寫在前面
最近一直在忙自己的維P恩的事情
公司項(xiàng)目也是一團(tuán)亂
于是...隨手找了個(gè)游戲項(xiàng)目改了改就上線了,就當(dāng)充數(shù)了.
SpriteKit簡介
SpriteKit是iOS 7之后蘋果推出的2D游戲框架。它支持2D游戲中各種功能,如物理引擎娄琉,地圖編輯,粒子浑玛,視頻,聲音精靈化,光照等。
SpriteKit中常用的類
- SKSpriteNode 用于繪制精靈紋理
- SKVideoNode 用于播放視頻
- SKLabelNode 用于渲染文本
- SKShapeNode 用于渲染基于Core Graphics路徑的形狀
- SKEmitterNode 用于創(chuàng)建和渲染粒子系統(tǒng)
- SKView 對(duì)象執(zhí)行動(dòng)畫和渲染
- SKScene 游戲內(nèi)容組織成的場景
- SKAction 節(jié)點(diǎn)動(dòng)畫
效果
這是一個(gè)類似于FlappyBird的小游戲
集成GameCenter
分析
結(jié)構(gòu)很簡單
設(shè)計(jì)思路就是障礙物不斷的移動(dòng).當(dāng)把角色卡死時(shí)游戲結(jié)束
代碼
1.預(yù)加載游戲結(jié)束時(shí)的彈出廣告
2.加載背景
3.設(shè)置physicsBody
4.設(shè)置障礙物移動(dòng)Action
5.設(shè)置開始面板角色及初始Action
6.加載所有內(nèi)容節(jié)點(diǎn)
- 初始化
- (void)initalize
{
[super initalize];
SKSpriteNode* background=[SKSpriteNode spriteNodeWithImageNamed:@"sky.png"];
background.size = self.view.frame.size;
background.position=CGPointMake(background.size.width/2, background.size.height/2);
[self addChild:background];
self.physicsBody = [SKPhysicsBody bodyWithEdgeLoopFromRect:self.frame];
self.physicsBody.categoryBitMask = edgeCategory;
self.physicsWorld.contactDelegate = self;
self.moveWallAction = [SKAction 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];
downHeadAction.timingMode = SKActionTimingEaseOut;
self.moveHeadAction = [SKAction sequence:@[upHeadAction, downHeadAction,]];
[self addGroundNode];
[self addCeiling];
[self addHeroNode];
[self addResultLabelNode];
[self addInstruction];
[self runAction:[SKAction repeatActionForever:[SKAction sequence:@[
[SKAction performSelector:@selector(addFish) onTarget:self],
[SKAction waitForDuration:0.3f],
]]] withKey:ACTIONKEY_ADDFISH];
_interstitialObj = [[GDTMobInterstitial alloc]
initWithAppkey:@"1106301022"
placementId:@"2080622474511184"];
_interstitialObj.delegate = self;
//設(shè)置委托 _interstitialObj.isGpsOn = NO; //【可選】設(shè)置GPS開關(guān)
//預(yù)加載廣告
[_interstitialObj loadAd];
}
- 加載角色,設(shè)置飛行動(dòng)作,觸摸事件
- (void)addHeroNode
{
self.hero=[SKSpriteNode spriteNodeWithImageNamed:@"player"];
SKTexture* texture=[SKTexture textureWithImageNamed:@"player"];
_hero.physicsBody=[SKPhysicsBody bodyWithTexture:texture size:_hero.size];
_hero.anchorPoint = CGPointMake(0.5, 0.5);
_hero.position = CGPointMake(self.frame.size.width / 2, CGRectGetMidY(self.frame));
_hero.name = NODENAME_HERO;
_hero.physicsBody.categoryBitMask = heroCategory;
_hero.physicsBody.collisionBitMask = wallCategory | groundCategory|edgeCategory;
_hero.physicsBody.contactTestBitMask = holeCategory | wallCategory | groundCategory|fishCategory;
_hero.physicsBody.dynamic = YES;
_hero.physicsBody.affectedByGravity = NO;
_hero.physicsBody.allowsRotation = NO;
_hero.physicsBody.restitution = 0.4;
_hero.physicsBody.usesPreciseCollisionDetection = NO;
[self addChild:_hero];
// SKTexture* texture1=[SKTexture textureWithImageNamed:@"player"];
// SKTexture* texture2=[SKTexture textureWithImageNamed:@"player3"];
//
// SKAction *animate = [SKAction animateWithTextures:@[texture1,texture2] timePerFrame:0.1];
// [_hero runAction:[SKAction repeatActionForever:animate]];
[_hero runAction:[SKAction repeatActionForever:[self getFlyAction]]
withKey:ACTIONKEY_FLY];
}
- (SKAction *)getFlyAction
{
SKAction *flyUp = [SKAction moveToY:_hero.position.y + 10 duration:0.3f];
flyUp.timingMode = SKActionTimingEaseOut;
SKAction *flyDown = [SKAction moveToY:_hero.position.y - 10 duration:0.3f];
flyDown.timingMode = SKActionTimingEaseOut;
SKAction *fly = [SKAction sequence:@[flyUp, flyDown]];
return fly;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if (_isGameOver) {
return;
}
if (!_isGameStart) {
[self startGame];
}
_hero.physicsBody.velocity = CGVectorMake(100, 500);
[_hero runAction:_moveHeadAction withKey:ACTIONKEY_MOVEHEAD];
}
- 加載開始說明和結(jié)束說明
- (void)addResultLabelNode
{
self.labelNode = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
_labelNode.fontSize = 30.0f;
_labelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeLeft;
_labelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeTop;
_labelNode.position = CGPointMake(10, self.frame.size.height - 20);
_labelNode.fontColor = COLOR_LABEL;
_labelNode.zPosition=100;
[self addChild:_labelNode];
}
- (void)addInstruction{
self.hitSakuraToScore = [SKLabelNode labelNodeWithFontNamed:@"AmericanTypewriter"];
_hitSakuraToScore.fontSize = 20.0f;
_hitSakuraToScore.position = CGPointMake(self.frame.size.width / 2, CGRectGetMidY(self.frame)-60);
_hitSakuraToScore.fontColor = COLOR_LABEL;
_hitSakuraToScore.zPosition=100;
_hitSakuraToScore.text=@"Hit fish to Score";
// _hitSakuraToScore.text=NSLocalizedString(@"Hit Sakura to Score", nil);
[self addChild:_hitSakuraToScore];
self.tapToStart = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
_tapToStart.fontSize = 20.0f;
_tapToStart.position = CGPointMake(self.frame.size.width / 2, CGRectGetMidY(self.frame)-100);
_tapToStart.fontColor = COLOR_LABEL;
_tapToStart.zPosition=100;
_tapToStart.text=@"Tap to Jump";
[self addChild:_tapToStart];
}
- 加載障礙物
- (void)addWall
{
CGFloat spaceHeigh = self.frame.size.height - GROUND_HEIGHT;
float random= arc4random() % 4;
CGFloat holeLength = HERO_SIZE.height * (2.0+random*0.1);
int holePosition = arc4random() % (int)((spaceHeigh - holeLength) / HERO_SIZE.height);
CGFloat x = self.frame.size.width;
CGFloat upHeight = holePosition * HERO_SIZE.height;
if (upHeight > 0) {
SKSpriteNode *upWall = [SKSpriteNode spriteNodeWithColor:COLOR_WALL size:CGSizeMake(WALL_WIDTH, upHeight)];
upWall.anchorPoint = CGPointMake(0, 0);
upWall.position = CGPointMake(x, self.frame.size.height - upHeight);
upWall.name = NODENAME_WALL;
upWall.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:upWall.size center:CGPointMake(upWall.size.width / 2.0f, upWall.size.height / 2.0f)];
upWall.physicsBody.categoryBitMask = wallCategory;
upWall.physicsBody.dynamic = NO;
upWall.physicsBody.friction = 0;
[upWall runAction:_moveWallAction withKey:ACTIONKEY_MOVEWALL];
[self addChild:upWall];
}
CGFloat downHeight = spaceHeigh - upHeight - holeLength;
if (downHeight > 0) {
SKSpriteNode *downWall = [SKSpriteNode spriteNodeWithColor:COLOR_WALL size:CGSizeMake(WALL_WIDTH, downHeight)];
downWall.anchorPoint = CGPointMake(0, 0);
downWall.position = CGPointMake(x, GROUND_HEIGHT);
downWall.name = NODENAME_WALL;
downWall.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:downWall.size center:CGPointMake(downWall.size.width / 2.0f, downWall.size.height / 2.0f)];
downWall.physicsBody.categoryBitMask = wallCategory;
downWall.physicsBody.dynamic = NO;
downWall.physicsBody.friction = 0;
[downWall runAction:_moveWallAction withKey:ACTIONKEY_MOVEWALL];
[self addChild:downWall];
}
SKSpriteNode *hole = [SKSpriteNode spriteNodeWithColor:[UIColor clearColor] size:CGSizeMake(WALL_WIDTH, holeLength)];
hole.anchorPoint = CGPointMake(0, 0);
hole.position = CGPointMake(x, self.frame.size.height - upHeight - holeLength);
hole.name = NODENAME_HOLE;
hole.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:hole.size center:CGPointMake(hole.size.width / 2.0f, hole.size.height / 2.0f)];
hole.physicsBody.categoryBitMask = holeCategory;
hole.physicsBody.dynamic = NO;
[hole runAction:_moveWallAction withKey:ACTIONKEY_MOVEWALL];
[self addChild:hole];
}
- 游戲開始時(shí) 不斷增加障礙物
- (void)startGame
{
self.isGameStart = YES;
_hero.physicsBody.affectedByGravity = YES;
[_hero removeActionForKey:ACTIONKEY_FLY];
[_tapToStart removeFromParent];
[_hitSakuraToScore removeFromParent];
[self addResultLabelNode];
SKAction *addWall = [SKAction sequence:@[
[SKAction performSelector:@selector(addWall) onTarget:self],
[SKAction waitForDuration:TIMEINTERVAL_ADDWALL],
]];
[self runAction:[SKAction repeatActionForever:addWall] withKey:ACTIONKEY_ADDWALL];
}
- 實(shí)時(shí)更新內(nèi)容
- (void)update:(NSTimeInterval)currentTime
{
if(self.hero&&!_isGameOver){
if ( self.hero.position.x<10) {
[self gameOver];
}else if(self.hero.position.x>self.frame.size.width){
self.hero.position =CGPointMake(self.hero.position.x-20, self.hero.position.y);
}
}
__block int wallCount = 0;
[self enumerateChildNodesWithName:NODENAME_WALL usingBlock:^(SKNode *node, BOOL *stop) {
if (wallCount >= 2) {
*stop = YES;
return;
}
if (node.position.x <= -WALL_WIDTH) {
wallCount++;
[node removeFromParent];
}
}];
[self enumerateChildNodesWithName:NODENAME_HOLE usingBlock:^(SKNode *node, BOOL *stop) {
if (node.position.x <= -WALL_WIDTH) {
[node removeFromParent];
*stop = YES;
}
}];
[self enumerateChildNodesWithName:NODENAME_FISH usingBlock:^(SKNode *node, BOOL *stop) {
if (node.position.x <= -node.frame.size.width) {
[node removeFromParent];
}
}];
}
- 設(shè)置物體碰撞效果
- (void)didBeginContact:(SKPhysicsContact *)contact
{
if (_isGameOver) {
return;
}
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
firstBody = contact.bodyA;
secondBody = contact.bodyB;
} else {
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
if ((firstBody.categoryBitMask & heroCategory) && (secondBody.categoryBitMask & fishCategory)) {
if(secondBody.node.parent&&self.isGameStart){
int currentPoint = [_labelNode.text intValue];
_labelNode.text = [NSString stringWithFormat:@"%d", currentPoint + 1];
[self playSoundWithName:@"sfx_wing.caf"];
NSString *burstPath =
[[NSBundle mainBundle]
pathForResource:@"MyParticle" ofType:@"sks"];
SKEmitterNode *burstNode =
[NSKeyedUnarchiver unarchiveObjectWithFile:burstPath];
burstNode.position = secondBody.node.position;
[secondBody.node removeFromParent];
[self addChild:burstNode];
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[burstNode runAction:[SKAction removeFromParent]];
});
}
}
}
- (void) didEndContact:(SKPhysicsContact *)contact{
if (_isGameOver) {
return;
}
SKPhysicsBody *firstBody, *secondBody;
if (contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask) {
firstBody = contact.bodyA;
secondBody = contact.bodyB;
} else {
firstBody = contact.bodyB;
secondBody = contact.bodyA;
}
return;
}
- (void)playSoundWithName:(NSString *)fileName
{
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[self runAction:[SKAction playSoundFileNamed:fileName waitForCompletion:YES]];
});
}
- 游戲結(jié)束與重新開始
- (void)gameOver
{
self.isGameOver = YES;
self.isGameStart=NO;
[_hero removeActionForKey:ACTIONKEY_MOVEHEAD];
[self removeActionForKey:ACTIONKEY_ADDWALL];
[self enumerateChildNodesWithName:NODENAME_WALL usingBlock:^(SKNode *node, BOOL *stop) {
[node removeActionForKey:ACTIONKEY_MOVEWALL];
}];
[self enumerateChildNodesWithName:NODENAME_HOLE usingBlock:^(SKNode *node, BOOL *stop) {
[node removeActionForKey:ACTIONKEY_MOVEWALL];
}];
if([_labelNode.text isEqualToString:@""])
_labelNode.text=@"0";
NSString *result=_labelNode.text;
RestartLabel *restartView = [RestartLabel getInstanceWithSize:self.size Point:result];
restartView.delegate = self;
[restartView showInScene:self];
_labelNode.text=@"";
if (_interstitialObj.isReady) {
UIViewController *vc = [[[UIApplication sharedApplication] keyWindow] rootViewController];
//vc = [self navigationController];
[_interstitialObj presentFromRootViewController:vc];
}
}
- (void)restart
{
[self addInstruction];
self.labelNode.text = @"";
[self enumerateChildNodesWithName:NODENAME_HOLE usingBlock:^(SKNode *node, BOOL *stop) {
[node removeFromParent];
}];
[self enumerateChildNodesWithName:NODENAME_WALL usingBlock:^(SKNode *node, BOOL *stop) {
[node removeFromParent];
}];
[_hero removeFromParent];
self.hero = nil;
[self addHeroNode];
[self runAction:[SKAction repeatActionForever:[SKAction sequence:@[
[SKAction performSelector:@selector(addFish) onTarget:self],
[SKAction waitForDuration:0.3f],
]]] withKey:ACTIONKEY_ADDFISH];
self.isGameStart = NO;
self.isGameOver = NO;
}
- (void)restartView:(RestartLabel *)restartView didPressRestartButton:(SKSpriteNode *)restartButton
{
[restartView dismiss];
[self restart];
}
- (void)restartView:(RestartLabel *)restartView didPressLeaderboardButton:(SKSpriteNode *)restartButton{
[self showLeaderboard];
}
- 游戲結(jié)束可以調(diào)期GameCenter排行榜
-(void)showLeaderboard{
GKGameCenterViewController *gcViewController = [[GKGameCenterViewController alloc] init];
gcViewController.gameCenterDelegate = self;
gcViewController.viewState = GKGameCenterViewControllerStateLeaderboards;
gcViewController.leaderboardIdentifier = @"MyFirstLeaderboard";
[self.view.window.rootViewController presentViewController:gcViewController animated:YES completion:nil];
}
-(void)gameCenterViewControllerDidFinish:(GKGameCenterViewController *)gameCenterViewController
{
[gameCenterViewController dismissViewControllerAnimated:YES completion:nil];
}
- 積分框
@interface ScoreLabel : SKSpriteNode
@property(nonatomic, copy) NSString* finalPoint;
@end
#import "ScoreLabel.h"
@implementation ScoreLabel
- (id)initWithColor:(UIColor *)color size:(CGSize)size
{
if (self = [super initWithColor:color size:size]) {
SKLabelNode* scoreLabelNode = [SKLabelNode labelNodeWithFontNamed:@"Chalkduster"];
scoreLabelNode.text=_finalPoint;
scoreLabelNode.fontSize = 20.0f;
scoreLabelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
scoreLabelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
scoreLabelNode.position = CGPointMake(size.width / 2.0f, size.height - 300);
scoreLabelNode.fontColor = [UIColor whiteColor];
[self addChild:scoreLabelNode]; }
return self;
}
@end
- 游戲結(jié)束節(jié)點(diǎn)內(nèi)容
@class RestartLabel;
@protocol RestartViewDelegate <NSObject>
- (void)restartView:(RestartLabel *)restartView didPressRestartButton:(SKSpriteNode *)restartButton;
- (void)restartView:(RestartLabel *)restartView didPressLeaderboardButton:(SKSpriteNode *)restartButton;
@end
@interface RestartLabel : SKSpriteNode
@property (weak, nonatomic) id <RestartViewDelegate> delegate;
@property (copy, nonatomic) NSString* finalPoint;
+ (RestartLabel *)getInstanceWithSize:(CGSize)size Point:(NSString *)point;
- (void)dismiss;
- (void)showInScene:(SKScene *)scene;
@end
#define NODENAME_BUTTON @"button"
#import "RestartLabel.h"
#import "MainViewController.h"
@import GameKit;
@interface RestartLabel()
@property (strong, nonatomic) SKSpriteNode *button;
@property (strong, nonatomic) SKLabelNode *labelNode;
@property (strong, nonatomic) SKLabelNode *scoreLabelNode;
@property (strong, nonatomic) SKLabelNode *highestLabelNode;
@property (strong, nonatomic) SKSpriteNode *gameCenterNode;
@property (strong, nonatomic) SKLabelNode *gameCenterLabel;
@end
@implementation RestartLabel
- (id)initWithColor:(UIColor *)color size:(CGSize)size
{
if (self = [super initWithColor:color size:size]) {
self.userInteractionEnabled = YES;
self.button = [SKSpriteNode spriteNodeWithColor:[UIColor colorWithRed:0.608 green:0.349 blue:0.714 alpha:1] size:CGSizeMake(100, 50)];
_button.position = CGPointMake(size.width / 2.0f, size.height - 350);
_button.name = NODENAME_BUTTON;
[self addChild:_button];
self.labelNode = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
_labelNode.text = @"Restart";
_labelNode.fontSize = 20.0f;
_labelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
_labelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
_labelNode.position = CGPointMake(0, 0);
_labelNode.fontColor = [UIColor whiteColor];
[_button addChild:_labelNode];
self.gameCenterNode = [SKSpriteNode spriteNodeWithColor:[UIColor colorWithRed:0.608 green:0.349 blue:0.714 alpha:1]size:CGSizeMake(150, 50)];
_gameCenterNode.position = CGPointMake(size.width / 2.0f, size.height - 280);
[self addChild:_gameCenterNode];
self. gameCenterLabel=[SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
_gameCenterLabel.text = @"Leaderboard";
_gameCenterLabel.fontSize = 20.0f;
_gameCenterLabel.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
_gameCenterLabel.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
_gameCenterLabel.position = CGPointMake(0, 0);
_gameCenterLabel.fontColor = [UIColor whiteColor];
[_gameCenterNode addChild:_gameCenterLabel];
}
return self;
}
-(void)addScoreLabelSize:(CGSize)size{
_scoreLabelNode = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
_scoreLabelNode.text=[NSString stringWithFormat:@"Your Score: \r%@",_finalPoint? _finalPoint: @"0"];
_scoreLabelNode.fontSize = 20.0f;
_scoreLabelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
_scoreLabelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
_scoreLabelNode.position = CGPointMake(size.width / 2.0f, size.height - 170);
_scoreLabelNode.fontColor = [UIColor colorWithRed:0.173 green:0.243 blue:0.314 alpha:1];
[self addChild:_scoreLabelNode];
}
-(void)addHighestLabelSize:(CGSize)size{
_highestLabelNode = [SKLabelNode labelNodeWithFontNamed:@"PingFangSC-Regular"];
_highestLabelNode.fontColor = [UIColor colorWithRed:0.173 green:0.243 blue:0.314 alpha:1];
NSString* showText;
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSNumber* highestScore=[defaults objectForKey:@"HighScore"];
NSNumber* currentPoint= [NSNumber numberWithInt: [_finalPoint intValue]];
if(highestScore==nil||[currentPoint integerValue]>[highestScore integerValue]){
[defaults setObject:currentPoint forKey:@"HighScore"];
highestScore=currentPoint;
showText=@"New Record!";
_highestLabelNode.fontColor=[UIColor colorWithRed:0.753 green:0.224 blue:0.169 alpha:1];
[defaults synchronize];
}else{
showText=[NSString stringWithFormat:@"High Score: \r%lu",(long)[highestScore integerValue]];
}
if(highestScore!=nil){
[self reportScore:[highestScore integerValue]];
}
_highestLabelNode.text=showText;
_highestLabelNode.fontSize = 20.0f;
_highestLabelNode.horizontalAlignmentMode = SKLabelHorizontalAlignmentModeCenter;
_highestLabelNode.verticalAlignmentMode = SKLabelVerticalAlignmentModeCenter;
_highestLabelNode.position = CGPointMake(size.width / 2.0f, size.height - 220);
[self addChild:_highestLabelNode];
}
+ (RestartLabel *)getInstanceWithSize:(CGSize)size Point:(NSString *)point
{
RestartLabel *restartView = [RestartLabel spriteNodeWithColor:color(255, 255, 255, 0.6) size:size];
restartView.anchorPoint = CGPointMake(0, 0);
restartView.finalPoint=point;
[restartView addScoreLabelSize:size];
[restartView addHighestLabelSize:size];
return restartView;
}
- (void)showInScene:(SKScene *)scene
{
self.alpha = 0.0f;
[scene addChild:self];
[self runAction:[SKAction fadeInWithDuration:0.3f]];
}
- (void)dismiss
{
[self runAction:[SKAction fadeOutWithDuration:0.3f] completion:^{
[self removeFromParent];
}];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *touchNode = [self nodeAtPoint:location];
if (touchNode == _button || touchNode == _labelNode) {
if ([_delegate respondsToSelector:@selector(restartView:didPressRestartButton:)]) {
[_delegate restartView:self didPressRestartButton:_button];
}
}else if(touchNode==_gameCenterNode || touchNode==_gameCenterLabel){
if ([_delegate respondsToSelector:@selector(restartView:didPressLeaderboardButton:)]) {
[_delegate restartView:self didPressLeaderboardButton:_button];
}
}
}
-(void)reportScore:(NSInteger)inputScore{
GKScore *score = [[GKScore alloc] initWithLeaderboardIdentifier:@"MyFirstLeaderboard"];
score.value = inputScore;
[GKScore reportScores:@[score] withCompletionHandler:^(NSError *error) {
if (error != nil) {
NSLog(@"%@", [error localizedDescription]);
}
}];
}
@end
關(guān)于游戲上架Tips
蛋疼廣電粽菊要求國內(nèi)游戲必須備案...
我們只是想上個(gè)小游戲而已~難道還要再等個(gè)大半個(gè)月去備案么?
Apple也妥協(xié)了 在備注那里要求中國區(qū)上架游戲必須填寫備案號(hào)
But!!!上有政策,下有對(duì)策嘛~
- 填寫App分類時(shí)直接選擇
娛樂
類型上架,就不會(huì)要求填寫備案號(hào)了~ - 銷售范圍,不選擇中國地區(qū),這樣也不會(huì)要求填寫備案號(hào),等過審了,再將銷售范圍改回所有地區(qū),基本上是實(shí)時(shí)生效~
以上兩種方式屢試不爽哈~對(duì)于我們個(gè)人小開發(fā)來說也算是個(gè)小福利了.
Demo地址
Github地址,歡迎Star (由于集成了廣告,廣點(diǎn)通的靜態(tài)庫需要單獨(dú)下載下完直接扔到項(xiàng)目里就行)
已上架Appstore 貓爺快吃 喜歡就支持下吧~
歡迎光顧自己的小站,內(nèi)容都是同步更新的~
大家低調(diào)支持下自己的 牛牛數(shù)據(jù) Half-price~~
還沒結(jié)束
快來猜猜我放的背景音樂是啥~