背景BGM
import SpriteKit
import GameplayKit
import AVFoundation
class GameAVFoundation: SKScene {
var audioPlayer : AVAudioPlayer = {
var player : AVAudioPlayer?
let mp3Path = Bundle.main.path(forResource: "bgm", ofType: "mp3") //bgm自己放一首进去就好
let pathURL = NSURL.fileURL(withPath: mp3Path!)
try? player = AVAudioPlayer(contentsOf: pathURL)
return player!
}()
var timeLabel : SKLabelNode!
var firstPoint : CGPoint!
var lastPoint : CGPoint!
var currentVolume : Float = 1.0
var currentVolumeLabel : SKLabelNode!
override func didMove(to view: SKView) {
self.size = UIScreen.main.bounds.size
let label = SKLabelNode()
label.text = "点击屏幕,开始播放音乐"
label.position = CGPoint(x: self.frame.midX, y: self.frame.midY)
label.fontSize = 64
label.fontName = "Baby-blocks"
self.addChild(label)
timeLabel = SKLabelNode()
timeLabel.text = "当前播放了\(audioPlayer.currentTime)"
timeLabel.position = CGPoint(x: self.frame.midX, y: self.frame.minY + 80)
timeLabel.fontSize = 20
timeLabel.fontName = "Baby-blocks"
timeLabel.fontColor = UIColor.white
self.addChild(timeLabel)
currentVolumeLabel = SKLabelNode()
currentVolumeLabel.text = ""
currentVolumeLabel.position = CGPoint(x: self.frame.midX, y: self.frame.minY + 120)
currentVolumeLabel.fontSize = 30
currentVolumeLabel.fontName = "Baby-blocks"
currentVolumeLabel.fontColor = UIColor.white
self.addChild(currentVolumeLabel)
let tap = UITapGestureRecognizer(target: self, action: #selector(GameAVFoundation.playMusic))
self.view?.addGestureRecognizer(tap)
}
@objc func playMusic() {
audioPlayer.numberOfLoops = 5
audioPlayer.play()
}
override func update(_ currentTime: TimeInterval) {
timeLabel.text = String(format: "当前播放了%.0f秒", audioPlayer.currentTime)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//获取当前点击的点的坐标
let touchs = touches as NSSet
let touch : AnyObject = touchs.anyObject() as AnyObject
firstPoint = touch.location(in: self)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//获取当前点击的点的坐标
let touchs = touches as NSSet
let touch : AnyObject = touchs.anyObject() as AnyObject
lastPoint = touch.location(in: self)
let dy = lastPoint.y - firstPoint.y
//简单做一个上下滑增加,和减低音乐的操作
if dy <= -100 {
self.audioPlayer.volume = 0
}else if dy < 0 {
if Float(dy * 0.01) + self.currentVolume <= 0 {
self.audioPlayer.volume = 0
} else {
self.audioPlayer.volume = Float(dy * 0.01) + self.currentVolume;
}
}else if dy < 100 {
if Float(dy * 0.01) + self.currentVolume >= 1 {
self.audioPlayer.volume = 1
} else {
self.audioPlayer.volume = Float(dy * 0.01) + self.currentVolume;
}
} else {
self.audioPlayer.volume = 1
}
currentVolumeLabel.text = String(format: "当前音量大小 : %.0f", self.currentVolume * 100)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
self.currentVolume = self.audioPlayer.volume
}
}
PS : 这里本来打算做一个,随着上下滑动屏幕,然后达到音量的增减,同时,同步的显示当前的音量大小,但是这里面的currentVolumeLabel.text不会马上的同步刷新,打印了当前线程是main. 可能有别的细节问题.暂时列为一个为解决的bug. 因为 : 先不在这里钻牛角尖.耗时间有点不太好.
音效.
import SpriteKit
import GameplayKit
import AVFoundation
class GameSoundEffect: SKScene {
let shipNode : SKSpriteNode = SKSpriteNode(imageNamed: "ship")
var bullets : NSMutableArray = NSMutableArray(capacity: 5)
var bulletSound : NSMutableArray = NSMutableArray(capacity: 5)
var currentBullet :Int = 0
var bgmPlayer : AVAudioPlayer = {
var player : AVAudioPlayer?
let mp3Path = Bundle.main.path(forResource: "backgroundMusic", ofType: "mp3") //bgm自己放一首进去就好
let pathURL = NSURL.fileURL(withPath: mp3Path!)
do {
try player = AVAudioPlayer(contentsOf: pathURL)
} catch {
print(error)
}
return player!
}()
override func didMove(to view: SKView) {
self.size = UIScreen.main.bounds.size
//添加飞机
shipNode.position = CGPoint(x: self.frame.midX, y: 50)
shipNode.size = CGSize(width: 100, height: 100)
self.addChild(shipNode)
//添加子弹
for _ in 0...5 {
let bulletNode = SKSpriteNode(imageNamed: "bullet")
bulletNode.position = self.shipNode.position
bulletNode.isHidden = true
bullets.add(bulletNode)
self.addChild(bulletNode)
}
//添加子弹音乐
//说明: 这里的做法是创建每一个音效对应一个子弹,好比如一个脚本对应一个NPC一样.
//尝试过: 单独之创建一个音效,每次点击都调用这个,但是有点不完美的地方是,手速太快,当前音效还没播放完毕,匆忙结束又从新开始播放一遍,很突兀.
//思考: 最佳方案应该是单纯一个音效对象,每次点击发射子弹的时候调用.
for _ in 0...5 {
var player : AVAudioPlayer!
let mp3Path = Bundle.main.path(forResource: "sound", ofType: "caf") //bgm自己放一首进去就好
let pathURL = NSURL.fileURL(withPath: mp3Path!)
do {
try player = AVAudioPlayer(contentsOf: pathURL)
} catch {
print(error)
}
bulletSound.add(player)
}
//添加背景音乐
bgmPlayer.numberOfLoops = Int(INT_MAX)
bgmPlayer.play()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
//判断touch.tapCount > 5如果快速点击超过5次以上,也就是连续发射5发子弹了.那么就等待下一次.
for touch in touches {
if touch.tapCount > 5 || currentBullet > self.bullets.count {
return
}
//先获取子弹对象
let playerBullet : SKSpriteNode = self.bullets.object(at: currentBullet) as! SKSpriteNode
let playerSound : AVAudioPlayer = self.bulletSound.object(at: currentBullet) as! AVAudioPlayer
currentBullet += 1
playerBullet.position = self.shipNode.position
playerBullet.isHidden = false
//发射子弹动作
let fireAction = SKAction.move(to: CGPoint(x: self.frame.midX, y: self.frame.size.height), duration: 1)
let shootAction = SKAction.run({
playerSound.play()
})
let shootGroup = SKAction.group([fireAction,shootAction])
//结束发送动作
let endAction = SKAction.run({
playerBullet.removeAllActions()
playerBullet.isHidden = true
playerBullet.position = self.shipNode.position
})
//动作组合
let fireSequence = SKAction.sequence([shootGroup,endAction])
playerBullet.run(fireSequence)
}
}
//判断如果是已经发射过5发了,就将子弹数置为0
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if currentBullet > 5 {
currentBullet = 0
}
}
}
简单做了一个飞机发射子弹的操作,小总结:
- 每一个子弹对应一个节点,每一个子弹音效对应一个AVAudioPlayer
- 注意发射子弹的逻辑.
- bgm音乐还有子弹音效可以自己随便找一个就好,目前只是为了练手,不细致去求素材.
- 每篇代码都不多
点击节点出发事件
import SpriteKit
import GameplayKit
import AVFoundation
class GameNodeSound: SKScene {
var musicArr : NSMutableArray!
override func didMove(to view: SKView) {
self.size = UIScreen.main.bounds.size
labelNode(position: CGPoint(x: self.frame.midX, y: self.frame.midY + 100), title: "钢琴")
labelNode(position: CGPoint(x: self.frame.midX - 300, y: self.frame.midY), title: "1")
labelNode(position: CGPoint(x: self.frame.midX - 200, y: self.frame.midY), title: "2")
labelNode(position: CGPoint(x: self.frame.midX - 100, y: self.frame.midY), title: "3")
labelNode(position: CGPoint(x: self.frame.midX + 0 , y: self.frame.midY), title: "4")
labelNode(position: CGPoint(x: self.frame.midX + 100, y: self.frame.midY), title: "5")
labelNode(position: CGPoint(x: self.frame.midX + 200, y: self.frame.midY), title: "6")
labelNode(position: CGPoint(x: self.frame.midX + 300, y: self.frame.midY), title: "7")
musicArr = NSMutableArray(capacity: 7)
for i in 1...7 {
let action = SKAction.playSoundFileNamed("\(i).mp3", waitForCompletion: true)
self.musicArr.add(action)
}
}
func labelNode(position : CGPoint,title : String) {
let label = SKLabelNode()
label.text = title
label.name = title
label.position = position
label.fontSize = 80
label.fontColor = UIColor.white
label.fontName = "Baby-blocks"
self.addChild(label)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let point = touch.location(in: self)
for node in nodes(at: point) {
guard let name = node.name else {
return
}
switch name {
case "1": node.run(self.musicArr[0] as! SKAction); break
case "2": node.run(self.musicArr[1] as! SKAction); break
case "3": node.run(self.musicArr[2] as! SKAction); break
case "4": node.run(self.musicArr[3] as! SKAction); break
case "5": node.run(self.musicArr[4] as! SKAction); break
case "6": node.run(self.musicArr[5] as! SKAction); break
case "7": node.run(self.musicArr[6] as! SKAction); break
default:break
}
}
}
}
}
- 这里主要是实现触摸事件的思路.节点本身没有提供点击事件的操作,不像UIButton,只能通过对应的手势点击屏幕去找去判断.
- 音频资源可以自己随便找.这个无所谓的
- 缺点 : 性能不好
视频
import SpriteKit
import GameplayKit
import AVFoundation
class GameVideo: SKScene {
var videoNode : SKVideoNode!
override func didMove(to view: SKView) {
self.size = UIScreen.main.bounds.size
let videoPath = Bundle.main.path(forResource: "cs", ofType: "mp4")
let fileURL = URL(fileURLWithPath: videoPath!)
let player = AVPlayer(url: fileURL)
videoNode = SKVideoNode(avPlayer: player)
videoNode.size = UIScreen.main.bounds.size
videoNode.position = CGPoint.zero
videoNode.anchorPoint = CGPoint.zero
self.addChild(videoNode)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
videoNode.play()
}
}
PS : 视频播放用真机去操作.模拟器播放fps掉非常低.达不到预览效果