Prints und Kommentare entfernt
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@ -16,7 +16,7 @@ class GameScene: SKScene{
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var isMoveTouch = false
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var isMoveTouch = false
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var currentDraggedBasePos = CGPoint()
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var currentDraggedBasePos = CGPoint()
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var currentDraggedBase : Base?
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var currentDraggedBase : Base?
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static var sendUnits: CGFloat = 0
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static var sendUnits: CGFloat = 0
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override func sceneDidLoad() {
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override func sceneDidLoad() {
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entityManager = EntityManager(scene: self)
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entityManager = EntityManager(scene: self)
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@ -29,11 +29,7 @@ class GameScene: SKScene{
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MapFactory(scene: self, entityManager: self.entityManager).loadMap(playerCount: 2)
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MapFactory(scene: self, entityManager: self.entityManager).loadMap(playerCount: 2)
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}
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}
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/*
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Aufgerufen: wenn Prozess beendet: Basis auf eine andere gezogen
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*/
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override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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print("touchesEnded")
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guard let touch = touches.first else {
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guard let touch = touches.first else {
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return
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return
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}
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}
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@ -41,57 +37,29 @@ class GameScene: SKScene{
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let touchLocation = touch.location(in: self)
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let touchLocation = touch.location(in: self)
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if isMoveTouch{
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if isMoveTouch{
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/*
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Aufgerufen: wenn Prozess beendet: Basis auf eine andere gezogen
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sendet 0 Einheiten, weil noch nicht slider betätugt wurde
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*/
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isMoveTouch = false
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isMoveTouch = false
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print("isMoveTouch false")
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currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos //currentdraggedbase position gespeichert
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currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos //currentdraggedbase position gespeichert
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currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos
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currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos
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//currentDraggedBase bekommt Feuerposition?: wenn auskommentiert verliert nur die alte Position das Feuer, 2 Feuer sind dann auf der neusten Position
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for base in currentDraggedBase!.adjacencyList {
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for base in currentDraggedBase!.adjacencyList {
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//basis wurde berührt
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if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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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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// 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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if !(entityManager.getTeamByBase(base: currentDraggedBase!) == entityManager.getTeamByBase(base: base)){
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entityManager.add(Modal(modaltype: .BaseAttack,
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entityManager.add(Modal(modaltype: .BaseAttack,
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base: currentDraggedBase!,
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base: currentDraggedBase!,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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entityManager: entityManager, gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
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entityManager: entityManager, gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
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/* print("if")
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}else {
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print("sendUnits \(Int(self.sendUnits))")
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entityManager.update((currentDraggedBase?.attackBase(base: base, units: Int(self.sendUnits)))!)*/
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}else {
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entityManager.add(Modal(modaltype: .BaseAttack,
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entityManager.add(Modal(modaltype: .BaseAttack,
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base: currentDraggedBase!,
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base: currentDraggedBase!,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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entityManager: entityManager, gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
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entityManager: entityManager, gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
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print("else")
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}
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}
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}
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}
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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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else {
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print("else ismoveTouch is false")
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/*
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for base in currentDraggedBase!.adjacencyList {
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print("in here")
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if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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print("in here 2")
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// if !(entityManager.getTeamByBase(base: currentDraggedBase!) == entityManager.getTeamByBase(base: base)){
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print("sendUnits \(Int(self.sendUnits))")
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entityManager.update((currentDraggedBase?.attackBase(base: base, units: Int(self.sendUnits)))!)
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// print("in here 3")
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self.sendUnits = 0
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// }
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}
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}*/
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//add Base Details
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for entity in entityManager.entities {
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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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let spriteNode = entity.component(ofType: DefaultBaseComponent.self)?.spriteNode
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@ -107,7 +75,6 @@ class GameScene: SKScene{
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base: entity as! Base,
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base: entity as! Base,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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entityManager: entityManager, gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
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entityManager: entityManager, gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
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print("Added Base Details")
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}
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}
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}
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}
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}
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}
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@ -115,11 +82,7 @@ class GameScene: SKScene{
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}
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}
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/*
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Dauernd aufgerufen beim Prozess: Eine Basis auf eine andere zu ziehen.
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*/
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override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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print("touchesMoved")
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guard let touch = touches.first else {
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guard let touch = touches.first else {
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return
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return
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}
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}
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@ -130,33 +93,27 @@ class GameScene: SKScene{
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child.touchesMoved(touches, with: event)
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child.touchesMoved(touches, with: event)
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}
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}
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}
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}
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//checken des Modals/slider des Modals, anzeigen der ausgewählten Units
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for e in entityManager.entities{
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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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if let body = e.component(ofType: ModalContentComponent.self)?.body{
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GameScene.sendUnits = ((e.component(ofType: SliderComponent.self)?.sliderNode.getValue ?? 0) * CGFloat((e as! Modal).unitCount)).rounded(.up)
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GameScene.sendUnits = ((e.component(ofType: SliderComponent.self)?.sliderNode.getValue ?? 0) * CGFloat((e as! Modal).unitCount)).rounded(.up)
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print("slider unit \(GameScene.sendUnits)")
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body.text = "Schicke \(GameScene.sendUnits) Einheiten "
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body.text = "Schicke \(GameScene.sendUnits) Einheiten "
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}
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}
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}
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}
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// alle Basen eines Players
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let bases = entityManager.getBasesByPlayer(for: GKLocalPlayer.local)
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let bases = entityManager.getBasesByPlayer(for: GKLocalPlayer.local)
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for base in bases {
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for base in bases {
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//wenn die Touchlocation die position der Basis trifft
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if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode{
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if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode{
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if !isMoveTouch {
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if !isMoveTouch {
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print("neue currentdraggedbase + position")
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currentDraggedBasePos = base.component(ofType: DefaultBaseComponent.self)!.spriteNode.position
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currentDraggedBasePos = base.component(ofType: DefaultBaseComponent.self)!.spriteNode.position
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currentDraggedBase = base
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currentDraggedBase = base
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}
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}
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isMoveTouch = true
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isMoveTouch = true
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print("isMoveTouch true")
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//Feuer & Basis müssen sich mitbewegen können
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base.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = touchLocation
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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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base.component(ofType: TeamComponent.self)?.fire.position = touchLocation
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// jede basis die in der Nähe ist soll vergrößert werden.
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for adjacencyBase in base.adjacencyList {
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for adjacencyBase in base.adjacencyList {
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let node = adjacencyBase.component(ofType: DefaultBaseComponent.self)?.spriteNode
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let node = adjacencyBase.component(ofType: DefaultBaseComponent.self)?.spriteNode
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node?.run(SKAction.sequence([
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node?.run(SKAction.sequence([
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