add Animated Cylinder to MainScence

This commit is contained in:
Niko Jochim 2020-05-13 23:33:34 +02:00
parent df16ceeb7c
commit 24eced5859
2 changed files with 25 additions and 7 deletions

View File

@ -581,8 +581,8 @@
buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
CODE_SIGN_ENTITLEMENTS = GoldWars/GoldWars.entitlements;
CODE_SIGN_IDENTITY = "iPhone Developer";
CODE_SIGN_STYLE = Manual;
CODE_SIGN_IDENTITY = "Apple Development";
CODE_SIGN_STYLE = Automatic;
CURRENT_PROJECT_VERSION = 3;
DEVELOPMENT_TEAM = DDKFQG46BQ;
INFOPLIST_FILE = GoldWars/Info.plist;
@ -593,7 +593,7 @@
MARKETING_VERSION = 1.0;
PRODUCT_BUNDLE_IDENTIFIER = de.hft.stuttgart.ip2.goldwars;
PRODUCT_NAME = "$(TARGET_NAME)";
PROVISIONING_PROFILE_SPECIFIER = "Developer Profile";
PROVISIONING_PROFILE_SPECIFIER = "";
SWIFT_VERSION = 5.0;
TARGETED_DEVICE_FAMILY = 2;
};
@ -604,8 +604,8 @@
buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
CODE_SIGN_ENTITLEMENTS = GoldWars/GoldWars.entitlements;
CODE_SIGN_IDENTITY = "iPhone Developer";
CODE_SIGN_STYLE = Manual;
CODE_SIGN_IDENTITY = "Apple Development";
CODE_SIGN_STYLE = Automatic;
CURRENT_PROJECT_VERSION = 3;
DEVELOPMENT_TEAM = DDKFQG46BQ;
INFOPLIST_FILE = GoldWars/Info.plist;
@ -616,7 +616,7 @@
MARKETING_VERSION = 1.0;
PRODUCT_BUNDLE_IDENTIFIER = de.hft.stuttgart.ip2.goldwars;
PRODUCT_NAME = "$(TARGET_NAME)";
PROVISIONING_PROFILE_SPECIFIER = "Developer Profile";
PROVISIONING_PROFILE_SPECIFIER = "";
SWIFT_VERSION = 5.0;
TARGETED_DEVICE_FAMILY = 2;
};

View File

@ -7,7 +7,7 @@
//
import SpriteKit
import SceneKit
class MenuScene: SKScene {
var entityManager: EntityManager!
@ -36,6 +36,24 @@ class MenuScene: SKScene {
self.loadScene(scene: SettingsScene(size: self.size))
}))
entityManager.add(Background(size: self.size))
let scnScene: SCNScene = {
let scnScene = SCNScene()
let cylinder = SCNCylinder(radius: 120, height: 30)
let cylinderNode = SCNNode(geometry: cylinder)
cylinderNode.eulerAngles = SCNVector3(x: Float(CGFloat.pi / 2), y: 0, z: Float(CGFloat.pi / 2))
let action = SCNAction.rotateBy(x: CGFloat(GLKMathDegreesToRadians(360)), y:0 , z: 0, duration: 8)
let forever = SCNAction.repeatForever(action)
cylinderNode.runAction(forever)
scnScene.rootNode.addChildNode(cylinderNode)
return scnScene
}()
let node = SK3DNode(viewportSize: CGSize(width: 300, height: 300))
node.scnScene = scnScene
node.position = CGPoint(x: midX, y: midY + 200)
self.addChild(node)
if SoundManager.sharedInstance.isMusicPlaying == false && SoundManager.sharedInstance.isMusicEnabled == true {
SoundManager.sharedInstance.startMenuMusic()