Bug fixed: gameScene blieb nach beenden der Anzeige von Modal Basis Informationen dunkel
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@ -11,18 +11,16 @@ import GameplayKit
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class Modal: GKEntity{
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var unitCount:Int
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var modalEntityManager: EntityManager
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init(modaltype: ModalType, base: Base, anchorPoint: CGPoint, entityManager: EntityManager) {
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init(modaltype: ModalType, base: Base, anchorPoint: CGPoint, entityManager: EntityManager, gameScene: SKScene) {
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unitCount = base.unitCount
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modalEntityManager = entityManager
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super.init()
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switch modaltype{
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case .BaseDetails:
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addComponent(ModalBackgroundComponent(anchorPoint: anchorPoint))
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addComponent(ModalContentComponent(header: "Basis Information", body: "Diese Basis enthält \(base.unitCount) Einheiten", footer: "", anchorPoint: anchorPoint))
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addComponent(ButtonComponent(iconName: "", text: "Zurück", position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 120), isEnabled: true, onButtonPress: {
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self.removeModalEntities(entityManager: self.modalEntityManager)
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self.removeModalEntities(entityManager: entityManager, gameScene: gameScene)
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}))
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case .BaseAttack:
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addComponent(ModalBackgroundComponent(anchorPoint: anchorPoint))
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@ -30,7 +28,7 @@ class Modal: GKEntity{
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addComponent(ModalContentComponent(header: "Angriff", body: "Schicke \(unitCount / 2) Einheiten",
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footer: "", anchorPoint: anchorPoint))
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addComponent(ButtonComponent(iconName: "", text: "Senden", position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 120), isEnabled: true, onButtonPress: {
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self.removeModalEntities(entityManager: self.modalEntityManager)
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self.removeModalEntities(entityManager: entityManager, gameScene: gameScene)
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}))
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}
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}
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@ -39,11 +37,16 @@ class Modal: GKEntity{
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fatalError("init(coder:) has not been implemented")
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}
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func removeModalEntities(entityManager: EntityManager){
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func removeModalEntities(entityManager: EntityManager, gameScene: SKScene){
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for entity in entityManager.entities {
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if entityManager.isModal && entity.isMember(of: Modal.self) {
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entityManager.remove(entity)
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}
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for child in gameScene.children {
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if(child.name != "fire"){
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child.alpha = 1
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}
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}
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}
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}
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}
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@ -22,55 +22,45 @@ class GameScene: SKScene{
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entityManager.add(Background(size: self.size))
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initMap()
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}
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func initMap() {
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MapFactory(scene: self, entityManager: self.entityManager).loadMap(playerCount: 2)
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}
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override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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guard let touch = touches.first else {
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return
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}
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let touchLocation = touch.location(in: self)
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if isMoveTouch{
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isMoveTouch = false
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if isMoveTouch{
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isMoveTouch = false
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currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos
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currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos
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for base in currentDraggedBase!.adjacencyList {
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if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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// TODO: change interaction based on collision instead of touchlocation
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if !(entityManager.getTeamByBase(base: currentDraggedBase!) == entityManager.getTeamByBase(base: base)){
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entityManager.add(Modal(modaltype: .BaseAttack,
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base: currentDraggedBase!,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2), entityManager: entityManager))
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entityManager.update((currentDraggedBase?.attackBase(base: base, units: 100))!)
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}else {
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entityManager.add(Modal(modaltype: .BaseAttack,
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base: currentDraggedBase!,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2), entityManager: entityManager))
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}
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}
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}
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}
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for base in currentDraggedBase!.adjacencyList {
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if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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// TODO: change interaction based on collision instead of touchlocation
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if !(entityManager.getTeamByBase(base: currentDraggedBase!) == entityManager.getTeamByBase(base: base)){
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entityManager.add(Modal(modaltype: .BaseAttack,
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base: currentDraggedBase!,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2), entityManager: entityManager, gameScene: self))
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entityManager.update((currentDraggedBase?.attackBase(base: base, units: 100))!)
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}else {
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entityManager.add(Modal(modaltype: .BaseAttack,
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base: currentDraggedBase!,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2), entityManager: entityManager, gameScene: self))
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}
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}
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}
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}
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else {
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for entity in entityManager.entities {
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let spriteNode = entity.component(ofType: DefaultBaseComponent.self)?.spriteNode
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if entityManager.isModal && entity.isMember(of: Modal.self) {
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// entityManager.remove(entity)
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for child in self.children {
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if(child.name != "fire"){
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child.alpha = 1
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}
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}
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}
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if atPoint(touchLocation) == spriteNode && !entityManager.isModal {
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spriteNode?.touchesBegan(touches, with: event)
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if !entityManager.isModal {
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@ -81,33 +71,33 @@ class GameScene: SKScene{
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}
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entityManager.add(Modal(modaltype: .BaseDetails,
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base: entity as! Base,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2), entityManager: entityManager))
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2), entityManager: entityManager, gameScene: self))
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}
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}
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}
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}
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}
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override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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guard let touch = touches.first else {
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return
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}
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let touchLocation = touch.location(in: self)
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for child in children {
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if atPoint(touchLocation) == child {
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child.touchesMoved(touches, with: event)
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}
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}
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for e in entityManager.entities{
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if let body = e.component(ofType: ModalContentComponent.self)?.body{
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body.text = "Schicke \( ((e.component(ofType: SliderComponent.self)?.sliderNode.getValue ?? 0) * CGFloat((e as! Modal).unitCount)).rounded(.up)) Einheiten "
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} }
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for child in children {
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if atPoint(touchLocation) == child {
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child.touchesMoved(touches, with: event)
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}
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}
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for e in entityManager.entities{
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if let body = e.component(ofType: ModalContentComponent.self)?.body{
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body.text = "Schicke \( ((e.component(ofType: SliderComponent.self)?.sliderNode.getValue ?? 0) * CGFloat((e as! Modal).unitCount)).rounded(.up)) Einheiten "
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} }
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let bases = entityManager.getBasesByTeam(for: .team1)
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for base in bases {
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if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode{
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if !isMoveTouch {
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@ -115,7 +105,7 @@ class GameScene: SKScene{
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currentDraggedBase = base
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}
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isMoveTouch = true
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base.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = touchLocation
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base.component(ofType: TeamComponent.self)?.fire.position = touchLocation
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for adjacencyBase in base.adjacencyList {
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