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社区首页 >专栏 >iOS开发实战-基于SpriteKit的FlappyBird小游戏写在前面SpriteKit简介效果分析代码关于游戏上架TipsDemo地址还没结束

iOS开发实战-基于SpriteKit的FlappyBird小游戏写在前面SpriteKit简介效果分析代码关于游戏上架TipsDemo地址还没结束

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gwk_iOS
发布2018-08-23 10:55:13
1.6K0
发布2018-08-23 10:55:13
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文章被收录于专栏:coding...coding...coding...

写在前面

最近一直在忙自己的维P恩的事情 公司项目也是一团乱 于是...随手找了个游戏项目改了改就上线了,就当充数了.

SpriteKit简介

SpriteKit是iOS 7之后苹果推出的2D游戏框架。它支持2D游戏中各种功能,如物理引擎,地图编辑,粒子,视频,声音精灵化,光照等。

SpriteKit中常用的类

  • SKSpriteNode 用于绘制精灵纹理
  • SKVideoNode 用于播放视频
  • SKLabelNode 用于渲染文本
  • SKShapeNode 用于渲染基于Core Graphics路径的形状
  • SKEmitterNode 用于创建和渲染粒子系统
  • SKView 对象执行动画和渲染
  • SKScene 游戏内容组织成的场景
  • SKAction 节点动画

效果

这是一个类似于FlappyBird的小游戏 集成GameCenter

catcat.gif

分析

结构很简单 设计思路就是障碍物不断的移动.当把角色卡死时游戏结束

结构

代码

1.预加载游戏结束时的弹出广告 2.加载背景 3.设置physicsBody 4.设置障碍物移动Action 5.设置开始面板角色及初始Action 6.加载所有内容节点

  • 初始化
- (void)initalize
{
    [super initalize];
    SKSpriteNode* background=[SKSpriteNode spriteNodeWithImageNamed:@"sky.png"];
    background.size = self.view.frame.size;
    background.position=CGPointMake(background.size.width/2, background.size.height/2);
    [self addChild:background];
    self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
    self.physicsBody.categoryBitMask = edgeCategory;
    self.physicsWorld.contactDelegate = self;
    self.moveWallAction = [SKAction sequence:@[[SKAction moveToX:-WALL_WIDTH duration:TIMEINTERVAL_MOVEWALL],[SKAction removeFromParent]]];
    SKAction *upHeadAction = [SKAction rotateToAngle:M_PI / 6 duration:0.2f];
    upHeadAction.timingMode = SKActionTimingEaseOut;
    SKAction *downHeadAction = [SKAction rotateToAngle:-M_PI / 2 duration:0.8f];
    downHeadAction.timingMode = SKActionTimingEaseOut;
    self.moveHeadAction = [SKAction sequence:@[upHeadAction, downHeadAction,]];
    [self addGroundNode];
    [self addCeiling];
    [self addHeroNode];
    [self addResultLabelNode];
    [self addInstruction];
    [self runAction:[SKAction repeatActionForever:[SKAction sequence:@[
                                                                       [SKAction performSelector:@selector(addFish) onTarget:self],
                                                                       [SKAction waitForDuration:0.3f],
                                                                       ]]] withKey:ACTIONKEY_ADDFISH];
    
    _interstitialObj = [[GDTMobInterstitial alloc]
                        initWithAppkey:@"1106301022"
                        placementId:@"2080622474511184"];
    _interstitialObj.delegate = self;
    //设置委托 _interstitialObj.isGpsOn = NO; //【可选】设置GPS开关
    //预加载广告
    [_interstitialObj loadAd];
 
}
  • 加载角色,设置飞行动作,触摸事件
- (void)addHeroNode
{
    self.hero=[SKSpriteNode spriteNodeWithImageNamed:@"player"];
    SKTexture* texture=[SKTexture textureWithImageNamed:@"player"];
    _hero.physicsBody=[SKPhysicsBody bodyWithTexture:texture size:_hero.size];
    _hero.anchorPoint = CGPointMake(0.5, 0.5);
    _hero.position = CGPointMake(self.frame.size.width / 2, CGRectGetMidY(self.frame));
    _hero.name = NODENAME_HERO;
    _hero.physicsBody.categoryBitMask = heroCategory;
    _hero.physicsBody.collisionBitMask = wallCategory | groundCategory|edgeCategory;
    _hero.physicsBody.contactTestBitMask = holeCategory | wallCategory | groundCategory|fishCategory;
    _hero.physicsBody.dynamic = YES;
    _hero.physicsBody.affectedByGravity = NO;
    _hero.physicsBody.allowsRotation = NO;
    _hero.physicsBody.restitution = 0.4;
    _hero.physicsBody.usesPreciseCollisionDetection = NO;
    [self addChild:_hero];
//    SKTexture* texture1=[SKTexture textureWithImageNamed:@"player"];
//    SKTexture* texture2=[SKTexture textureWithImageNamed:@"player3"];
//
//    SKAction *animate = [SKAction animateWithTextures:@[texture1,texture2] timePerFrame:0.1];
//    [_hero runAction:[SKAction repeatActionForever:animate]];
    [_hero runAction:[SKAction repeatActionForever:[self getFlyAction]]
             withKey:ACTIONKEY_FLY];
}


- (SKAction *)getFlyAction
{
    SKAction *flyUp = [SKAction moveToY:_hero.position.y + 10 duration:0.3f];
    flyUp.timingMode = SKActionTimingEaseOut;
    SKAction *flyDown = [SKAction moveToY:_hero.position.y - 10 duration:0.3f];
    flyDown.timingMode = SKActionTimingEaseOut;
    SKAction *fly = [SKAction sequence:@[flyUp, flyDown]];
    return fly;
}

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    if (_isGameOver) {
        return;
    }
    if (!_isGameStart) {
        [self startGame];
    }
    _hero.physicsBody.velocity = CGVectorMake(100, 500);
    [_hero runAction:_moveHeadAction withKey:ACTIONKEY_MOVEHEAD];
}
  • 加载开始说明和结束说明
- (void)addResultLabelNode
{
    self.labelNode = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
    _labelNode.fontSize = 30.0f;
    _labelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeLeft;
    _labelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeTop;
    _labelNode.position = CGPointMake(10, self.frame.size.height - 20);
    _labelNode.fontColor = COLOR_LABEL;
    _labelNode.zPosition=100;
    [self addChild:_labelNode];
}
- (void)addInstruction{
    self.hitSakuraToScore = [SKLabelNode labelNodeWithFontNamed:@"AmericanTypewriter"];
    _hitSakuraToScore.fontSize = 20.0f;
    _hitSakuraToScore.position = CGPointMake(self.frame.size.width / 2, CGRectGetMidY(self.frame)-60);
    _hitSakuraToScore.fontColor = COLOR_LABEL;
    _hitSakuraToScore.zPosition=100;
    _hitSakuraToScore.text=@"Hit fish to Score";
//    _hitSakuraToScore.text=NSLocalizedString(@"Hit Sakura to Score", nil);
    [self addChild:_hitSakuraToScore];
    self.tapToStart = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
    _tapToStart.fontSize = 20.0f;
    _tapToStart.position = CGPointMake(self.frame.size.width / 2, CGRectGetMidY(self.frame)-100);
    _tapToStart.fontColor = COLOR_LABEL;
    _tapToStart.zPosition=100;
    _tapToStart.text=@"Tap to Jump";
    [self addChild:_tapToStart];
}
  • 加载障碍物
- (void)addWall
{
    CGFloat spaceHeigh = self.frame.size.height - GROUND_HEIGHT;
    float random= arc4random() % 4;
    CGFloat holeLength = HERO_SIZE.height * (2.0+random*0.1);
    int holePosition = arc4random() % (int)((spaceHeigh - holeLength) / HERO_SIZE.height);
    CGFloat x = self.frame.size.width;
    CGFloat upHeight = holePosition * HERO_SIZE.height;
    if (upHeight > 0) {
        SKSpriteNode *upWall = [SKSpriteNode spriteNodeWithColor:COLOR_WALL size:CGSizeMake(WALL_WIDTH, upHeight)];
        upWall.anchorPoint = CGPointMake(0, 0);
        upWall.position = CGPointMake(x, self.frame.size.height - upHeight);
        upWall.name = NODENAME_WALL;
        upWall.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:upWall.size center:CGPointMake(upWall.size.width / 2.0f, upWall.size.height / 2.0f)];
        upWall.physicsBody.categoryBitMask = wallCategory;
        upWall.physicsBody.dynamic = NO;
        upWall.physicsBody.friction = 0;
        [upWall runAction:_moveWallAction withKey:ACTIONKEY_MOVEWALL];
        [self addChild:upWall];
    }
    CGFloat downHeight = spaceHeigh - upHeight - holeLength;
    if (downHeight > 0) {
        SKSpriteNode *downWall = [SKSpriteNode spriteNodeWithColor:COLOR_WALL size:CGSizeMake(WALL_WIDTH, downHeight)];
        downWall.anchorPoint = CGPointMake(0, 0);
        downWall.position = CGPointMake(x, GROUND_HEIGHT);
        downWall.name = NODENAME_WALL;
        downWall.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:downWall.size center:CGPointMake(downWall.size.width / 2.0f, downWall.size.height / 2.0f)];
        downWall.physicsBody.categoryBitMask = wallCategory;
        downWall.physicsBody.dynamic = NO;
        downWall.physicsBody.friction = 0;
        [downWall runAction:_moveWallAction withKey:ACTIONKEY_MOVEWALL];
        [self addChild:downWall];
    }
    
    SKSpriteNode *hole = [SKSpriteNode spriteNodeWithColor:[UIColor clearColor] size:CGSizeMake(WALL_WIDTH, holeLength)];
    hole.anchorPoint = CGPointMake(0, 0);
    hole.position = CGPointMake(x, self.frame.size.height - upHeight - holeLength);
    hole.name = NODENAME_HOLE;
    hole.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:hole.size center:CGPointMake(hole.size.width / 2.0f, hole.size.height / 2.0f)];
    hole.physicsBody.categoryBitMask = holeCategory;
    hole.physicsBody.dynamic = NO;
    [hole runAction:_moveWallAction withKey:ACTIONKEY_MOVEWALL];
    [self addChild:hole];
}
  • 游戏开始时 不断增加障碍物
- (void)startGame
{
    self.isGameStart = YES;
    _hero.physicsBody.affectedByGravity = YES;
    [_hero removeActionForKey:ACTIONKEY_FLY];
    [_tapToStart removeFromParent];
    [_hitSakuraToScore removeFromParent];
    [self addResultLabelNode];
    SKAction *addWall = [SKAction sequence:@[
                                             [SKAction performSelector:@selector(addWall) onTarget:self],
                                             [SKAction waitForDuration:TIMEINTERVAL_ADDWALL],
                                             ]];
    [self runAction:[SKAction repeatActionForever:addWall] withKey:ACTIONKEY_ADDWALL];
}
  • 实时更新内容
- (void)update:(NSTimeInterval)currentTime
{
    if(self.hero&&!_isGameOver){
        if ( self.hero.position.x<10) {
            [self gameOver];
        }else if(self.hero.position.x>self.frame.size.width){
            self.hero.position =CGPointMake(self.hero.position.x-20, self.hero.position.y);
        }
    }
    __block int wallCount = 0;
    [self enumerateChildNodesWithName:NODENAME_WALL usingBlock:^(SKNode *node, BOOL *stop) {
        if (wallCount >= 2) {
            *stop = YES;
            return;
        }
        if (node.position.x <= -WALL_WIDTH) {
            wallCount++;
            [node removeFromParent];
        }
    }];
    [self enumerateChildNodesWithName:NODENAME_HOLE usingBlock:^(SKNode *node, BOOL *stop) {
        if (node.position.x <= -WALL_WIDTH) {
            [node removeFromParent];
            *stop = YES;
        }
    }];
    [self enumerateChildNodesWithName:NODENAME_FISH usingBlock:^(SKNode *node, BOOL *stop) {
        if (node.position.x <= -node.frame.size.width) {
            [node removeFromParent];
        }
    }];
}
  • 设置物体碰撞效果
- (void)didBeginContact:(SKPhysicsContact *)contact
{
    if (_isGameOver) {
        return;
    }
    SKPhysicsBody *firstBody, *secondBody;
    
    if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
        firstBody = contact.bodyA;
        secondBody = contact.bodyB;
    } else {
        firstBody = contact.bodyB;
        secondBody = contact.bodyA;
    }
    if ((firstBody.categoryBitMask & heroCategory) && (secondBody.categoryBitMask & fishCategory)) {
        if(secondBody.node.parent&&self.isGameStart){
            int currentPoint = [_labelNode.text intValue];
            _labelNode.text = [NSString stringWithFormat:@"%d", currentPoint + 1];
            [self playSoundWithName:@"sfx_wing.caf"];
            NSString *burstPath =
            [[NSBundle mainBundle]
             pathForResource:@"MyParticle" ofType:@"sks"];
            SKEmitterNode *burstNode =
            [NSKeyedUnarchiver unarchiveObjectWithFile:burstPath];
            burstNode.position = secondBody.node.position;
            [secondBody.node removeFromParent];
            [self addChild:burstNode];
            dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
                [burstNode runAction:[SKAction removeFromParent]];
            });
        }
    }
}
- (void) didEndContact:(SKPhysicsContact *)contact{
    if (_isGameOver) {
        return;
    }
    SKPhysicsBody *firstBody, *secondBody;
    if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
        firstBody = contact.bodyA;
        secondBody = contact.bodyB;
    } else {
        firstBody = contact.bodyB;
        secondBody = contact.bodyA;
    }
    return;

}

- (void)playSoundWithName:(NSString *)fileName
{
    dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
        [self runAction:[SKAction playSoundFileNamed:fileName waitForCompletion:YES]];
    });
}
  • 游戏结束与重新开始
- (void)gameOver
{
    self.isGameOver = YES;
    self.isGameStart=NO;
    [_hero removeActionForKey:ACTIONKEY_MOVEHEAD];
    [self removeActionForKey:ACTIONKEY_ADDWALL];
    [self enumerateChildNodesWithName:NODENAME_WALL usingBlock:^(SKNode *node, BOOL *stop) {
        [node removeActionForKey:ACTIONKEY_MOVEWALL];
    }];
    [self enumerateChildNodesWithName:NODENAME_HOLE usingBlock:^(SKNode *node, BOOL *stop) {
        [node removeActionForKey:ACTIONKEY_MOVEWALL];
    }];
    if([_labelNode.text isEqualToString:@""])
        _labelNode.text=@"0";
    NSString *result=_labelNode.text;
    RestartLabel *restartView = [RestartLabel getInstanceWithSize:self.size Point:result];
    restartView.delegate = self;
    [restartView showInScene:self];
    _labelNode.text=@"";
    
    if (_interstitialObj.isReady) {
        UIViewController *vc = [[[UIApplication sharedApplication] keyWindow] rootViewController];
        //vc = [self navigationController];
        [_interstitialObj presentFromRootViewController:vc];
    }
    
    
}

- (void)restart
{
    [self addInstruction];
    self.labelNode.text = @"";
    [self enumerateChildNodesWithName:NODENAME_HOLE usingBlock:^(SKNode *node, BOOL *stop) {
        [node removeFromParent];
    }];
    [self enumerateChildNodesWithName:NODENAME_WALL usingBlock:^(SKNode *node, BOOL *stop) {
        [node removeFromParent];
    }];
    [_hero removeFromParent];
    self.hero = nil;
    [self addHeroNode];
    [self runAction:[SKAction repeatActionForever:[SKAction sequence:@[
                                                                       [SKAction performSelector:@selector(addFish) onTarget:self],
                                                                       [SKAction waitForDuration:0.3f],
                                                                       ]]] withKey:ACTIONKEY_ADDFISH];
    self.isGameStart = NO;
    self.isGameOver = NO;
}


- (void)restartView:(RestartLabel *)restartView didPressRestartButton:(SKSpriteNode *)restartButton
{
    [restartView dismiss];
    [self restart];

}
- (void)restartView:(RestartLabel *)restartView didPressLeaderboardButton:(SKSpriteNode *)restartButton{
    [self showLeaderboard];
}
  • 游戏结束可以调期GameCenter排行榜
-(void)showLeaderboard{
    GKGameCenterViewController *gcViewController = [[GKGameCenterViewController alloc] init];
    gcViewController.gameCenterDelegate = self;
    gcViewController.viewState = GKGameCenterViewControllerStateLeaderboards;
    gcViewController.leaderboardIdentifier = @"MyFirstLeaderboard";
    [self.view.window.rootViewController presentViewController:gcViewController animated:YES completion:nil];
    
}
-(void)gameCenterViewControllerDidFinish:(GKGameCenterViewController *)gameCenterViewController
{
    [gameCenterViewController dismissViewControllerAnimated:YES completion:nil];
}
  • 积分框
@interface ScoreLabel : SKSpriteNode

@property(nonatomic, copy) NSString* finalPoint;

@end

#import "ScoreLabel.h"

@implementation ScoreLabel

- (id)initWithColor:(UIColor *)color size:(CGSize)size
{
    if (self = [super initWithColor:color size:size]) {
        SKLabelNode* scoreLabelNode = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
        scoreLabelNode.text=_finalPoint;
        scoreLabelNode.fontSize = 20.0f;
        scoreLabelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
        scoreLabelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
        scoreLabelNode.position = CGPointMake(size.width / 2.0f, size.height - 300);
        scoreLabelNode.fontColor = [UIColor whiteColor];
        [self addChild:scoreLabelNode];    }
    return self;
}

@end
  • 游戏结束节点内容
@class RestartLabel;
@protocol RestartViewDelegate <NSObject>

- (void)restartView:(RestartLabel *)restartView didPressRestartButton:(SKSpriteNode *)restartButton;
- (void)restartView:(RestartLabel *)restartView didPressLeaderboardButton:(SKSpriteNode *)restartButton;
@end

@interface RestartLabel : SKSpriteNode

@property (weak, nonatomic) id <RestartViewDelegate> delegate;
@property (copy, nonatomic) NSString* finalPoint;
+ (RestartLabel *)getInstanceWithSize:(CGSize)size Point:(NSString *)point;
- (void)dismiss;
- (void)showInScene:(SKScene *)scene;

@end

#define NODENAME_BUTTON @"button"
#import "RestartLabel.h"
#import "MainViewController.h"

@import GameKit;
@interface RestartLabel()
@property (strong, nonatomic) SKSpriteNode *button;
@property (strong, nonatomic) SKLabelNode *labelNode;
@property (strong, nonatomic) SKLabelNode *scoreLabelNode;
@property (strong, nonatomic) SKLabelNode *highestLabelNode;
@property (strong, nonatomic) SKSpriteNode *gameCenterNode;
@property (strong, nonatomic) SKLabelNode *gameCenterLabel;
@end

@implementation RestartLabel

- (id)initWithColor:(UIColor *)color size:(CGSize)size
{
    if (self = [super initWithColor:color size:size]) {
        self.userInteractionEnabled = YES;
        self.button = [SKSpriteNode spriteNodeWithColor:[UIColor colorWithRed:0.608 green:0.349 blue:0.714 alpha:1] size:CGSizeMake(100, 50)];
        _button.position = CGPointMake(size.width / 2.0f, size.height - 350);
        _button.name = NODENAME_BUTTON;
        [self addChild:_button];
        self.labelNode = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
        _labelNode.text = @"Restart";
        _labelNode.fontSize = 20.0f;
        _labelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
        _labelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
        _labelNode.position = CGPointMake(0, 0);
        _labelNode.fontColor = [UIColor whiteColor];
        [_button addChild:_labelNode];
        self.gameCenterNode = [SKSpriteNode spriteNodeWithColor:[UIColor colorWithRed:0.608 green:0.349 blue:0.714 alpha:1]size:CGSizeMake(150, 50)];
        _gameCenterNode.position = CGPointMake(size.width / 2.0f, size.height - 280);
        [self addChild:_gameCenterNode];
        self. gameCenterLabel=[SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
        _gameCenterLabel.text = @"Leaderboard";
        _gameCenterLabel.fontSize = 20.0f;
        _gameCenterLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
        _gameCenterLabel.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
        _gameCenterLabel.position = CGPointMake(0, 0);
        _gameCenterLabel.fontColor = [UIColor whiteColor];
        [_gameCenterNode addChild:_gameCenterLabel];
        
    }
    return self;
}
-(void)addScoreLabelSize:(CGSize)size{
    _scoreLabelNode = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
    _scoreLabelNode.text=[NSString stringWithFormat:@"Your Score: \r%@",_finalPoint? _finalPoint: @"0"];
    _scoreLabelNode.fontSize = 20.0f;
    _scoreLabelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
    _scoreLabelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
    _scoreLabelNode.position = CGPointMake(size.width / 2.0f, size.height - 170);
    _scoreLabelNode.fontColor = [UIColor colorWithRed:0.173 green:0.243 blue:0.314 alpha:1];
    [self addChild:_scoreLabelNode];
}

-(void)addHighestLabelSize:(CGSize)size{
    _highestLabelNode = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
     _highestLabelNode.fontColor = [UIColor colorWithRed:0.173 green:0.243 blue:0.314 alpha:1];
    NSString* showText;
    NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
    NSNumber* highestScore=[defaults objectForKey:@"HighScore"];
    NSNumber* currentPoint= [NSNumber numberWithInt: [_finalPoint intValue]];
    if(highestScore==nil||[currentPoint integerValue]>[highestScore integerValue]){
        [defaults setObject:currentPoint forKey:@"HighScore"];
        highestScore=currentPoint;
        showText=@"New Record!";
        _highestLabelNode.fontColor=[UIColor colorWithRed:0.753 green:0.224 blue:0.169 alpha:1];
        [defaults synchronize];
    }else{
        showText=[NSString stringWithFormat:@"High Score: \r%lu",(long)[highestScore integerValue]];
    }
    if(highestScore!=nil){
     [self reportScore:[highestScore integerValue]];
    }
    _highestLabelNode.text=showText;
    _highestLabelNode.fontSize = 20.0f;
    _highestLabelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
    _highestLabelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
    _highestLabelNode.position = CGPointMake(size.width / 2.0f, size.height - 220);
    [self addChild:_highestLabelNode];
}


+ (RestartLabel *)getInstanceWithSize:(CGSize)size Point:(NSString *)point
{
    RestartLabel *restartView = [RestartLabel spriteNodeWithColor:color(255, 255, 255, 0.6) size:size];
    restartView.anchorPoint = CGPointMake(0, 0);
    restartView.finalPoint=point;
    [restartView addScoreLabelSize:size];
    [restartView addHighestLabelSize:size];
    return restartView;
}

- (void)showInScene:(SKScene *)scene
{
    self.alpha = 0.0f;
    [scene addChild:self];
    [self runAction:[SKAction fadeInWithDuration:0.3f]];
}

- (void)dismiss
{
    [self runAction:[SKAction fadeOutWithDuration:0.3f] completion:^{
        [self removeFromParent];
    }];
}

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch *touch = [touches anyObject];
    CGPoint location = [touch locationInNode:self];
    SKNode *touchNode = [self nodeAtPoint:location];
    if (touchNode == _button || touchNode == _labelNode) {
        if ([_delegate respondsToSelector:@selector(restartView:didPressRestartButton:)]) {
            [_delegate restartView:self didPressRestartButton:_button];
        }
    }else if(touchNode==_gameCenterNode || touchNode==_gameCenterLabel){
        if ([_delegate respondsToSelector:@selector(restartView:didPressLeaderboardButton:)]) {
            [_delegate restartView:self didPressLeaderboardButton:_button];
    }
}
}
-(void)reportScore:(NSInteger)inputScore{
    GKScore *score = [[GKScore alloc] initWithLeaderboardIdentifier:@"MyFirstLeaderboard"];
    score.value = inputScore;
    [GKScore reportScores:@[score] withCompletionHandler:^(NSError *error) {
        if (error != nil) {
            NSLog(@"%@", [error localizedDescription]);
        }
    }];
}


@end

关于游戏上架Tips

蛋疼广电粽菊要求国内游戏必须备案... 我们只是想上个小游戏而已~难道还要再等个大半个月去备案么? Apple也妥协了 在备注那里要求中国区上架游戏必须填写备案号

But!!!上有政策,下有对策嘛~

  • 填写App分类时直接选择娱乐类型上架,就不会要求填写备案号了~
  • 销售范围,不选择中国地区,这样也不会要求填写备案号,等过审了,再将销售范围改回所有地区,基本上是实时生效~

以上两种方式屡试不爽哈~对于我们个人小开发来说也算是个小福利了.

Demo地址

Github地址,欢迎Star (由于集成了广告,广点通的静态库需要单独下载下完直接扔到项目里就行) 已上架Appstore 猫爷快吃 喜欢就支持下吧~ 欢迎光顾自己的小站,内容都是同步更新的~ 大家低调支持下自己的 牛牛数据 Half-price~~

还没结束

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原始发表:2017.07.27 ,如有侵权请联系 cloudcommunity@tencent.com 删除

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目录
  • 写在前面
  • SpriteKit简介
  • 效果
  • 分析
  • 代码
  • 关于游戏上架Tips
  • Demo地址
  • 还没结束
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