Endless Worlds with Swift and Sprite Kit

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课程主页: https://www.udemy.com/course/endless-worlds-with-swift-and-sprite-kit/

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**课程名称:** Endless Worlds with Swift and Sprite Kit **课程概述:** 本课程由六小时的 Swift 和 Sprite Kit 教程组成,核心主题是创造具有无限可能性的游戏玩法,即玩家可以一直玩下去,直到失误。这类游戏挑战玩家的反应能力,激发玩家不断超越自我。课程将以现代经典游戏《Crossy Road》和《Banana King》为例,深入讲解 Swift 和 Sprite Kit 开发人员必备的关键概念。 **课程内容:** * **第一讲 - 无限移动的世界节点:** * 在本项目,我们将向一个不断移动的“世界”节点中添加随机生成的物理对象。 * 学习如何在 Swift 中转换 CGPoint 坐标(从 worldNode 坐标到场景坐标)。 * 遍历场景中的所有子节点,按需添加和清除节点。 * **第二讲 - 无限关卡单元:** * 在本系列视频中,我们将修改第一个项目,创建“关卡单元”,即关卡的各个部分或模块,每个单元可以包含自己的对象,并根据需要生成或移除(当它们移出视野时)。 * 最终的项目将创建一个类似“电梯”风格的游戏,玩家尽可能长时间地在平台之间跳跃。 * 学习如何让每个平台(或任何对象)随机上下移动,并在超出屏幕区域时改变方向。 * 还将学习将世界节点始终居中于玩家的实用代码。 * **第三讲 - 无限的 Frogger 项目:** * 在本教程视频中,我们将创建一个类似《Frogger》或《Crossy Road》的无尽游戏。 * 关卡单元将再次动态创建,但这次将区分“道路”单元和“水域”单元,每个单元都有自己的障碍物类型。 * 我们将实现四种物理体类型:道路、水域、道路对象(汽车)和水域对象(荷叶),并为更多类型的对象留有接口。 * **第四讲 - 无限 RPG 风格关卡:** * 在本讲中,我们将把之前的项目转换为一个无限的、俯视视角的 RPG 风格世界。 * 玩家可以无尽地漫游于随机生成的地图中,可能需要躲避或收集物品。 * 我们将设置一个数组来跟踪已添加的“关卡单元”位置,然后当角色四处走动时,按需创建新的关卡单元。 * 还将包括移除角色已离开的关卡单元的选项(当角色返回时,这些单元可以被替换)。 * **第五讲 - 无限跑酷模式:** * 这款游戏改编自非常流行的《Banana Kong》,是本系列的一个项目,它在之前的项目基础上进行了一些显著的改变,并有些简化。 * 本讲开始将角色移动限制在一个方向。 * 然后我们将为角色添加典型的横版游戏控制(跳跃、奔跑、滑行和滑翔)。 * 我们将添加一个循环的视差背景,并调整我们的 LevelUnit 和 Object 类来创建 2D 平台世界的地面/水面和障碍物。 * 最后,我们将精炼我们的碰撞检测代码,以便角色在滑动时可以从平台落下,在滑行时可以打破某些物体,当然,在碰到其他物体时也会死亡。

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****INCLUDES UPDATED SOURCE PROJECTS FOR SWIFT 3 and Xcode 8 This six hour Swift and Sprite Kit tutorial series has an one big theme tying each example project together: gameplay that can go on as long as the player can manage to stay alive. The challenge of an endless-style game isn't to beat up as many street thugs as possible, it taps into something more addictive. An endless game tests your reflexes and makes you struggle to best yourself again, and again, and again. Modern classics like Crossy Road or Banana King are two great examples of endless-style games we'll try to emulate in this series. Along the way, you'll learn some key concepts every Swift and Sprite Kit developer should have in their arsenal of knowledg Session 1 - The Endlessly Moving World Node In this first project we will populate a perpetually moving "world" node with randomly generated physics objects. We also look at converting CGPoint locations in Swift from the worldNode coordinates to scene coordinates, enumerating through every child in the scene, adding and clearing out nodes as needed, and much more! Session 2 - Endless Level Units In this series of videos we will modify the project from the first section and create "level units", for example, sections or modules of a level that each can contain their own objects and be generated as needed or removed when they become out-of-view. The finished example project creates a kind of elevator style game where the character hops from platform to platform as long as possible. We will also look at the code to randomly move each platform (or any object) up and down and switch direction if it exceeds the visible screen area, as well as some ever-useful code to always center a world node on the player. Session 3 - An Endless Frogger Project In these video tutorials we will create an endless game similar to Frogger or Crossy Road. Level units will again be created on the fly, with the distinction now of being either a "road" unit or "water" unit, each one having their own type obstacles. Physics-wise we will have four Body types: road, water, roadObject (cars) and waterObject (lilypads), and leave the door open to many more! Session 4 - Endless RPG Style Level In this session we will convert the previous project to an endless top-down viewed RPG style world. The player can wander endlessly through randomly generated worlds, possibly to avoid objects or collect them. We will setup an array to track "level unit" locations that have already been added, then as the character wanders around, create new level units as needed. We will also include the option to remove level units the character has left (which could replace those units when the character walked back to them) Session 5 -An Endless Runner Modeled after the very-popular Banana Kong game, this 5th project builds upon our previous ones in the series with a few notable changes, and ironically some simplifications. This session begins by limiting character movements to only one direction. Then we'll give our character some typical side scroller controls (jumping, running, sliding and gliding). We'll add a looping parallax background, and adjust our LevelUnit and Object classes to create ground/water planes and obstacles for a 2D platform world. And finally we'll finesse our collision detection code so the character can drop down through Platforms when swiping down, break certain objects when sliding, and of course get killed when running into other objects.

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