cleaned up code

This commit is contained in:
Chauntalle Schüle 2020-05-18 21:31:32 +02:00
parent a41c9f4b30
commit 04170eb886
2 changed files with 10 additions and 58 deletions

View File

@ -13,9 +13,6 @@ class Modal: GKEntity{
var unitCount:Int var unitCount:Int
init(modaltype: ModalType, base: Base, anchorPoint: CGPoint, gameScene: GameScene, currentDraggedBase: Base?, touchLocation: CGPoint, collisionBase: Base?) { init(modaltype: ModalType, base: Base, anchorPoint: CGPoint, gameScene: GameScene, currentDraggedBase: Base?, touchLocation: CGPoint, collisionBase: Base?) {
if currentDraggedBase == nil{
print("nil")
}
unitCount = base.unitCount unitCount = base.unitCount
super.init() super.init()
switch modaltype{ switch modaltype{
@ -31,11 +28,7 @@ class Modal: GKEntity{
addComponent(ModalContentComponent(header: "Angriff", body: "Schicke \(unitCount / 2) Einheiten", addComponent(ModalContentComponent(header: "Angriff", body: "Schicke \(unitCount / 2) Einheiten",
footer: "", anchorPoint: anchorPoint)) footer: "", anchorPoint: anchorPoint))
addComponent(ButtonComponent(iconName: "", text: "Senden", position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 120), isEnabled: true, onButtonPress: { addComponent(ButtonComponent(iconName: "", text: "Senden", position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 120), isEnabled: true, onButtonPress: {
if currentDraggedBase == nil{
print("nil")
}
self.sendUnits(currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, gameScene: gameScene, collisionBase: collisionBase) self.sendUnits(currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, gameScene: gameScene, collisionBase: collisionBase)
print("send units")
self.removeModalEntities(gameScene: gameScene) self.removeModalEntities(gameScene: gameScene)
})) }))
addComponent(CancelBtnComponent(iconName: "", text: "", position: CGPoint(x: anchorPoint.x + 160, y: anchorPoint.y + 140), isEnabled: true, onButtonPress: { addComponent(CancelBtnComponent(iconName: "", text: "", position: CGPoint(x: anchorPoint.x + 160, y: anchorPoint.y + 140), isEnabled: true, onButtonPress: {
@ -62,36 +55,10 @@ class Modal: GKEntity{
} }
func sendUnits(currentDraggedBase: Base?, touchLocation: CGPoint, gameScene: GameScene, collisionBase: Base?){ func sendUnits(currentDraggedBase: Base?, touchLocation: CGPoint, gameScene: GameScene, collisionBase: Base?){
print("sendUnits: sendunits \(GameScene.sendUnits)")
for base in currentDraggedBase!.adjacencyList { for base in currentDraggedBase!.adjacencyList {
print("sendUnits: in here")
//print(base.component(ofType: DefaultBaseComponent.self)?.spriteNode)
if base == collisionBase { if base == collisionBase {
print("sendUnits: in here 1")
print("sendUnits: sendunits \(GameScene.sendUnits)")
EntityManager.sharedInstance.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!)
}
}
/* if currentDraggedBase == nil{
print("nil")
}
print(touchLocation.x)
print(touchLocation.y)
print("sendUnits: sendunits \(GameScene.sendUnits)")
for base in currentDraggedBase!.adjacencyList {
print("sendUnits: in here")
//print(base.component(ofType: DefaultBaseComponent.self)?.spriteNode)
if gameScene.atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
// if !(EntityManager.sharedInstance.getTeamByBase(base: currentDraggedBase!) == EntityManager.sharedInstance.getTeamByBase(base: base)){
print("sendUnits: in here 1")
print("sendUnits: sendunits \(GameScene.sendUnits)")
EntityManager.sharedInstance.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!)
// }
} else if gameScene.atPoint(touchLocation) == currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode{
print("sendUnits: in here 2")
print("sendUnits: sendunits \(GameScene.sendUnits)")
EntityManager.sharedInstance.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!) EntityManager.sharedInstance.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!)
} }
}*/ }
} }
} }

View File

@ -30,7 +30,6 @@ class GameScene: SKScene{
} }
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) { override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
print("touches ended")
guard let touch = touches.first else { guard let touch = touches.first else {
return return
} }
@ -39,7 +38,6 @@ class GameScene: SKScene{
if isMoveTouch{ if isMoveTouch{
isMoveTouch = false isMoveTouch = false
print("touches Ended: isMoveTouch false")
currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos
currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos
@ -88,34 +86,27 @@ class GameScene: SKScene{
} }
} }
EntityManager.sharedInstance.add(Modal(modaltype: .BaseDetails, EntityManager.sharedInstance.add(Modal(modaltype: .BaseDetails,
base: entity as! Base, base: entity as! Base,
anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2), anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, collisionBase: collisionBase)) gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, collisionBase: collisionBase))
} }
} }
} }
func addAttackDetails(touchLocation: CGPoint){ func addAttackDetails(touchLocation: CGPoint){
print("addAttackDetails")
for base in currentDraggedBase!.adjacencyList { for base in currentDraggedBase!.adjacencyList {
print("base attack for")
if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode { if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
collisionBase = base collisionBase = base
print(touchLocation.x)
print(touchLocation.y)
print("add Modal BaseAttack")
print("add AttackDetails: sendunits \(GameScene.sendUnits)")
// TODO: change interaction based on collision instead of touchlocation // TODO: change interaction based on collision instead of touchlocation
EntityManager.sharedInstance.add(Modal(modaltype: .BaseAttack, EntityManager.sharedInstance.add(Modal(modaltype: .BaseAttack,
base: currentDraggedBase!, base: currentDraggedBase!,
anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2), anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, collisionBase: collisionBase)) gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, collisionBase: collisionBase))
} }
} }
} }
func checkSlider(){ func checkSlider(){
print("slider")
for e in EntityManager.sharedInstance.entities{ for e in EntityManager.sharedInstance.entities{
if let body = e.component(ofType: ModalContentComponent.self)?.body{ if let body = e.component(ofType: ModalContentComponent.self)?.body{
GameScene.sendUnits = ((e.component(ofType: SliderComponent.self)?.sliderNode.getValue ?? 0) * CGFloat((e as! Modal).unitCount)).rounded(.up) GameScene.sendUnits = ((e.component(ofType: SliderComponent.self)?.sliderNode.getValue ?? 0) * CGFloat((e as! Modal).unitCount)).rounded(.up)
@ -125,17 +116,12 @@ class GameScene: SKScene{
} }
func checkBases(bases: Set<Base>, touchLocation: CGPoint){ func checkBases(bases: Set<Base>, touchLocation: CGPoint){
print("checkbases")
for base in bases { for base in bases {
if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode{ if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode{ if !isMoveTouch {
print("checkbases: touched base") currentDraggedBasePos = base.component(ofType: DefaultBaseComponent.self)!.spriteNode.position
if !isMoveTouch { currentDraggedBase = base
currentDraggedBasePos = base.component(ofType: DefaultBaseComponent.self)!.spriteNode.position
currentDraggedBase = base
print("checkbases: isMoveTouch false")
} }
isMoveTouch = true isMoveTouch = true
print("checkbases: isMoveTouch true")
moveFireAndBase(base: base, touchLocation: touchLocation) moveFireAndBase(base: base, touchLocation: touchLocation)
showNearestBases(base: base) showNearestBases(base: base)
} }
@ -148,7 +134,6 @@ class GameScene: SKScene{
} }
func showNearestBases(base: Base){ func showNearestBases(base: Base){
print("show nearest Bases")
for adjacencyBase in base.adjacencyList { for adjacencyBase in base.adjacencyList {
let node = adjacencyBase.component(ofType: DefaultBaseComponent.self)?.spriteNode let node = adjacencyBase.component(ofType: DefaultBaseComponent.self)?.spriteNode
node?.run(SKAction.sequence([ node?.run(SKAction.sequence([