iOS开发实战-基于SpriteKit的FlappyBird小游戏
写在前面
最近一直在忙自己的维P恩的事情
公司项目也是一团乱
于是...随手找了个游戏项目改了改就上线了,就当充数了.
SpriteKit简介
SpriteKit是iOS 7之后苹果推出的2D游戏框架。它支持2D游戏中各种功能,如物理引擎,地图编辑,粒子,视频,声音精灵化,光照等。
SpriteKit中常用的类
- SKSpriteNode 用于绘制精灵纹理
- SKVideoNode 用于播放视频
- SKLabelNode 用于渲染文本
- SKShapeNode 用于渲染基于Core Graphics路径的形状
- SKEmitterNode 用于创建和渲染粒子系统
- SKView 对象执行动画和渲染
- SKScene 游戏内容组织成的场景
- SKAction 节点动画
效果
这是一个类似于FlappyBird的小游戏
集成GameCenter
分析
结构很简单
设计思路就是障碍物不断的移动.当把角色卡死时游戏结束
代码
1.预加载游戏结束时的弹出广告
2.加载背景
3.设置physicsBody
4.设置障碍物移动Action
5.设置开始面板角色及初始Action
6.加载所有内容节点
- 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;
//设置委托 _interstitialObj.isGpsOn = NO; //【可选】设置GPS开关
//预加载广告
[_interstitialObj loadAd];
}
- 加载角色,设置飞行动作,触摸事件
- (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];
}
- 加载开始说明和结束说明
- (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];
}
- 加载障碍物
- (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];
}
- 游戏开始时 不断增加障碍物
- (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];
}
- 实时更新内容
- (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];
}
}];
}
- 设置物体碰撞效果
- (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]];
});
}
- 游戏结束与重新开始
- (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];
}
- 游戏结束可以调期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];
}
- 积分框
@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
- 游戏结束节点内容
@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
关于游戏上架Tips
蛋疼广电粽菊要求国内游戏必须备案...
我们只是想上个小游戏而已~难道还要再等个大半个月去备案么?
Apple也妥协了 在备注那里要求中国区上架游戏必须填写备案号
But!!!上有政策,下有对策嘛~
- 填写App分类时直接选择
娱乐
类型上架,就不会要求填写备案号了~ - 销售范围,不选择中国地区,这样也不会要求填写备案号,等过审了,再将销售范围改回所有地区,基本上是实时生效~
以上两种方式屡试不爽哈~对于我们个人小开发来说也算是个小福利了.
Demo地址
Github地址,欢迎Star (由于集成了广告,广点通的静态库需要单独下载下完直接扔到项目里就行)
已上架Appstore 猫爷快吃 喜欢就支持下吧~
欢迎光顾自己的小站,内容都是同步更新的~
大家低调支持下自己的 牛牛数据 Half-price~~
还没结束
快来猜猜我放的背景音乐是啥~
iOS开发实战-基于SpriteKit的FlappyBird小游戏的更多相关文章
- 【鸿蒙开发板试用报告】用OLED板实现FlappyBird小游戏(中)
小伙伴们久等了,在上一篇<[开发板试用报告]用OLED板实现FlappyBird小游戏(上)>中,我们本着拿来主义的原则,成功的让小鸟在OLED屏幕上自由飞翔起来,下面我们将加入按钮交互功 ...
- Swift项目开发实战-基于分层架构的多版本iPhone计算器-直播公开课
Swift项目开发实战-基于分层架构的多版本iPhone计算器-直播公开课 本课程采用Q Q群直播方式进行直播,价值99元视频课程免费直播.完整的基于Swift项目实战,手把手教你做一个Swift版i ...
- iOS开发——实战OC篇&环境搭建之Xib(玩转UINavigationController与UITabBarController)
iOS开发——实战OC篇&环境搭建之Xib(玩转UINavigationController与UITabBarController) 前面我们介绍了StoryBoard这个新技术,和纯技术 ...
- iOS开发——实战OC篇&环境搭建之纯代码(玩转UINavigationController与UITabBarController)
iOS开发——实战OC篇&环境搭建之纯代码(玩转UINavigationController与UITabBarController) 这里我们就直接上实例: 一:新建一个项目singleV ...
- Xamarin iOS开发实战第1章使用C#编写第一个iOS应用程序
Xamarin iOS开发实战第1章使用C#编写第一个iOS应用程序 C#原本是用来编写Windows以及Windows Phone的应用程序.自从Xamarin问世后.C#的作用就发生了非常大的变化 ...
- 《iOS开发实战 从入门到上架App Store(第2版)》书籍目录
第1章 开发准备 1.1 iOS 10新特性简述 1.1.1 新增触觉反馈编程接口 1.1.2 SiriKit框架的开放 1.1.3 引入Messages App 1.1.4 通知框架的整合与扩展 1 ...
- iOS开发的知名大牛博客小汇
王巍的博客:王巍目前在日本横滨任职于LINE.工作内容主要进行Unity3D开发,8小时之外经常进行iOS/Mac开发.他的陈列柜中已有多款应用,其中番茄工作法工具非常棒.http://onevcat ...
- iOS开发——实战OC篇&环境搭建之StoryBoard(玩转UINavigationController与UITabBarController)
环境搭建之StoryBoard(玩转UINavigationController与UITabBarController) 研究了这么就IOS开发,都没有所处一个像样或者自己忙一点的项目.最近自 ...
- iOS 开发的9个超有用小技巧
http://www.jianshu.com/p/221507eb8590 1.如何快速的查看一段代码的执行时间. 1 2 #define TICK NSDate *startTime = [NS ...
随机推荐
- 理解Java中的抽象
在计算机科学中,抽象是一种过程,在这个过程中,数据和程序定义的形式与代表的内涵语言相似,同时隐藏了实现细节. 抽象:一个概念或者想法不和任何特定的具体实例绑死. 目录 什么是抽象 抽象的形式 如何在J ...
- springmvc 之 Controller
一.简介 在SpringMVC 中,控制器Controller 负责处理由DispatcherServlet 分发的请求,它把用户请求的数据经过业务处理层处理之后封装成一个Model ,然后再把该Mo ...
- 浅谈MVC Form认证
简单的谈一下MVC的Form认证. 在做MVC项目时,用户登录认证需要选用Form认证时,我们该怎么做呢?下面我们来简单给大家说一下. 首先说一下步骤 1.用户登录时,如果校验用户名密码通过后,需要调 ...
- 友盟分享到微信 监听不执行 监听只执行onStart,(onResult,onError,onCancel 不执行)
最近在做一个项目 有一个需求是要分享项目中的一个商品 这对于我来说简直是 so easy (项目是三个人一起写的) 正好看到之前有同事写完了 我就拿过来用吧 一顿复制粘贴 大功告成 这个是监 ...
- 不再迷惑,无值和NULL值的转换
在关系型数据库的世界中,无值和NULL值的区别是什么?一直被这个问题困扰着,甚至在写TSQL脚本时,心有戚戚焉,害怕因为自己的一知半解,挖了坑,贻害后来人,于是,本着上下求索,不达通幽不罢休的决心(开 ...
- js的双等号类型转换
var undefined; undefined == null; // true 1 == true; // true 2 == true; // false 0 == false; // true ...
- java实现Excel的导入、导出
一.Excel的导入 导入可采用两种方式,一种是JXL,另一种是POI,但前者不能读取高版本的Excel(07以上),后者更具兼容性.由于对两种方式都进行了尝试,就都贴出来分享(若有错误,请给予指正) ...
- linux环境下创建和删除软链接
ln -s /home/zhenwx/htccode-v1/ /home/zhenwx/htccode 建立/home/zhenwx/htccode-v1 的软连接 linux下的软链接类似于wind ...
- CSS active选择器与CSS hover选择器
<!DOCTYPE HTML> <html lang="en-US"> <head> <meta charset="UTF-8& ...
- css样式表。作用是美化HTML网页.
样式表分为:(1)内联样式表 和HTML联合显示,控制精确,但是可重用性差,冗余多. 如:<p style="font-size:10px">内联样式表</p&g ...