GameplayKit是一个面向对象的框架,为构建游戏提供基础工具和技术。 GameplayKit包含用于设计具有功能性,可重用架构的游戏的工具,以及用于构建和增强诸如角色移动和对手行为的游戏玩法特征的技术。
我们这里主要讲GKEntity和GKComponent这二个类;
GKEntity类(实体): 可以容纳很多组件的容器,根据自己的需求来加入相应的Component组件。
GKComponent类(组件):代表一种功能和行为,不同的组件代表不同的功能。
实用功能:(1)方便通过聚合多种组件,构建复杂的新实体Entity。(2)不同的实体GKEntity,通过聚合不同种类的组件GKComponent来实现。(3)不必重复写组件,组件可以复用,也易于扩展。(4)实体可以实现动态添加组件,以动态获得或者删除某些功能。
实用功能
直接通过代码来理解这二个类:
PenguinEntity.swift 是用来管理 Component三个组件的
import SpriteKitimport GameplayKitclass PenguinEntity:GKEntity { var spriteComponent:SpriteComponent! // 属性 大小 texture var moveComponent:MoveComponent! // 移动组件功能; var animationComponent:AnimationComponent! //拍打翅膀的组件; init(imageName:String) { super.init() let texture = SKTexture(imageNamed: imageName) spriteComponent = SpriteComponent(entity: self, texture: texture, size: texture.size()) addComponent(spriteComponent) // 加入上下飞动的组件 moveComponent = MoveComponent(entity: self) addComponent(moveComponent) // 加入拍打翅膀的动画 let textureAltas = SKTextureAtlas(named: "penguin") var textures = [SKTexture]() for i in 1...textureAltas.textureNames.count { let imageName = "penguin0\(i)" textures.append(SKTexture(imageNamed: imageName)) } animationComponent = AnimationComponent(entity: self, textures: textures) addComponent(animationComponent) } // Add Physics func addPhysics(){ let spriteNode = spriteComponent.node spriteNode.physicsBody = SKPhysicsBody(texture: spriteNode.texture!, size: spriteNode.frame.size) spriteNode.physicsBody?.categoryBitMask = PhysicsCategory.Player spriteNode.physicsBody?.contactTestBitMask = PhysicsCategory.Coin | PhysicsCategory.Obstacle | PhysicsCategory.Floor } required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") }}
import SpriteKit
import GameplayKit
class PenguinEntity:GKEntity {
var spriteComponent:SpriteComponent! // 属性 大小 texture
var moveComponent:MoveComponent! // 移动组件功能;
var animationComponent:AnimationComponent! //拍打翅膀的组件;
init(imageName:String) {
super.init()
let texture = SKTexture(imageNamed: imageName)
spriteComponent = SpriteComponent(entity: self, texture: texture, size: texture.size())
addComponent(spriteComponent)
// 加入上下飞动的组件
moveComponent = MoveComponent(entity: self)
addComponent(moveComponent)
// 加入拍打翅膀的动画
let textureAltas = SKTextureAtlas(named: "penguin")
var textures = [SKTexture]()
for i in 1...textureAltas.textureNames.count {
let imageName = "penguin0\(i)"
textures.append(SKTexture(imageNamed: imageName))
}
animationComponent = AnimationComponent(entity: self, textures: textures)
addComponent(animationComponent)
// Add Physics
func addPhysics(){
let spriteNode = spriteComponent.node
spriteNode.physicsBody = SKPhysicsBody(texture: spriteNode.texture!, size: spriteNode.frame.size)
spriteNode.physicsBody?.categoryBitMask = PhysicsCategory.Player
spriteNode.physicsBody?.contactTestBitMask = PhysicsCategory.Coin | PhysicsCategory.Obstacle | PhysicsCategory.Floor
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
SpriteComponent 组件:精灵的皮肤、大小
import SpriteKitimport GameplayKitclass SpriteComponent :GKComponent { let node:SKSpriteNode init(entity:GKEntity,texture:SKTexture,size:CGSize) { node = SKSpriteNode(texture: texture, color: SKColor.clear, size: size) node.entity = entity super.init() } required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") }}
class SpriteComponent :GKComponent {
let node:SKSpriteNode
init(entity:GKEntity,texture:SKTexture,size:CGSize) {
node = SKSpriteNode(texture: texture, color: SKColor.clear, size: size)
node.entity = entity
MoveComponent 上下飞动
import Foundationimport GameplayKitimport SpriteKitclass MoveComponent:GKComponent { // The node on which animations should be run for this animation component.// 引入SpriteComponent 就不用每次都需要像在SpriteComponent里建立精灵的属性了// node = SKSpriteNode(texture: texture, color: SKColor.clear, size: size) let spriteComponent: SpriteComponent init(entity:GKEntity) { self.spriteComponent = entity.component(ofType: SpriteComponent.self)! super.init() } required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") } // 组件 上下飞动; func startWobble(){ let moveUp = SKAction.moveBy(x: 0, y: 50, duration: 0.5) moveUp.timingMode = .easeInEaseOut let moveDown = moveUp.reversed() let sequence = SKAction.sequence([moveUp,moveDown]) let repeatWobble = SKAction.repeatForever(sequence) spriteComponent.node.run(repeatWobble, withKey: "Wobble") } }
import Foundation
class MoveComponent:GKComponent {
// The node on which animations should be run for this animation component.
// 引入SpriteComponent 就不用每次都需要像在SpriteComponent里建立精灵的属性了
// node = SKSpriteNode(texture: texture, color: SKColor.clear, size: size)
let spriteComponent: SpriteComponent
init(entity:GKEntity) {
self.spriteComponent = entity.component(ofType: SpriteComponent.self)!
// 组件 上下飞动;
func startWobble(){
let moveUp = SKAction.moveBy(x: 0, y: 50, duration: 0.5)
moveUp.timingMode = .easeInEaseOut
let moveDown = moveUp.reversed()
let sequence = SKAction.sequence([moveUp,moveDown])
let repeatWobble = SKAction.repeatForever(sequence)
spriteComponent.node.run(repeatWobble, withKey: "Wobble")
AnimationComponent 拍打翅膀
import GameplayKitimport SpriteKitclass AnimationComponent:GKComponent { let textures:[SKTexture] let spriteComponent: SpriteComponent init(entity:GKEntity,textures:[SKTexture]) { self.spriteComponent = entity.component(ofType: SpriteComponent.self)! self.textures = textures super.init() } // 翅膀拍动 func startAnimation(){ let flyAction = SKAction.animate(with: textures, timePerFrame: TimeInterval(0.02)) let repeatAction = SKAction.repeatForever(flyAction) spriteComponent.node.run(repeatAction) } required init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") } }
class AnimationComponent:GKComponent {
let textures:[SKTexture]
init(entity:GKEntity,textures:[SKTexture]) {
self.textures = textures
// 翅膀拍动
func startAnimation(){
let flyAction = SKAction.animate(with: textures, timePerFrame: TimeInterval(0.02))
let repeatAction = SKAction.repeatForever(flyAction)
spriteComponent.node.run(repeatAction)
在场景GameScene加入管理器Entity对象
func setupEntityComponent(){ let penguin = PenguinEntity(imageName: "penguin01") // 企鹅属于worldNode的子层级; let penguinNode = penguin.spriteComponent.node penguinNode.position = CGPoint(x: 320, y: 500) penguinNode.zPosition = 5 worldNode.addChild(penguinNode) // penguin有移动的功能 penguin.moveComponent.startWobble() // 有拍打翅膀的功能 penguin.animationComponent.startAnimation() }
func setupEntityComponent(){
let penguin = PenguinEntity(imageName: "penguin01") // 企鹅属于worldNode的子层级;
let penguinNode = penguin.spriteComponent.node
penguinNode.position = CGPoint(x: 320, y: 500)
penguinNode.zPosition = 5
worldNode.addChild(penguinNode)
// penguin有移动的功能
penguin.moveComponent.startWobble()
// 有拍打翅膀的功能
penguin.animationComponent.startAnimation()
以上就是应用GKEntity来管理三个组件GKComponent的运用实例。
源码传送门:https://github.com/apiapia/FlyingPenguinSpriteKitGameTutorial更多游戏教学:http://www.iFIERO.com
补充:英文够好的话,建议上苹果的官网看看 GameplayKit的案例代码:
GameplayKit
Boxes: GameplayKit Entity-Component Basics
Dispenser: GameplayKit State Machine Basics
Pathfinder: GameplayKit Pathfinding Basics
AgentsCatalog: Using the Agents System in GameplayKit
FourInARow: Using the GameplayKit Minmax Strategist for Opponent AI
DemoBots: Building a Cross Platform Game with SpriteKit and GameplayKit
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