使用Sprite Kit和Swift在游戏中显示当前得分

时间:2015-01-07 19:05:09

标签: ios swift sprite-kit

我一直在使用Sprite Kit开发Flappy Bird类型的游戏几天。我是编程新手,所以我一直在努力通过各种在线视频和教程自学。我已经到了需要创建一个可以在屏幕上实时显示当前得分的评分系统。我已经看过并寻找了一个很好的教程,但没有找到一个好运。我已在下面的代码中设置了分数标签。我已将我的整个场景包括在内。我需要知道的是每次鸟飞过管道时如何更新分数标签文本。任何建议或建议将不胜感激,谢谢。

//
//  ArcheryScene.swift
//  FlappyBird (swift)
//
//  Created by Brandon Ballard on 1/6/15.
//  Copyright (c) 2015 Brandon Ballard. All rights reserved.
//

import UIKit
import SpriteKit

class ArcheryScene: SKScene, SKPhysicsContactDelegate {

var bird = SKSpriteNode()
var pipeUpTexture = SKTexture()
var pipeDownTexture = SKTexture()
var pipesMoveAndRemove = SKAction()
var impulse = 1
var count = 0
var scoreLabel = SKLabelNode()
let scoreLabelName = "scoreLabel"

let pipeGap = 150.0

enum ColliderType:UInt32 {
    case BIRD = 1
    case PIPE = 2
}

override func didMoveToView(view: SKView) {
    /* Setup your scene here */

    backgroundColor = SKColor.cyanColor()

    //physics
    self.physicsWorld.gravity = CGVectorMake(0.0, -15.0);
    self.physicsWorld.contactDelegate = self

    //Bird
    var birdTexture = SKTexture(imageNamed:"Bird")
    birdTexture.filteringMode = SKTextureFilteringMode.Nearest

    bird = SKSpriteNode(texture: birdTexture)
    bird.setScale(0.6)
    bird.position = CGPoint(x: self.frame.width * 0.35 + 20, y: self.frame.size.height * 0.95)

    bird.physicsBody = SKPhysicsBody(circleOfRadius: bird.size.height / 2.0)
    bird.physicsBody?.dynamic = true
    bird.physicsBody?.allowsRotation = true
    bird.physicsBody?.affectedByGravity = true
    bird.physicsBody!.collisionBitMask = ColliderType.BIRD.rawValue
    bird.physicsBody!.contactTestBitMask = ColliderType.PIPE.rawValue
    self.addChild(bird)

    //Ground
    var groundTexture = SKTexture(imageNamed: "Ground")

    var sprite = SKSpriteNode(texture: groundTexture)
    sprite.setScale(2.0)
    sprite.position = CGPointMake(self.size.width / 2, sprite.size.height / 2.0)

    self.addChild(sprite)

    var ground = SKNode()

    ground.position = CGPointMake(0, groundTexture.size().height + 0)
    ground.physicsBody = SKPhysicsBody(rectangleOfSize: CGSizeMake(self.frame.size.width, groundTexture.size().height * 2.0))
    ground.physicsBody?.dynamic = false
    self.addChild(ground)

    //Score Label

    scoreLabel = SKLabelNode(fontNamed: "ScoreLabel")
    scoreLabel.name = scoreLabelName
    scoreLabel.fontSize = 125
    scoreLabel.fontColor = SKColor.whiteColor()
    scoreLabel.text = "\(count)"
    println(size.height)
    scoreLabel.position = CGPointMake(frame.size.width / 2, frame.size.height / 14)
    self.addChild(scoreLabel)

    //Pipes

    //Create the Pipes

    pipeUpTexture = SKTexture(imageNamed: "PipeUp")
    pipeDownTexture = SKTexture(imageNamed: "PipeDown")

    //Movement of Pipes

    let distanceToMove = CGFloat(self.frame.size.width + 2.0 * pipeUpTexture.size().width)
    let movePipes = SKAction.moveByX(-distanceToMove, y: 0.0, duration: NSTimeInterval(0.01 * distanceToMove))
    let removePipes = SKAction.removeFromParent()

    pipesMoveAndRemove = SKAction.sequence([movePipes,removePipes])

    //Spawn Pipes

    let spawn = SKAction.runBlock({() in self.spawnPipes()})
    let delay = SKAction.waitForDuration(NSTimeInterval(2.0))
    let spawnThenDelay = SKAction.sequence([spawn,delay])
    let spawnThenDelayForever = SKAction.repeatActionForever(spawnThenDelay)

    self.runAction(spawnThenDelayForever)

    }

func spawnPipes() {

    let pipePair = SKNode()
    pipePair.position = CGPointMake(self.frame.size.width + pipeUpTexture.size().width * 2, 0)
    pipePair.zPosition = -10

    let height = UInt32(self.frame.size.height / 4)
    let y = arc4random() % height + height

    var pipeDown = SKSpriteNode(texture: pipeDownTexture)
    pipeDown.setScale(2.0)////////
    pipeDown.position = CGPointMake(3.0, CGFloat(y) + pipeDown.size.height + CGFloat(pipeGap) )

    pipeDown.physicsBody = SKPhysicsBody(rectangleOfSize: pipeDown.size)
    pipeDown.physicsBody?.dynamic = false
    pipeDown.physicsBody!.affectedByGravity = false
    pipeDown.physicsBody!.collisionBitMask = ColliderType.PIPE.rawValue
    pipePair.addChild(pipeDown)

    var pipeUp = SKSpriteNode(texture: pipeUpTexture)
    pipeUp.setScale(2.0)
    pipeUp.position = CGPointMake(0.0, CGFloat(y))

    pipeUp.physicsBody = SKPhysicsBody(rectangleOfSize: pipeUp.size )
    pipeUp.physicsBody?.dynamic = false
    pipeUp.physicsBody!.affectedByGravity = false
    pipeUp.physicsBody!.collisionBitMask = ColliderType.PIPE.rawValue
    pipePair.addChild(pipeUp)

    pipePair.runAction(pipesMoveAndRemove)
    self.addChild(pipePair)

}

func didBeginContact(contact: SKPhysicsContactDelegate) {

    impulse = 0

    let fadeOut = SKAction.sequence([SKAction.waitForDuration(3.0)])

    let welcomeReturn = SKAction.runBlock({
        let Transition = SKTransition.revealWithDirection(SKTransitionDirection.Down, duration: 1.0)
        let welcomeScene = GameScene(fileNamed: "GameScene")
        welcomeScene.scaleMode = .AspectFill
        self.scene!.view?.presentScene(welcomeScene, transition: Transition)
    })

    let sequence = SKAction.sequence([fadeOut, welcomeReturn])
    self.runAction(sequence)
}

override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
    /* Called when a touch begins */

    for touch: AnyObject in touches {

        let location = touch.locationInNode(self)

        if bird.position.y > (self.frame.size.height * 0.999){
            impulse = 0
        }

        if impulse == 1 {
            bird.physicsBody?.velocity = CGVectorMake( 0, 0 )
            bird.physicsBody?.applyImpulse(CGVectorMake(0,25))
        }

    }
}

override func update(currentTime: CFTimeInterval) {
    /* Called before each frame is rendered */
}
}

1 个答案:

答案 0 :(得分:1)

只需在管道之间设置一个不可见的精灵。当你的鸟经过它时,你可以检测到它并提高你的分数。

你可以像这样制作一个不可见的精灵

let scoreSprite = SKSpriteNode(color: SKColor.clearColor(), size: theSize)

为此添加一个物理主体,你很高兴。