iOS 2D游戏开发学习笔记:GameplayKit

iOS 2D游戏开发学习笔记:GameplayKit

这是我的 iOS 2D 游戏开发学习笔记,本篇学习内容来自raywenderlich的GameplayKit Tutorial: Entity-Component System, Agents, Goals, and Behaviors

Entity-Component System 个体-模块系统

可以理解为模块化设计,根据实体的功能需求,运用不同的组件进行组装。区别于 spritekit 中 node 的父子继承关系,运用 GameplayKit 中提供的 GKComponent 和 GKEntity 来进行组件的复用,实现每个实体的个性化功能需求。

GKEntity类初始化

下面代码生成一个游戏怪物 GKEntity 类,运用 spriteComponent、 TeamComponent、MoveComponent 三个组件进行组装,在组件的初始化方法上加上条件满足个性化实体的实现。

class Quirk: GKEntity {
  init(team: Team, entityManager: EntityManager) {
    super.init()
    let texture = SKTexture(imageNamed: "quirk\(team.rawValue)")
    let spriteComponent = SpriteComponent(texture: texture)
    addComponent(spriteComponent)
    addComponent(TeamComponent(team: team))
    addComponent(MoveComponent(maxSpeed: 150, maxAcceleration: 5, radius: Float(texture.size().width * 0.3), entityManager: entityManager))
  }
  required init?(coder aDecoder: NSCoder) {
      fatalError("init(coder:) has not been implemented")
  }
}

sprite组件

entity并不等于sprite,entity可以通过定制sprite组件的方式来追踪sprite,以下的组件类初始化了一个 SpriteNode 属性可以让entity“显示”在scene上

 class SpriteComponent: GKComponent {
  let node: SKSpriteNode
  init(texture: SKTexture) {
    node = SKSpriteNode(texture: texture, color: SKColor.white, size: texture.size())
    super.init()
  }

  required init?(coder aDecoder: NSCoder) {
      fatalError("init(coder:) has not been implemented")
  }
}

EntityManager 实体管理类

这个类创建了一个实体集合,并且负责管理实体的生成、去除以及相关的方法

class EntityManager {
// 创建了一个无序的集合类型Set<>
  var entities = Set()
  let scene: SKScene
  init(scene: SKScene) {
    self.scene = scene

  func add(entity: GKEntity) {
    entities.insert(entity)
 
    if let spriteNode = entity.componentForClass(SpriteComponent.self)?.node {
      scene.addChild(spriteNode)
    }
  }
 
  func remove(entity: GKEntity) {
    if let spriteNode = entity.componentForClass(SpriteComponent.self)?.node {
      spriteNode.removeFromParent()
    }
 
    entities.remove(entity)
  }
}

update(deltaTime seconds: TimeInterval)

组件中的update方法,与SpriteKit中的update方法类似。但是需要手动调用,直接调用或者通过GKComponentSystem 对象来进行调用。注意参数是时间增量。

override func update(deltaTime seconds: TimeInterval) {
    super.update(deltaTime: seconds)
    let coinDropInterval = TimeInterval(0.5)
    let coinsPerInterval = 10
    if (CACurrentMediaTime() - lastCoinDrop > coinDropInterval) {
      lastCoinDrop = CACurrentMediaTime()
      coins += coinsPerInterval
    }
// 金币的生成间隔定为0.5秒,每次生成10枚。

生成 componentSystems 实例

componentSystems 负责管理相同类的组建,集中调用其中组件的update方法

 lazy var componentSystems: [GKComponentSystem] = {
    let castleSystem = GKComponentSystem(componentClass: CastleComponent.self)
    let moveSystem = GKComponentSystem(componentClass: MoveComponent.self)
    return [castleSystem, moveSystem]
  }()

集中调用组件系统其中组件的update方法,并且负责系统中多余的组件(可以直接移除,但是组件处于被在update方法中被重复引用的情况下会出错)

func update(_ deltaTime: CFTimeInterval) {
    for componentSystem in componentSystems {
      componentSystem.update(deltaTime: deltaTime)
    }
    
    for curRemove in toRemove {
      for componentSystem in componentSystems {
        componentSystem.removeComponent(foundIn: curRemove)
      }
    }
    toRemove.removeAll()

查找指定的team中含有的castle

这样做的好处是更加灵活,也展示了 entity-component system architecture 的优点。

func castleForTeam(team: Team) -> GKEntity? {
  for entity in entities {
// 在if语句条件中验证实体是否含有team组建和castle组件
    if let teamComponent = entity.componentForClass(TeamComponent.self),
           _ = entity.componentForClass(CastleComponent.self) {
      if teamComponent.team == team {
        return entity
      }
    }
  }
  return nil
}

在指定范围生成怪兽个体

func spawnQuirk(team: Team) {
  // 查找队伍的城堡组件和sprite组件(城堡组件用于金币的管理,sprite组件用于城堡位置的读取)
  guard let teamEntity = castleForTeam(team),
        teamCastleComponent = teamEntity.componentForClass(CastleComponent.self),
        teamSpriteComponent = teamEntity.componentForClass(SpriteComponent.self) else {
    return
  }
 
  // 查询金币数量是否足够
  if teamCastleComponent.coins < costQuirk {
    return
  }
  teamCastleComponent.coins -= costQuirk
  scene.runAction(SoundManager.sharedInstance.soundSpawn)
 
  // 生成怪兽实例,并处理其生成位置
  let monster = Quirk(team: team)
  if let spriteComponent = monster.componentForClass(SpriteComponent.self) {
    spriteComponent.node.position = CGPoint(x: teamSpriteComponent.node.position.x, y: CGFloat.random(min: scene.size.height * 0.25, max: scene.size.height * 0.75))
    spriteComponent.node.zPosition = 2
  }
  add(monster)
}

Agents, Goals, and Behaviors

代理、目标、行为

  • GKAgent2D用于掌控个体的最大速度、加速度等属性供GKBehavior使用
  • ** GKBehavior**包含了一系列的GKgoal,代表了个体的行为方式
  • GKGoal 设置了个体的行为目标

GKBehavior

初始化行为的目标速度、移动目标、躲避目标
用setWeight() 来设置目标的比重

// 1
class MoveBehavior: GKBehavior {
 
  init(targetSpeed: Float, seek: GKAgent, avoid: [GKAgent]) {
    super.init()
    // 2
    if targetSpeed > 0 {
      // 3
      setWeight(0.1, forGoal: GKGoal(toReachTargetSpeed: targetSpeed))
      // 4
      setWeight(0.5, forGoal: GKGoal(toSeekAgent: seek))
      // 5
      setWeight(1.0, forGoal: GKGoal(toAvoidAgents: avoid, maxPredictionTime: 1.0))
    }
  }
}

GKAgent2D与GKAgentDelegate

GKAgentDelegate中代理执行agentWillUpdate(agent: GKAgent)和 agentDidUpdate(agent: GKAgent)
其中gentWillUpdate(agent: GKAgent)中的agent的position用于最近敌人的计算,agentDidUpdate(agent: GKAgent)中agent的position用于更新sprite位置

// 1
class MoveComponent : GKAgent2D, GKAgentDelegate {
  let entityManager: EntityManager
 
  // 初始化行为代理的属性
  init(maxSpeed: Float, maxAcceleration: Float, radius: Float, entityManager: EntityManager) {
    self.entityManager = entityManager
    super.init()
    delegate = self
    self.maxSpeed = maxSpeed
    self.maxAcceleration = maxAcceleration
    self.radius = radius
    print(self.mass)
    self.mass = 0.01
  }
 
  // 执行代理方法
  func agentWillUpdate(agent: GKAgent) {
    guard let spriteComponent = entity?.componentForClass(SpriteComponent.self) else {
      return
    }
 
    position = float2(spriteComponent.node.position)
  }
 
  // 5
  func agentDidUpdate(agent: GKAgent) {
    guard let spriteComponent = entity?.componentForClass(SpriteComponent.self) else {
      return
    }
 
    spriteComponent.node.position = CGPoint(position)
  }
}

GKAgent2D中的更新

用于更新agent的行为

override func updateWithDeltaTime(seconds: NSTimeInterval) {
 
  super.updateWithDeltaTime(seconds)
 
  // 1
  guard let entity = entity,
        let teamComponent = entity.componentForClass(TeamComponent.self) else {
    return
  }
 
  // 2
  guard let enemyMoveComponent = closestMoveComponentForTeam(teamComponent.team.oppositeTeam()) else {
    return
  }
 
  // 3
  let alliedMoveComponents = entityManager.moveComponentsForTeam(teamComponent.team)
 
  // 4
  behavior = MoveBehavior(targetSpeed: maxSpeed, seek: enemyMoveComponent, avoid: alliedMoveComponents)
 
}

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