modify GameScene Init, add createVirginBases
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@ -14,11 +14,24 @@ class GameScene: SKScene {
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var entities = [GKEntity]()
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var entities = [GKEntity]()
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var graphs = [String : GKGraph]()
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var graphs = [String : GKGraph]()
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var bases = [Base]()
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var bases = [Base]()
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var player = [Base]()
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override func sceneDidLoad() {
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override func sceneDidLoad() {
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let maxX = self.size.width
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let midY = self.size.height / 2
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let basePlayer1 = Base(color: SKColor.red, position: CGPoint(x: maxX * 0.1, y: midY), name: "Player1" )
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let basePlayer2 = Base(color: SKColor.blue, position: CGPoint(x: maxX * 0.9, y: midY), name: "Player2" )
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self.addChild(basePlayer1)
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self.addChild(basePlayer2)
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player.append(basePlayer1)
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player.append(basePlayer2)
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createVirginBases()
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// Spawn bases
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// Spawn bases
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for _ in 1...15 {
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/*for _ in 1...15 {
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let color = PlayerColors.colors.randomElement()
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let color = PlayerColors.colors.randomElement()
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let xRange = Int(frame.minX + frame.width * 0.07)...Int(frame.maxX - frame.width * 0.07)
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let xRange = Int(frame.minX + frame.width * 0.07)...Int(frame.maxX - frame.width * 0.07)
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let yRange = Int(frame.minY + frame.height * 0.07)...Int(frame.maxY - frame.width * 0.07)
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let yRange = Int(frame.minY + frame.height * 0.07)...Int(frame.maxY - frame.width * 0.07)
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@ -34,7 +47,61 @@ class GameScene: SKScene {
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addChild(base.spriteNode)
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addChild(base.spriteNode)
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bases.append(base)
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bases.append(base)
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}
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}
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*/
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}
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func createVirginBases() {
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for i in 0...7 {
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let base:Base
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let color = SKColor.green
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var position = CGPoint(x: 0, y: 0)
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switch i {
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case 0...2:
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let width = self.size.width * 0.25
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if i == 0 {
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position = CGPoint(x: width, y: self.size.height * 0.25)
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}
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if i == 1 {
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position = CGPoint(x: width, y: self.size.height * 0.5)
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}
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if i == 2{
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position = CGPoint(x: width, y: self.size.height * 0.75)
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}
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case 3...4:
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let width = self.size.width * 0.5
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if i == 3{
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position = CGPoint(x: width, y: self.size.height * 0.333)
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}
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if i == 4{
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position = CGPoint(x: width, y: self.size.height * 0.666)
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}
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case 5...7:
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let width = self.size.width * 0.75
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if i == 5{
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position = CGPoint(x: width, y: self.size.height * 0.25)
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}
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if i == 6{
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position = CGPoint(x: width, y: self.size.height * 0.5)
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}
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if i == 7{
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position = CGPoint(x: width, y: self.size.height * 0.75)
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}
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default:
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break
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}
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base = Base(color: color, position: position, name: "Base\(i)")
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print(base.position)
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bases.append(base)
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self.addChild(base)
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}
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}
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}
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func touchDown(atPoint pos : CGPoint) {
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func touchDown(atPoint pos : CGPoint) {
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