bulk update, gonna break it up with new files in following commits

This commit is contained in:
Chauntalle Schüle 2020-05-29 01:02:38 +02:00
parent 6b602e6af2
commit 767548cb82
4 changed files with 141 additions and 69 deletions

View File

@ -404,7 +404,7 @@
9E174C88245DF1FF00209FF0 /* BackgroundComponent.swift in Sources */,
9E78ACBA245CBDAF00526FF7 /* HUD.swift in Sources */,
9EC2FBA72476B1EC00ABF11F /* PlayerInfoComponent.swift in Sources */,
AE6BB1C0248030720063ECAE /* States.swift in Sources */,
AE6BB1C0248030720063ECAE /* StateTypes.swift in Sources */,
9EEDE02D246FCD770096C735 /* SpinningLogoEntity.swift in Sources */,
9E174C86245DD91500209FF0 /* ButtonComponent.swift in Sources */,
11036113244B3E30008610AF /* MenuScene.swift in Sources */,

View File

@ -12,14 +12,12 @@ import GameplayKit
class GameViewController: UIViewController {
var stateMachine: GKStateMachine?
override func viewDidLoad() {
super.viewDidLoad()
createStates()
failedEnteringStates()
self.stateMachine?.enter(MenuState.self)
StateManager.stateManager.allowedState = StateTypes.menuSt
StateManager.stateManager.createStates()
StateManager.stateManager.enterState()
if let view = self.view as! SKView? {
let scene = MenuScene(size: self.view.bounds.size)
@ -31,9 +29,8 @@ class GameViewController: UIViewController {
view.showsNodeCount = true
}
GameCenterManager.sharedInstance.viewController = self
}
override var shouldAutorotate: Bool {
return true
}
@ -49,24 +46,4 @@ class GameViewController: UIViewController {
override var prefersStatusBarHidden: Bool {
return true
}
func createStates(){
let menuSt = MenuState()
let syncingSt = SyncingState()
let playingSt = GameState()
stateMachine = GKStateMachine(states: [menuSt, syncingSt, playingSt])
}
func failedEnteringStates(){
if stateMachine?.enter(MenuState.self) == false {
print("failed to enter MenuState")
}
if stateMachine?.enter(SyncingState.self) == false {
print("failed to enter Syncing")
}
if stateMachine?.enter(GameState.self) == false {
print("failed to enter Game")
}
}
}

View File

@ -0,0 +1,136 @@
//
// States.swift
// GoldWars
//
// Created by Chauntalle Schüle on 28.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameKit
import os
enum StateTypes {
case menuSt
case syncingSt
case gameSt
case endGameSt
}
class StateManager{
static let stateManager = StateManager()
var stateMachine: GKStateMachine?
var allowedState: StateTypes?
let LOG = OSLog.init(subsystem: "StateManager", category: "StateManager")
func enterState(){
switch allowedState {
case .menuSt:
if stateMachine?.enter(MenuState.self) == false {
os_log("Failed entering Menu State", log: LOG, type: .info)
}
case .gameSt:
if stateMachine?.enter(GameState.self) == false {
os_log("Failed entering Game State", log: LOG, type: .info)
}
case .syncingSt:
if stateMachine?.enter(SyncingState.self) == false {
os_log("Failed entering Syncing State", log: LOG, type: .info)
}
case .endGameSt:
if stateMachine?.enter(EndGameState.self) == false {
os_log("Failed entering EndGame State", log: LOG, type: .info)
}
default:
os_log("Allowed State was found nil, can't enter any State", log: LOG, type: .info)
}
}
func createStates(){
let menuSt = MenuState()
let syncingSt = SyncingState()
let playingSt = GameState()
let endGameSt = EndGameState()
stateMachine = GKStateMachine(states: [menuSt, syncingSt, playingSt, endGameSt])
}
}
class MenuState: GKState {
let LOG = OSLog.init(subsystem: "MenuState", category: "MenuState")
override func isValidNextState(_ stateClass: AnyClass) -> Bool {
/* guard GameViewController.allowedState != States.menuSt && GameViewController.allowedState == nil else {
return false
}
if (GameViewController.allowedState == States.syncingSt){
return stateClass is SyncingState.Type
}else {
return false
}*/
return stateClass is SyncingState.Type
}
override func update(deltaTime seconds: TimeInterval) {
}
override func didEnter(from previousState: GKState?) {
os_log("Entered Menu State", log: LOG, type: .info)
}
override func willExit(to nextState: GKState) {
}
}
class SyncingState: GKState {
let LOG = OSLog.init(subsystem: "SyncingState", category: "SyncingState")
override func isValidNextState(_ stateClass: AnyClass) -> Bool {
return stateClass is GameState.Type || stateClass is EndGameState.Type
}
override func didEnter(from previousState: GKState?) {
os_log("Entered Syncing State", log: LOG, type: .info)
}
override func update(deltaTime seconds: TimeInterval) {
}
override func willExit(to nextState: GKState) {
}
}
class GameState: GKState {
let LOG = OSLog.init(subsystem: "GameState", category: "GameState")
override func isValidNextState(_ stateClass: AnyClass) -> Bool {
return stateClass is SyncingState.Type
}
override func didEnter(from previousState: GKState?) {
os_log("Entered Game State", log: LOG, type: .info)
}
override func update(deltaTime seconds: TimeInterval) {
}
override func willExit(to nextState: GKState) {
}
}
class EndGameState: GKState {
let LOG = OSLog.init(subsystem: "EndGameState", category: "EndGameState")
override func isValidNextState(_ stateClass: AnyClass) -> Bool {
return stateClass is MenuState.Type
}
override func update(deltaTime seconds: TimeInterval) {
}
override func didEnter(from previousState: GKState?) {
os_log("Entered EndGame State", log: LOG, type: .info)
}
override func willExit(to nextState: GKState) {
}
}

View File

@ -1,41 +0,0 @@
//
// States.swift
// GoldWars
//
// Created by Chauntalle Schüle on 28.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import GameKit
class MenuState: GKState {
override func isValidNextState(_ stateClass: AnyClass) -> Bool {
return stateClass is SyncingState.Type
}
override func didEnter(from previousState: GKState?) {
print("Entered MenuState")
}
}
class SyncingState: GKState {
override func isValidNextState(_ stateClass: AnyClass) -> Bool {
return stateClass is GameState.Type
}
override func didEnter(from previousState: GKState?) {
print("Entered Syncing State")
}
}
class GameState: GKState {
override func isValidNextState(_ stateClass: AnyClass) -> Bool {
return stateClass is SyncingState.Type
}
override func didEnter(from previousState: GKState?) {
print("Entered Game State")
}
}