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  • 来自专栏coding...

    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

    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 ]] withKey:ACTIONKEY_FLY]; } - (SKAction *)getFlyAction { SKAction *flyUp = [SKAction ; SKAction *fly = [SKAction sequence:@[flyUp, flyDown]]; return fly; } - (void)touchesBegan:

    2.2K20发布于 2018-08-23
  • 来自专栏MelonTeam专栏

    SpriteKit动画小游戏

    repeatActionForever:[SKAction rotateByAngle:M_PI duration:1]]]; [_spinnyNode runAction:[SKAction [SKAction fadeOutWithDuration:0.5], [SKAction removeFromParent 编译运行后只出现了一个敌机,但是这样是不够的,我们再通过执行两个动作来源源不断的生成敌机 SKAction *actionAddEnemy = [SKAction runBlock:^{ [self addEnemy]; }]; SKAction *actionWaitNextEnemy = [SKAction waitForDuration:1]; [self runAction:[SKAction ) duration:1]; SKAction *actionMoveDone = [SKAction runBlock:^

    6K50发布于 2018-01-04
  • 来自专栏iOSDevLog

    碰撞和掩码 第2部分-生成不可预测的事件

    node.position.y = position.y - 110 node.zPosition = 4 addChild(node) let action = SKAction.sequence ([ SKAction.fadeIn(withDuration: 0.1), SKAction.wait(forDuration: 3.0), SKAction.fadeOut (withDuration: 0.2), SKAction.removeFromParent(), ]) node.run(action) } 在括号之间,我们称之为熔化物将出现的位置

    1.3K10发布于 2019-03-11
  • 来自专栏iOSDevLog

    摄影机-跟随玩家并添加背景视差

    // Background Parallax let parallax1 = SKAction.moveTo(x: player?.position.x)! run(parallax1) let parallax2 = SKAction.moveTo(x: player?.position.x)! run(parallax2) let parallax3 = SKAction.moveTo(x: player?.position.x)! run(parallax3) let parallax4 = SKAction.moveTo(x: (cameraNode?.position.x)! run(parallax4) let parallax5 = SKAction.moveTo(x: (cameraNode?.position.x)!

    1.8K30发布于 2019-03-11
  • 来自专栏iOSDevLog

    玩家状态机-使用GameplayKit管理不同的状态和动画

    true } } let textures = SKTexture(imageNamed: "player/0") lazy var action = { SKAction.animate Array<SKTexture> = (0..<6).map({ return "player/\($0)"}).map(SKTexture.init) lazy var action = { SKAction.repeatForever textures : Array<SKTexture> = (0..<2).map({ return "jump/\($0)"}).map(SKTexture.init) lazy var action = { SKAction.animate

    2.5K20发布于 2019-03-11
  • 来自专栏iOSDevLog

    生命系统-在临死前多次受伤

    func dying() { let dieAction = SKAction.move(to: CGPoint(x: -300, y: 0), duration: 0.1) player let action = SKAction.repeat(.sequence([ .fadeAlpha(to: 0.5, duration: 0.01), .wait(forDuration

    1.1K20发布于 2019-03-11
  • 来自专栏iOSDevLog

    碰撞和掩码-将物理属性应用于物件

    if collision.matches( .player, .killing) { let die = SKAction.move(to: CGPoint(x: -300, y: -100),

    1.5K30发布于 2019-03-11
  • 来自专栏海哥聊技术

    学习SpriteKit开发(1)

    TimeInterval) { //获取摇杆偏移量 let poi = moveCon.MovePosition() //增加小飞机动画飞往目标位置 let moveAction = SKAction.move

    2K20编辑于 2022-04-06
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