Prints und Kommentare entfernt

This commit is contained in:
Chauntalle Schüle 2020-05-16 18:46:40 +02:00
parent 25c57ceb74
commit 8fabdda718

View File

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