: self)
let clickedNode = atPoint(location)
switch clickedNode {
// Clicked empty space:
case is ShopScene:
return
// Clicked Buy / Leave:
case is SKLabelNode:
if clickedNode.name == "exitnode" { view!.presentScene(previousGameScene) }
if clickedNode.name == "buynode" {
// guard let shop = shop else { fatalError("where did the shop go?") }
if shop.canSellCostume(selectedNode.costume) {
shop.sellCostume(selectedNode.costume)
coinNode.text = "Coins: \(player.coins)"
buyNode.text = "Bought"
}
}
// Clicked a costume:
case let clickedCostume as CostumeNode:
for node in costumeNodes {
if node.name == clickedCostume.name {
select(clickedCostume)
}
}
default: ()
}
}
};
mouseDown()
(或者touchesbeartforios)中。我不需要
update()
或其他每帧方法。
关于ios - 游戏中的SpriteKit Shop场景,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/44357804/
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