Merge branch 'sprint_2_delivery' into 'master'

Sprint 2 delivery

See merge request marcel.schwarz/software-projekt-2!45
This commit is contained in:
Aldin Duraki 2020-05-07 18:45:53 +00:00
commit 38e7b2f345
60 changed files with 1757 additions and 599 deletions

View File

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@ -269,7 +334,6 @@
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@ -1,71 +0,0 @@
//
// Base.swift
// GoldWars
//
// Created by Marcel Schwarz on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
import GameplayKit
class Base : SKSpriteNode{
public static let colorSelected = SKColor.yellow
var availableBases = [Base]()
var defaultColor = SKColor.green
var unitType: Unit = Unit.General;
var unitCount: Int = 0;
init(color: UIColor, position: CGPoint, name: String, unitCount: Int = 0, unitType: Unit = Unit.General) {
super.init(texture: SKTexture(imageNamed: "Base"),
color: color,
size: CGSize(width: 50.0, height: 50.0)
)
defaultColor = color
self.colorBlendFactor = 1
self.name = name
self.position = position
self.zPosition = 2
self.isUserInteractionEnabled = true
self.unitCount = unitCount
self.unitType = unitType
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func addAvailableBase(base: Base) {
availableBases.append(base)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.run(
SKAction.sequence(
[
SKAction.resize(byWidth: 20, height: 20, duration: 0.5),
SKAction.resize(byWidth: -20, height: -20, duration: 0.5)
]
)
)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
self.color = SKColor.yellow
for base in availableBases {
base.color = Base.colorSelected
base.size = CGSize(width: 60, height: 60)
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
self.color = defaultColor
for base in availableBases {
base.color = base.defaultColor
base.size = CGSize(width: 50, height: 50)
}
}
}

View File

@ -0,0 +1,33 @@
//
// AtkBoostSkillComponent.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class AtkBoostSkillComponent: GKComponent{
let shapeNode: SKShapeNode
let labelNode: SKLabelNode
init(text: String, texture: SKTexture?, anchorPoint: CGPoint) {
self.labelNode = SKLabelNode(text: text)
self.shapeNode = SKShapeNode(circleOfRadius: 30)
self.shapeNode.position = anchorPoint
self.labelNode.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y - 15)
if texture != nil {
shapeNode.fillTexture = texture
}else {
shapeNode.fillColor = SKColor.gray
}
super.init()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

View File

@ -0,0 +1,27 @@
//
// AttackActionComponent.swift
// GoldWars
//
// Created by Niko Jochim on 03.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class AttackActionComponent: GKComponent {
init(unitCount: Int, adjacencyList: Array<Base>, position: CGPoint) {
super.init()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func action() {
// Not implemented yet
}
}

View File

@ -0,0 +1,42 @@
//
// BackgroundComponent.swift
// GoldWars
//
// Created by Niko Jochim on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class BackgroundComponent: GKComponent{
var nodes = [SKSpriteNode]()
let size: CGSize
init(size: CGSize) {
self.size = size
for i in 0...2 {
let sky = SKSpriteNode(imageNamed: "SkyBackground")
sky.name = "clouds"
sky.zPosition = -1
sky.size = CGSize(width: size.width, height: size.height)
sky.position = CGPoint(x: CGFloat(i) * sky.size.width, y: (size.height / 2))
nodes.append(sky)
}
super.init()
}
func update(){
for node in nodes{
node.position.x -= 2
if node.position.x < -(size.width) {
node.position.x += (size.width) * 3
}
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

View File

@ -0,0 +1,34 @@
//
// BaseNode.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
class BaseNode: SKSpriteNode{
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// TODO: PopUp Einheiten + Close PopUp
self.run(
SKAction.sequence(
[
SKAction.resize(byWidth: 20, height: 20, duration: 0.5),
SKAction.resize(byWidth: -20, height: -20, duration: 0.5)
]
)
)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
// TODO: zeige Angirff Effect
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// TODO: Open Slider PopUp
}
}

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//
// ButtonComponent.swift
// GoldWars
//
// Created by Niko Jochim on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class ButtonComponent: GKComponent {
var buttonNode: ButtonNode
init(iconName: String, text: String, position: CGPoint, isEnabled:Bool, onButtonPress: @escaping () -> ()) {
buttonNode = ButtonNode(iconName: iconName,
text: text,
isEnabled: isEnabled,
position: position,
onButtonPress: onButtonPress)
super.init()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// ButtonNode.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
class ButtonNode: SKSpriteNode {
var isEnabled: Bool{
didSet{
if isEnabled {
self.alpha = 1
self.childNode(withName: "label")?.alpha = 1
} else {
self.alpha = 0.3
self.childNode(withName: "label")?.alpha = 0.3
}
}
}
let onButtonPress: () -> ()
init(iconName: String, text: String, isEnabled: Bool, position: CGPoint, onButtonPress: @escaping () -> ()) {
self.onButtonPress = onButtonPress
self.isEnabled = isEnabled
let texture = SKTexture(imageNamed: "yellow_button04")
super.init(texture: texture, color: SKColor.white, size: texture.size())
self.position = position
let label = SKLabelNode(fontNamed: "Courier-Bold")
label.fontSize = 30
label.fontColor = SKColor.black
label.zPosition = 1
label.verticalAlignmentMode = .center
label.text = text
label.name = "label"
if iconName.isEmpty {
label.position = CGPoint(x: 0, y: 0)
} else {
label.position = CGPoint(x: size.width * 0.25, y: 0)
let icon = SKSpriteNode(imageNamed: iconName)
icon.position = CGPoint(x: -size.width * 0.25, y: 0)
icon.zPosition = 1
self.addChild(icon)
}
self.addChild(label)
isUserInteractionEnabled = true
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if isEnabled {
let action = SKAction.sequence(
[
SKAction.scale(by: (3/4), duration: 0.3),
SKAction.scale(by: (4/3), duration: 0.3),
]
)
self.childNode(withName: "label")?.run(action)
self.run(action)
onButtonPress()
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// DefBoostSkillComponent.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class DefBoostSkillComponent: GKComponent{
let shapeNode: SKShapeNode
let labelNode: SKLabelNode
init(text: String, texture: SKTexture?, anchorPoint: CGPoint) {
self.labelNode = SKLabelNode(text: text)
self.shapeNode = SKShapeNode(circleOfRadius: 30)
self.shapeNode.position = anchorPoint
self.labelNode.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y - 15)
if texture != nil {
shapeNode.fillTexture = texture
}else {
shapeNode.fillColor = SKColor.gray
}
super.init()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// DefaultBaseComponent.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
import SpriteKit
class DefaultBaseComponent: GKComponent {
var spriteNode: BaseNode
init(texture: SKTexture, position: CGPoint) {
spriteNode = BaseNode(texture: texture, size: CGSize(width: 80, height: 80))
spriteNode.position = position
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// ModalBackgroundComponent.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
import SpriteKit
class ModalBackgroundComponent: GKComponent {
let spriteNode: SKSpriteNode
init(anchorPoint: CGPoint) {
let texture = SKTexture(imageNamed:"ModalBackground")
spriteNode = SKSpriteNode(texture: texture, size: texture.size())
spriteNode.setScale(2)
spriteNode.position = anchorPoint
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// ModalComponent.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
import SpriteKit
class ModalContentComponent: GKComponent{
var header: SKLabelNode
var body: SKLabelNode
var footer: SKLabelNode
init(header: String, body: String, footer: String , anchorPoint: CGPoint) {
self.header = SKLabelNode(text: header)
self.header.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y + 125)
self.header.fontName = "HelveticaNeue-Bold"
self.header.fontSize = 40
self.body = SKLabelNode(text: body)
self.body.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y - 20)
self.body.numberOfLines = 2
self.body.preferredMaxLayoutWidth = 390
self.body.horizontalAlignmentMode = SKLabelHorizontalAlignmentMode.center
self.body.fontName = "HelveticaNeue-Bold"
self.body.fontSize = 40
self.footer = SKLabelNode(text: footer)
self.footer.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y - 40)
self.footer.fontName = "HelveticaNeue-Bold"
self.footer.fontSize = 40
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// SliderComponent.swift
// GoldWars
//
// Created by Niko Jochim on 05.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class SliderComponent: GKComponent {
var sliderNode: SliderNode
init(width: CGFloat, position: CGPoint) {
sliderNode = SliderNode(width: width, position: position)
super.init()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// SliderNode.swift
// GoldWars
//
// Created by Niko Jochim on 05.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
class SliderNode :SKNode {
var sliderLine :SKShapeNode
var sliderKnob :SliderKnob
var width: CGFloat
var getValue: CGFloat{
get{
return ((sliderKnob.position.x.rounded() - sliderKnob.min) / width)
}
}
init(width: CGFloat, position: CGPoint) {
self.width = width
sliderLine = SKShapeNode(rectOf: CGSize(width: width, height: 8))
sliderLine.position = position
sliderLine.fillColor = SKColor.white
sliderKnob = SliderKnob(circleOfRadius: 20)
sliderKnob.min = position.x - width / 2
sliderKnob.max = position.x + width / 2
sliderKnob.fillColor = SKColor.red
sliderKnob.zPosition = sliderLine.zPosition + 1
sliderKnob.position = CGPoint(x: sliderLine.position.x, y: sliderLine.position.y + 1)
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class SliderKnob: SKShapeNode {
var min = CGFloat()
var max = CGFloat()
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let touchLocation = touch.location(in: self.scene!)
if self.position.x >= min - 1 && self.position.x <= max + 1{
self.position.x = touchLocation.x
}
if(self.position.x <= min){
self.position.x = min
}
if(self.position.x >= max){
self.position.x = max
}
}
}
}

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//
// SpySkillComponent.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class SpySkillComponent: GKComponent{
let shapeNode: SKShapeNode
let labelNode: SKLabelNode
init(text: String, texture: SKTexture?, anchorPoint: CGPoint) {
self.labelNode = SKLabelNode(text: text)
self.shapeNode = SKShapeNode(circleOfRadius: 30)
self.shapeNode.position = anchorPoint
self.labelNode.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y - 15)
if texture != nil {
shapeNode.fillTexture = texture
}else {
shapeNode.fillColor = SKColor.gray
}
super.init()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// TeamComponent.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
import GameplayKit
class TeamComponent: GKComponent {
let team: Team
let fire: SKEmitterNode
init(team: Team, position: CGPoint) {
fire = SKEmitterNode(fileNamed: "Fire")!
fire.zPosition = -1
fire.position = position
fire.name = "fire"
fire.particleColorSequence = nil
fire.particleColorBlendFactor = 1.0
switch team {
case .team1: fire.particleColor = SKColor.red
case .team2: fire.particleColor = SKColor.purple
case .team3: fire.particleColor = SKColor.green
case .team4: fire.particleColor = SKColor.gray
}
self.team = team
super.init()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// TimerComponent.swift
// GoldWars
//
// Created by Daniel Steckert on 05.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class TimerComponent: GKComponent {
let labelNode :SKLabelNode
var endTime :Date!
var duration :Double
init(text: String, anchorPoint: CGPoint, duration: TimeInterval) {
self.labelNode = SKLabelNode(text: text)
self.labelNode.fontColor = UIColor.black
self.labelNode.fontSize = CGFloat(45)
self.labelNode.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y - 15)
self.duration = duration + 1
super.init()
startWithDuration(duration: self.duration)
}
func startWithDuration(duration: TimeInterval){
endTime = Date().addingTimeInterval(duration)
}
func timeLeft() -> Int {
let remainingSeconds = Int(endTime.timeIntervalSince(Date()))
if(remainingSeconds < 0 ){
startWithDuration(duration: duration)
}
return remainingSeconds
}
func isFinished() -> Bool {
return timeLeft() == 0
}
func update() {
self.labelNode.text = String(timeLeft())
if(isFinished()){
self.labelNode.text = "Synching"
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// Background.swift
// GoldWars
//
// Created by Niko Jochim on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class Background: GKEntity {
init(size: CGSize) {
super.init()
addComponent(BackgroundComponent(size: size))
}
override func update(deltaTime seconds: TimeInterval) {
component(ofType: BackgroundComponent.self)?.update()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// Base.swift
// GoldWars
//
// Created by Marcel Schwarz on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
import GameplayKit
class Base: GKEntity {
var unitCount: Int
var adjacencyList: Array<Base>
var changeOwnerShip: Bool
init(position: CGPoint, team: Team! = nil) {
self.unitCount = 0
self.adjacencyList = [Base]()
self.changeOwnerShip = false
super.init()
addComponent(DefaultBaseComponent(texture: SKTexture(imageNamed: "Base"), position: position))
if(team != nil){
addComponent(TeamComponent(team: team!, position: position))
self.unitCount = 500
}
}
func attackBase(base: Base, units:Int) -> [GKEntity]{
base.changeOwnerShip = true
self.unitCount -= units
base.unitCount += units
return [self, base]
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// Button.swift
// GoldWars
//
// Created by Niko Jochim on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameKit
class Button: GKEntity{
let name: String
var isEnabled = true
init(name: String, iconName: String, text: String, position: CGPoint, onButtonPress: @escaping () -> ()) {
self.name = name
super.init()
self.addComponent(ButtonComponent(iconName: iconName, text: text, position: position, isEnabled: isEnabled, onButtonPress: onButtonPress))
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// EntityManager.swift
// GoldWars
//
// Created by Aldin Duraki on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
import GameplayKit
class EntityManager {
var entities = Set<GKEntity>()
let scene: SKScene
var isModal: Bool
init(scene: SKScene) {
self.scene = scene
isModal = false
}
func add(_ entity: GKEntity) {
entities.insert(entity)
if let spriteNode = entity.component(ofType: DefaultBaseComponent.self)?.spriteNode {
scene.addChild(spriteNode)
}
if let fire = entity.component(ofType: TeamComponent.self)?.fire{
scene.addChild(fire)
}
if let spriteNode = entity.component(ofType: ModalBackgroundComponent.self)?.spriteNode {
scene.addChild(spriteNode)
isModal = true
}
if let modal = entity.component(ofType: ModalContentComponent.self) {
scene.addChild(modal.header)
scene.addChild(modal.body)
scene.addChild(modal.footer)
}
if let skill = entity.component(ofType: AtkBoostSkillComponent.self) {
scene.addChild(skill.shapeNode)
scene.addChild(skill.labelNode)
}
if let skill = entity.component(ofType: DefBoostSkillComponent.self) {
scene.addChild(skill.shapeNode)
scene.addChild(skill.labelNode)
}
if let skill = entity.component(ofType: SpySkillComponent.self) {
scene.addChild(skill.shapeNode)
scene.addChild(skill.labelNode)
}
if let timer = entity.component(ofType: TimerComponent.self) {
scene.addChild(timer.labelNode)
}
if let buttonNode = entity.component(ofType: ButtonComponent.self)?.buttonNode {
scene.addChild(buttonNode)
}
if let nodes = entity.component(ofType: BackgroundComponent.self)?.nodes {
for node in nodes {
scene.addChild(node)
}
}
if let sliderNode = entity.component(ofType: SliderComponent.self)?.sliderNode {
scene.addChild(sliderNode.sliderKnob)
scene.addChild(sliderNode.sliderLine)
}
}
func remove(_ entity: GKEntity) {
if let spriteNode = entity.component(ofType: DefaultBaseComponent.self)?.spriteNode {
spriteNode.removeFromParent()
}
if let spriteNode = entity.component(ofType: ModalBackgroundComponent.self)?.spriteNode {
spriteNode.removeFromParent()
isModal = false
}
if let modal = entity.component(ofType: ModalContentComponent.self) {
modal.header.removeFromParent()
modal.body.removeFromParent()
modal.footer.removeFromParent()
}
if let sliderNode = entity.component(ofType: SliderComponent.self)?.sliderNode {
sliderNode.sliderKnob.removeFromParent()
sliderNode.sliderLine.removeFromParent()
}
entities.remove(entity)
}
func update(_ entities: [GKEntity]){
for entity in entities {
self.entities.update(with: entity)
let base = (entity as! Base)
if base.changeOwnerShip {
base.addComponent(TeamComponent(team: (entities[0] as! Base).component(ofType: TeamComponent.self)!.team, position: (base.component(ofType: DefaultBaseComponent.self)?.spriteNode.position)!))
base.changeOwnerShip = false
scene.addChild(base.component(ofType: TeamComponent.self)!.fire)
}
}
}
func getBaseByTeam(for team: Team) -> GKEntity? {
for entity in entities {
if let teamComponent = entity.component(ofType: TeamComponent.self),
let _ = entity.component(ofType: DefaultBaseComponent.self) {
if teamComponent.team == team {
return entity
}
}
}
return nil
}
func getBasesByTeam(for team: Team) -> Set<Base> {
return entities.filter{$0 is Base && ($0 as! Base).component(ofType: TeamComponent.self)?.team == team } as! Set<Base>
}
func getTeamByBase(base: Base) -> Team? {
for entity in entities {
if entity is Base && entity == base{
for component in entity.components{
if component is TeamComponent {
return entity.component(ofType: TeamComponent.self)!.team
}
}
}
}
return nil
}
func getBackground() -> GKEntity? {
return entities.filter{$0 is Background}[0]
}
func getBaseNodeByTeam(for team: Team) -> SKSpriteNode? {
return getBaseByTeam(for: team)?.component(ofType: DefaultBaseComponent.self)?.spriteNode
}
func getButtonByName(buttonName:String) -> Button {
return entities.filter{$0 is Button && ($0 as! Button).name == buttonName }[0] as! Button
}
func getHUD() -> GKEntity? {
return entities.filter{$0 is HUD}[0]
}
}

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//
// HUD.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class HUD: GKEntity {
init(size: CGSize) {
super.init()
addComponent(SpySkillComponent(text: "Spy",
texture: nil,
anchorPoint: CGPoint(x: size.width * 0.75, y: size.height * 0.1)))
addComponent(AtkBoostSkillComponent(text: "Atk",
texture: nil,
anchorPoint: CGPoint(x: size.width * 0.85, y: size.height * 0.1)))
addComponent(DefBoostSkillComponent(text: "Def",
texture: nil,
anchorPoint: CGPoint(x: size.width * 0.95, y: size.height * 0.1)))
addComponent(TimerComponent(text: "",
anchorPoint: CGPoint(x: size.width * 0.5, y: size.height * 0.9), duration: 30))
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// Modal.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameplayKit
class Modal: GKEntity{
var unitCount:Int
init(modaltype: ModalType, base: Base, anchorPoint: CGPoint) {
unitCount = base.unitCount
super.init()
switch modaltype{
case .BaseDetails:
addComponent(ModalBackgroundComponent(anchorPoint: anchorPoint))
addComponent(ModalContentComponent(header: "Basis Information",
body: "Diese Basis enthält \(base.unitCount) Einheiten",
footer: "",
anchorPoint: anchorPoint))
case .BaseAttack:
addComponent(ModalBackgroundComponent(anchorPoint: anchorPoint))
addComponent(SliderComponent(width: 300, position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 80)))
addComponent(ModalContentComponent(header: "Angriff",
body: "Schicke \(unitCount / 2) Einheiten",
footer: "",
anchorPoint: anchorPoint))
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}

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//
// ModalType.swift
// GoldWars
//
// Created by Niko Jochim on 01.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
enum ModalType: String{
case BaseDetails
case BaseAttack
}

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//
// Team.swift
// GoldWars
//
// Created by Jakob Haag on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
enum Team: Int {
case team1 = 1
case team2 = 2
case team3 = 3
case team4 = 4
static let allValues = [team1, team2,team3,team4]
}

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//
// GameScene.swift
// GoldWars
//
// Created by Aldin Duraki on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var entities = [GKEntity]()
var graphs = [String : GKGraph]()
var bases = [Base]()
var player = [Base]()
var popUpOnBaseCollision = SKSpriteNode()
// TODO: Refactoring following as Components in Sprint 2
var timer = SKLabelNode()
var backBtn = SKShapeNode(circleOfRadius: 40)
var backLabel = SKLabelNode()
var atkBoostSkill = SKShapeNode(circleOfRadius: 30)
var defBoostSkill = SKShapeNode(circleOfRadius: 30)
var spySkill = SKShapeNode(circleOfRadius: 30)
var atkBoostLabel = SKLabelNode()
var defBoostLabel = SKLabelNode()
var spyLabel = SKLabelNode()
// TODO: END
struct physicsBodyNumber {
static let basePlayer1Number: UInt32 = 0b1
static let basePlayer2Number: UInt32 = 0b10
static let base5Number: UInt32 = 0b101
static let base6Number: UInt32 = 0b110
static let base7Number: UInt32 = 0b111
static let emptyNumber: UInt32 = 0b100
}
override func sceneDidLoad() {
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
let maxX = self.size.width
let midY = self.size.height / 2
let basePlayer1 = Base(color: SKColor.red, position: CGPoint(x: maxX * 0.1, y: midY), name: "Player1", unitCount: 100, unitType: Unit.General)
let basePlayer2 = Base(color: SKColor.blue, position: CGPoint(x: maxX * 0.9, y: midY), name: "Player2", unitCount: 100, unitType: Unit.General)
basePlayer2.physicsBody = SKPhysicsBody(circleOfRadius: 50)
basePlayer2.physicsBody?.categoryBitMask = physicsBodyNumber.basePlayer2Number
basePlayer2.physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
basePlayer2.physicsBody?.contactTestBitMask = physicsBodyNumber.base5Number & physicsBodyNumber.base6Number & physicsBodyNumber.base7Number
popUpOnBaseCollision = SKSpriteNode(color: SKColor.blue , size: CGSize(width: self.size.width * 0.4, height: self.size.height * 0.4))
popUpOnBaseCollision.position = CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.5)
popUpOnBaseCollision.zPosition = 2
self.addChild(basePlayer1)
self.addChild(basePlayer2)
player.append(basePlayer1)
player.append(basePlayer2)
createVirginBases()
connectBases()
addPhysicsBodyToBase()
}
override func didMove(to view: SKView) {
let background = SKSpriteNode(imageNamed: "Background")
background.position = CGPoint(x: self.size.width / 2, y: self.size.height / 2)
background.zPosition = -1
background.size = self.size
self.addChild(background)
// TODO: Refactor following as Components in Sprint 2
timer.text = "Roundtime: 30 Seconds left"
timer.fontColor = SKColor.black
timer.fontSize = 40
timer.position = CGPoint(x: self.size.width/2, y: self.size.height * 0.9)
backBtn.position = CGPoint(x: 40, y: self.size.height * 0.9)
backBtn.fillColor = SKColor.gray
backLabel.text = "Back"
backLabel.position = CGPoint(x: backBtn.position.x, y: backBtn.position.y - 15)
spySkill.position = CGPoint(x: self.size.width * 0.75, y: 40)
spySkill.fillColor = SKColor.gray
spyLabel.text = "Spy"
spyLabel.position = CGPoint(x: spySkill.position.x, y: spySkill.position.y - 15);
atkBoostSkill.position = CGPoint(x: self.size.width * 0.85, y: 40)
atkBoostSkill.fillColor = SKColor.gray
atkBoostLabel.text = "Atk"
atkBoostLabel.position = CGPoint(x: atkBoostSkill.position.x, y: atkBoostSkill.position.y - 15)
defBoostSkill.position = CGPoint(x: self.size.width * 0.95, y: 40)
defBoostSkill.fillColor = SKColor.gray
defBoostLabel.text = "Def"
defBoostLabel.position = CGPoint(x: defBoostSkill.position.x, y: defBoostSkill.position.y - 15)
self.addChild(timer)
self.addChild(backBtn)
self.addChild(backLabel)
self.addChild(atkBoostSkill)
self.addChild(defBoostSkill)
self.addChild(spySkill)
self.addChild(atkBoostLabel)
self.addChild(defBoostLabel)
self.addChild(spyLabel)
// TODO: END
}
func addPhysicsBodyToBase() {
bases[5].physicsBody = SKPhysicsBody(circleOfRadius: 20)
bases[5].physicsBody?.categoryBitMask = physicsBodyNumber.base5Number
bases[5].physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
bases[5].physicsBody?.contactTestBitMask = physicsBodyNumber.basePlayer2Number
bases[6].physicsBody = SKPhysicsBody(circleOfRadius: 20)
bases[6].physicsBody?.categoryBitMask = physicsBodyNumber.base6Number
bases[6].physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
bases[6].physicsBody?.contactTestBitMask = physicsBodyNumber.basePlayer2Number
bases[7].physicsBody = SKPhysicsBody(circleOfRadius: 20)
bases[7].physicsBody?.categoryBitMask = physicsBodyNumber.base7Number
bases[7].physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
bases[7].physicsBody?.contactTestBitMask = physicsBodyNumber.basePlayer2Number
}
func createVirginBases() {
for i in 0...7 {
let base:Base
let color = SKColor.green
var position = CGPoint(x: 0, y: 0)
switch i {
case 0...2:
let width = self.size.width * 0.25
if i == 0 {
position = CGPoint(x: width, y: self.size.height * 0.25)
}
if i == 1 {
position = CGPoint(x: width, y: self.size.height * 0.5)
}
if i == 2{
position = CGPoint(x: width, y: self.size.height * 0.75)
}
case 3...4:
let width = self.size.width * 0.5
if i == 3{
position = CGPoint(x: width, y: self.size.height * 0.333)
}
if i == 4{
position = CGPoint(x: width, y: self.size.height * 0.666)
}
case 5...7:
let width = self.size.width * 0.75
if i == 5{
position = CGPoint(x: width, y: self.size.height * 0.25)
}
if i == 6{
position = CGPoint(x: width, y: self.size.height * 0.5)
}
if i == 7{
position = CGPoint(x: width, y: self.size.height * 0.75)
}
default:
break
}
base = Base(color: color, position: position, name: "Base\(i)")
bases.append(base)
self.addChild(base)
}
}
func addLine(base1: Base , base2: Base){
let line = SKShapeNode()
let linePath = CGMutablePath()
linePath.move(to: base1.position)
linePath.addLine(to: base2.position)
line.path = linePath
line.strokeColor = SKColor.white
addChild(line)
}
func connectBases(){
player[0].addAvailableBase(base: bases[0])
player[0].addAvailableBase(base: bases[1])
player[0].addAvailableBase(base: bases[2])
bases[0].addAvailableBase(base: bases[3])
bases[1].addAvailableBase(base: bases[3])
bases[1].addAvailableBase(base: bases[4])
bases[2].addAvailableBase(base: bases[4])
bases[3].addAvailableBase(base: bases[5])
bases[3].addAvailableBase(base: bases[6])
bases[4].addAvailableBase(base: bases[7])
bases[4].addAvailableBase(base: bases[6])
player[1].addAvailableBase(base: bases[5])
player[1].addAvailableBase(base: bases[6])
player[1].addAvailableBase(base: bases[7])
for base in player{
for availableBase in base.availableBases{
addLine(base1: base, base2: availableBase)
}
}
for base in bases{
for availableBase in base.availableBases{
addLine(base1: base, base2: availableBase)
}
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let locationUser = touch.location(in: self)
if atPoint(locationUser) == popUpOnBaseCollision {
popUpOnBaseCollision.removeFromParent()
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let locationUser = touch.location(in: self)
if atPoint(locationUser) == player[1]{
player[1].position = locationUser
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let maxX = self.size.width
let midY = self.size.height / 2
player[1].position = CGPoint(x: maxX * 0.9, y: midY)
}
func didBegin(_ contact: SKPhysicsContact) {
self.addChild(popUpOnBaseCollision)
}
}

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@ -0,0 +1,45 @@
//
// GameCenterHelper.swift
// GoldWars
//
// Created by Jakob Haag on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameKit
final class GameCenterHelper: NSObject {
typealias CompletionBlock = (Error?) -> Void
static let helper = GameCenterHelper()
var viewController: UIViewController?
static var isAuthenticated: Bool {
return GKLocalPlayer.local.isAuthenticated
}
override init() {
super.init()
GKLocalPlayer.local.authenticateHandler = { gcAuthVC, error in
NotificationCenter.default
.post(name: .authenticationChanged, object: GKLocalPlayer.local.isAuthenticated)
if GKLocalPlayer.local.isAuthenticated {
print("Authenticated to Game Center!")
} else if let vc = gcAuthVC {
self.viewController?.present(vc, animated: true)
}
else {
print("Error authentication to GameCenter: " +
"\(error?.localizedDescription ?? "none")")
}
}
}
}
extension Notification.Name {
static let presentGame = Notification.Name(rawValue: "presentGame")
static let authenticationChanged = Notification.Name(rawValue: "authenticationChanged")
}

View File

@ -16,13 +16,15 @@ class GameViewController: UIViewController {
super.viewDidLoad() super.viewDidLoad()
if let view = self.view as! SKView? { if let view = self.view as! SKView? {
if let scene = SKScene(fileNamed: "MenuScene") { let scene = MenuScene(size: self.view.bounds.size)
//scene.scaleMode = .aspectFill scene.scaleMode = .aspectFill
view.presentScene(scene) view.presentScene(scene)
//TODO: create dev profile or remove on delivery //TODO: create dev profile or remove on delivery
view.showsFPS = true view.showsFPS = true
view.showsNodeCount = true view.showsNodeCount = true
}
GameCenterHelper.helper.viewController = self
MatchmakingHelper.sharedInstance.viewController = self
} }
} }

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>aps-environment</key>
<string>development</string>
</dict>
</plist>

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@ -15,9 +15,9 @@
<key>CFBundlePackageType</key> <key>CFBundlePackageType</key>
<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string> <string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string>
<key>CFBundleShortVersionString</key> <key>CFBundleShortVersionString</key>
<string>1.0</string> <string>$(MARKETING_VERSION)</string>
<key>CFBundleVersion</key> <key>CFBundleVersion</key>
<string>1</string> <string>$(CURRENT_PROJECT_VERSION)</string>
<key>LSRequiresIPhoneOS</key> <key>LSRequiresIPhoneOS</key>
<true/> <true/>
<key>UILaunchStoryboardName</key> <key>UILaunchStoryboardName</key>
@ -27,7 +27,10 @@
<key>UIRequiredDeviceCapabilities</key> <key>UIRequiredDeviceCapabilities</key>
<array> <array>
<string>armv7</string> <string>armv7</string>
<string>gamekit</string>
</array> </array>
<key>UIRequiresFullScreen</key>
<true/>
<key>UIStatusBarHidden</key> <key>UIStatusBarHidden</key>
<true/> <true/>
<key>UISupportedInterfaceOrientations</key> <key>UISupportedInterfaceOrientations</key>

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@ -0,0 +1,36 @@
//
// MapFactory.swift
// GoldWars
//
// Created by Marcel Schwarz on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import Foundation
import SpriteKit
class MapFactory {
var twoPlayerMaps: [MapProtocol]!
var threePlayerMaps: [MapProtocol]!
var fourPlayerMaps: [MapProtocol]!
init(scene: SKScene, entityManager: EntityManager) {
self.twoPlayerMaps = [
TwoPlayerDefaultTestMap(scene: scene, entityManager: entityManager)
]
self.threePlayerMaps = [MapProtocol]()
self.fourPlayerMaps = [MapProtocol]()
}
func loadMap(playerCount: Int) {
if playerCount == 2 {
twoPlayerMaps.randomElement()?.load()
} else if playerCount == 3 {
threePlayerMaps.randomElement()?.load()
} else {
fourPlayerMaps.randomElement()?.load()
}
}
}

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@ -0,0 +1,20 @@
//
// MapProtocoll.swift
// GoldWars
//
// Created by Marcel Schwarz on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import Foundation
import SpriteKit
protocol MapProtocol {
var size: CGSize! {get set}
var entityManager: EntityManager! {get set}
init(scene: SKScene, entityManager: EntityManager)
func load()
}

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@ -0,0 +1,81 @@
//
// DefaultTestMap.swift
// GoldWars
//
// Created by Marcel Schwarz on 02.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import Foundation
import SpriteKit
class TwoPlayerDefaultTestMap: MapProtocol {
var entityManager: EntityManager!
var size: CGSize!
required init(scene: SKScene, entityManager: EntityManager) {
self.entityManager = entityManager;
self.size = scene.size
}
func load() {
// Create Bases
let basePlayerOne = Base(
position: CGPoint(x: self.size.width * 0.1, y: self.size.height / 2),
team: .team1
)
let column1 = [
Base(position: CGPoint(x: self.size.width * 0.25, y: self.size.height * 0.25)),
Base(position: CGPoint(x: self.size.width * 0.25, y: self.size.height * 0.5)),
Base(position: CGPoint(x: self.size.width * 0.25, y: self.size.height * 0.75))
]
let column2 = [
Base(position: CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.333)),
Base(position: CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.666))
]
let column3 = [
Base(position: CGPoint(x: self.size.width * 0.75, y: self.size.height * 0.25)),
Base(position: CGPoint(x: self.size.width * 0.75, y: self.size.height * 0.5)),
Base(position: CGPoint(x: self.size.width * 0.75, y: self.size.height * 0.75))
]
let basePlayerTwo = Base(
position: CGPoint(x: self.size.width * 0.9, y: self.size.height / 2),
team: .team2
)
// Create adjacency Mapping
basePlayerOne.adjacencyList.append(contentsOf: column1)
column1.forEach({currBase in
currBase.adjacencyList.append(contentsOf: column2)
currBase.adjacencyList.append(basePlayerOne)
})
column2.forEach({currBase in
currBase.adjacencyList.append(contentsOf: column3)
currBase.adjacencyList.append(contentsOf: column1)
})
column3.forEach({currBase in
currBase.adjacencyList.append(basePlayerTwo)
currBase.adjacencyList.append(contentsOf: column3)
})
basePlayerTwo.adjacencyList.append(contentsOf: column3)
// Register bases with the EntityManager
entityManager.add(basePlayerOne)
column1.forEach({base in entityManager.add(base)})
column2.forEach({base in entityManager.add(base)})
column3.forEach({base in entityManager.add(base)})
entityManager.add(basePlayerTwo)
}
}

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@ -0,0 +1,178 @@
//
// MatchmakingHelper.swift
// GoldWars
//
// Created by Chauntalle Schüle, Ömer Özel, Eray Kör on 03.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameKit
protocol GameKitHelperDelegate {
func matchStarted()
func matchEnded()
func matchReceivedData(match: GKMatch, data: NSData,
fromPlayer player: String)
}
/*
Diese Klasse wird für das Matchmaking über das Gamecenter gebraucht
@param: delegate: erhält alle Multiplayerevents
@param: mpMatch: repräsentiert das Netzwerk, alle Mitspieler besitzen ein gemeinsames Spiel
@param: viewController: ist nicht der ViewController des Gamecenters, sondern des Spiels
@param: mpMatchStarted: gibt an, ob ein Match schon gestartet wurde
@param: isServer: gibt an, ob der local player, als der Server fungiert
@param: spieler1: ist immer der Spieler, der der Server ist
@param: spieler2: ist immer der Spieler, der der Client ist
@param: sharedInstance: ist eine geteilte Instanz für alle Spieler
*/
class MatchmakingHelper: NSObject, GKMatchmakerViewControllerDelegate, GKMatchDelegate {
var delegate: GameKitHelperDelegate?
var mpMatch: GKMatch?
var viewController: UIViewController?
var mpMatchStarted: Bool
var isServer: Bool
var spieler1: GKPlayer?
var nameSpieler1 = ""
var menusc: MenuScene?
let localPlayer: GKLocalPlayer = GKLocalPlayer.local
static let sharedInstance = MatchmakingHelper()
static var isAuthenticated: Bool{
return GKLocalPlayer.local.isAuthenticated
}
override init() {
mpMatchStarted = false
isServer = false
super.init()
}
/*
Diese Methode wechselt von der MenuScene zum GameCenter ViewController. Die Spieler werden hier gesucht und gematcht. Mit minplayers/maxplayers kann bestimmt werden, wie viele Spieler insgesamt zusammen miteinander spielen.
*/
func presentMatchmaker(scene: MenuScene) {
menusc = scene
guard GKLocalPlayer.local.isAuthenticated else {
return
}
let request = GKMatchRequest()
request.minPlayers = 2
request.maxPlayers = 2
request.inviteMessage = "Willst du GoldWars spielen?"
let matchmakerVC = GKMatchmakerViewController.init(matchRequest: request)
matchmakerVC!.matchmakerDelegate = self
viewController?.present(matchmakerVC!, animated: true, completion: nil)
}
/*
Der User hat die Verbindung mit "Abbrechen" unterbrochen. GameCenter MatchMaking wird beendet.
*/
func matchmakerViewControllerWasCancelled(_ viewController: GKMatchmakerViewController) {
viewController.dismiss(animated: true, completion: nil)
delegate?.matchEnded()
}
/*
Wenn GameCenter kein match erstellen kann, wird der viewcontroller dismissed.
*/
func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFailWithError error: Error) {
viewController.dismiss(animated: true, completion: nil)
print("Error finding match", error.localizedDescription)
delegate?.matchEnded()
}
/*
Gamecenter hat erfolgreich ein Match gefunden, das Spiel kann gestartet werden.
expectedPlayerCount: Die verbleibende Anzahl von Spielern, die sich noch nicht mit dem Spiel verbunden haben
z.B 0 gibt an, dass keine weiteren Spieler benötigt werden um das Match zu starten
*/
func matchmakerViewController(_ viewController: GKMatchmakerViewController, didFind match: GKMatch) {
viewController.dismiss(animated: true, completion: nil)
mpMatch = match
match.delegate = self
if !mpMatchStarted && match.expectedPlayerCount == 0 {
startMatch()
}
}
/*
Vom match erhaltene Spielerdaten
*/
private func match(match: GKMatch!, didReceiveData data: NSData!,fromPlayer playerID: String!) {
if mpMatch != match { return }
delegate?.matchReceivedData(match: match, data: data, fromPlayer: playerID)
}
/*
Verbindung/Matchmaking ist fehlgeschlagen
*/
private func match(match: GKMatch!, didFailWithError error: NSError!) {
if mpMatch != match {
return
}
mpMatchStarted = false
delegate?.matchEnded()
}
/*
Wird beim ändern des States/Zustands des Spielers aufgerufen udn gibt dessen Zustand zurück.
*/
func match(_ match: GKMatch, player: GKPlayer, didChange state: GKPlayerConnectionState) {
if mpMatch != match {
return
}
switch (state) {
case GKPlayerConnectionState.connected:
if (!mpMatchStarted && match.expectedPlayerCount == 0) {
startMatch()
}
case GKPlayerConnectionState.disconnected:
mpMatchStarted = false
delegate?.matchEnded()
default:
delegate?.matchEnded()
}
}
/*
Ein Spieler wird als Host für das Match gewählt. Dieser ist Spieler 1. Im Anschluss wird die GameScene geladen.
*/
func startMatch() {
mpMatch!.chooseBestHostingPlayer(completionHandler: {
(player) in
self.mpMatchStarted = true
if player == GKLocalPlayer.local {
self.isServer = true
self.spieler1 = player
self.nameSpieler1 = self.spieler1!.displayName
} else {
self.isServer = false
}
self.delegate?.matchStarted()
self.menusc!.loadScene(scene: GameScene(size: self.menusc!.size))
})
}
/*
Trennt die Verbindung vom Match
*/
func disconnect() {
if mpMatch != nil {
mpMatch?.disconnect()
}
}
}

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@ -1,36 +0,0 @@
//
// MenuScene.swift
// GoldWars
//
// Created by Aldin Duraki on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
class MenuScene: SKScene {
var startGameButtonNode:SKSpriteNode!
var settingsButtonNode:SKSpriteNode!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let gameScene = GameScene(size: self.size)
let location = touch.location(in: self)
let frontTouchedNode = atPoint(location).name
let transition = SKTransition.moveIn(with: .right, duration: 1)
if frontTouchedNode == "startGameBtn" || frontTouchedNode == "tmpStartGameLbl"{
self.view?.presentScene(gameScene, transition: transition)
}
if frontTouchedNode == "settingsBtn" || frontTouchedNode == "tmpSettingsLbl"{
//TODO: Implement settings functionality
}
}
}

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@ -0,0 +1,135 @@
//
// GameScene.swift
// GoldWars
//
// Created by Aldin Duraki on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene{
var entityManager: EntityManager!
var isMoveTouch = false
var currentDraggedBasePos = CGPoint()
var currentDraggedBase : Base?
override func sceneDidLoad() {
entityManager = EntityManager(scene: self)
entityManager.add(HUD(size: self.size))
entityManager.add(Background(size: self.size))
initMap()
}
func initMap() {
MapFactory(scene: self, entityManager: self.entityManager).loadMap(playerCount: 2)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
if isMoveTouch{
isMoveTouch = false
currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos
currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos
for base in currentDraggedBase!.adjacencyList {
if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
// TODO: change interaction based on collision instead of touchlocation
if !(entityManager.getTeamByBase(base: currentDraggedBase!) == entityManager.getTeamByBase(base: base)){
entityManager.add(Modal(modaltype: .BaseAttack,
base: currentDraggedBase!,
anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2)))
entityManager.update((currentDraggedBase?.attackBase(base: base, units: 100))!)
}else {
entityManager.add(Modal(modaltype: .BaseAttack,
base: currentDraggedBase!,
anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2)))
}
}
}
}
else {
for entity in entityManager.entities {
let spriteNode = entity.component(ofType: DefaultBaseComponent.self)?.spriteNode
if entityManager.isModal && entity.isMember(of: Modal.self) {
entityManager.remove(entity)
for child in self.children {
if(child.name != "fire"){
child.alpha = 1
}
}
}
if atPoint(touchLocation) == spriteNode && !entityManager.isModal {
spriteNode?.touchesBegan(touches, with: event)
if !entityManager.isModal {
for child in self.children {
if(child.name != "fire"){
child.alpha = 0.3
}
}
entityManager.add(Modal(modaltype: .BaseDetails,
base: entity as! Base,
anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2)))
}
}
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
for child in children {
if atPoint(touchLocation) == child {
child.touchesMoved(touches, with: event)
}
}
for e in entityManager.entities{
if let body = e.component(ofType: ModalContentComponent.self)?.body{
body.text = "Schicke \( ((e.component(ofType: SliderComponent.self)?.sliderNode.getValue ?? 0) * CGFloat((e as! Modal).unitCount)).rounded(.up)) Einheiten "
} }
let bases = entityManager.getBasesByTeam(for: .team1)
for base in bases {
if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode{
if !isMoveTouch {
currentDraggedBasePos = base.component(ofType: DefaultBaseComponent.self)!.spriteNode.position
currentDraggedBase = base
}
isMoveTouch = true
base.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = touchLocation
base.component(ofType: TeamComponent.self)?.fire.position = touchLocation
for adjacencyBase in base.adjacencyList {
let node = adjacencyBase.component(ofType: DefaultBaseComponent.self)?.spriteNode
node?.run(SKAction.sequence([
SKAction.resize(byWidth: 2, height: 2, duration: 0.5),
SKAction.resize(byWidth: -2, height: -2, duration: 0.5)
]))
}
}
}
}
override func update(_ currentTime: TimeInterval) {
entityManager.getBackground()?.update(deltaTime: currentTime)
entityManager.getHUD()?.component(ofType: TimerComponent.self)?.update()
}
}

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@ -0,0 +1,49 @@
//
// MenuScene.swift
// GoldWars
//
// Created by Aldin Duraki on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
class MenuScene: SKScene {
var entityManager: EntityManager!
override func sceneDidLoad() {
entityManager = EntityManager(scene: self)
let midX = self.size.width / 2
let midY = self.size.height / 2
entityManager.add(Button(name: "startGameButton",
iconName: "",
text: "Start Game",
position: CGPoint(x: midX, y: midY),
onButtonPress: {
if CommandLine.arguments.contains("--no-matchmaking") {
self.loadScene(scene: GameScene(size: self.size))
} else {
MatchmakingHelper.sharedInstance.presentMatchmaker(scene: self)
}
}))
entityManager.add(Button(name: "settingsButton",
iconName: "",
text: "Settings",
position: CGPoint(x: midX, y: midY - 80 ),
onButtonPress: {
//TODO: create Settings Scene
}))
entityManager.add(Background(size: self.size))
}
func loadScene(scene: SKScene) {
let transition = SKTransition.flipVertical(withDuration: 0.5)
self.view?.presentScene(scene, transition: transition)
}
override func update(_ currentTime: TimeInterval) {
entityManager.getBackground()!.update(deltaTime: currentTime)
entityManager.getButtonByName(buttonName: "startGameButton").component(ofType: ButtonComponent.self)?.buttonNode.isEnabled = GameCenterHelper.isAuthenticated
}
}

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@ -1,43 +0,0 @@
//
// GoldWarsUITests.swift
// GoldWarsUITests
//
// Created by Aldin Duraki on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import XCTest
class GoldWarsUITests: XCTestCase {
override func setUp() {
// Put setup code here. This method is called before the invocation of each test method in the class.
// In UI tests it is usually best to stop immediately when a failure occurs.
continueAfterFailure = false
// In UI tests its important to set the initial state - such as interface orientation - required for your tests before they run. The setUp method is a good place to do this.
}
override func tearDown() {
// Put teardown code here. This method is called after the invocation of each test method in the class.
}
func testExample() {
// UI tests must launch the application that they test.
let app = XCUIApplication()
app.launch()
// Use recording to get started writing UI tests.
// Use XCTAssert and related functions to verify your tests produce the correct results.
}
func testLaunchPerformance() {
if #available(macOS 10.15, iOS 13.0, tvOS 13.0, *) {
// This measures how long it takes to launch your application.
measure(metrics: [XCTOSSignpostMetric.applicationLaunch]) {
XCUIApplication().launch()
}
}
}
}

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@ -1,22 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1</string>
</dict>
</plist>