Impl. AppDelegates handlings
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@ -7,35 +7,45 @@
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//
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//
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import UIKit
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import UIKit
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import os
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@UIApplicationMain
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@UIApplicationMain
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class AppDelegate: UIResponder, UIApplicationDelegate {
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class AppDelegate: UIResponder, UIApplicationDelegate {
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var window: UIWindow?
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var window: UIWindow?
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let LOG = OSLog.init(subsystem: "AppDelegate", category: "AppDelegate")
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func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
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func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
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// Override point for customization after application launch.
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// Override point for customization after application launch.
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os_log("application", log: LOG, type: .info)
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return true
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return true
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}
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}
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func applicationWillResignActive(_ application: UIApplication) {
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func applicationWillResignActive(_ application: UIApplication) {
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// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
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// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
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// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
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// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
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os_log("applicationWillResignActive", log: LOG, type: .debug)
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}
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}
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func applicationDidEnterBackground(_ application: UIApplication) {
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func applicationDidEnterBackground(_ application: UIApplication) {
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// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
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// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
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os_log("applicationDidEnterBackground", log: LOG, type: .debug)
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NotificationCenter.default.post(name: Notification.Name(rawValue: "pauseGame"), object: nil)
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MultiplayerNetwork.sharedInstance.sendNotificationToPlayer(name: "pauseGame")
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}
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}
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func applicationWillEnterForeground(_ application: UIApplication) {
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func applicationWillEnterForeground(_ application: UIApplication) {
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// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
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// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
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os_log("applicationWillEnterForeground", log: LOG, type: .debug)
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}
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}
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func applicationDidBecomeActive(_ application: UIApplication) {
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func applicationDidBecomeActive(_ application: UIApplication) {
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// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
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// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
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os_log("applicationDidBecomeActive", log: LOG, type: .debug)
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NotificationCenter.default.post(name: Notification.Name(rawValue: "resumeGame"), object: nil)
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MultiplayerNetwork.sharedInstance.sendNotificationToPlayer(name: "resumeGame")
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}
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}
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}
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}
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@ -6,6 +6,15 @@
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// Copyright © 2020 SP2. All rights reserved.
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// Copyright © 2020 SP2. All rights reserved.
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//
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//
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struct NotificationModel: Codable {
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let name: String
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init(name: String) {
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self.name = name
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}
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}
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struct PlayerMove: Codable {
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struct PlayerMove: Codable {
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let fromBase: Int
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let fromBase: Int
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let toBase: Int
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let toBase: Int
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@ -12,6 +12,7 @@ enum ModalType: String{
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case BaseDetails
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case BaseDetails
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case BaseAttack
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case BaseAttack
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case BaseMoveOwnUnits
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case BaseMoveOwnUnits
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case PauseGame
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}
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}
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class Modal: GKEntity{
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class Modal: GKEntity{
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@ -25,8 +26,13 @@ class Modal: GKEntity{
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var footer: SKLabelNode
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var footer: SKLabelNode
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var overlay: SKSpriteNode
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var overlay: SKSpriteNode
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init(modaltype: ModalType, base: Base, anchorPoint: CGPoint, gameScene: GameScene, currentDraggedBase: Base?, touchLocation: CGPoint, collisionBase: Base?) {
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init(modaltype: ModalType, base: Base?, anchorPoint: CGPoint, gameScene: GameScene, currentDraggedBase: Base?, touchLocation: CGPoint?, collisionBase: Base?) {
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unitCount = base.unitCount
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unitCount = 0
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if base != nil {
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unitCount = base!.unitCount
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}
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let texture = SKTexture(imageNamed:"ModalBackground")
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let texture = SKTexture(imageNamed:"ModalBackground")
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background = SKSpriteNode(texture: texture, size: texture.size())
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background = SKSpriteNode(texture: texture, size: texture.size())
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@ -47,7 +53,7 @@ class Modal: GKEntity{
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switch modaltype {
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switch modaltype {
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case .BaseDetails:
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case .BaseDetails:
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header = SKLabelNode(text: "Information")
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header = SKLabelNode(text: "Information")
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body = SKLabelNode(text: "Diese Basis enthält \(base.unitCount) Einheiten")
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body = SKLabelNode(text: "Diese Basis enthält \(base!.unitCount) Einheiten")
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footer = SKLabelNode()
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footer = SKLabelNode()
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case .BaseAttack:
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case .BaseAttack:
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header = SKLabelNode(text: "Angriff")
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header = SKLabelNode(text: "Angriff")
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@ -57,6 +63,11 @@ class Modal: GKEntity{
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header = SKLabelNode(text: "Formation")
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header = SKLabelNode(text: "Formation")
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body = SKLabelNode(text: "Sende \(unitCount / 2)\nEinheiten")
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body = SKLabelNode(text: "Sende \(unitCount / 2)\nEinheiten")
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footer = SKLabelNode()
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footer = SKLabelNode()
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case .PauseGame:
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header = SKLabelNode(text: "Pause")
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body = SKLabelNode(text: "Waiting for player to reconnect")
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footer = SKLabelNode()
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closeButton.zPosition = -1
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}
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}
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self.header.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y + 90)
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self.header.position = CGPoint(x: anchorPoint.x, y: anchorPoint.y + 90)
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@ -88,9 +99,11 @@ class Modal: GKEntity{
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let text = (modaltype == .BaseAttack) ? "Angriff" : "Senden"
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let text = (modaltype == .BaseAttack) ? "Angriff" : "Senden"
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addComponent(SliderComponent(width: 300, position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 50)))
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addComponent(SliderComponent(width: 300, position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 50)))
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addComponent(ButtonComponent(textureName: "yellow_button04", text: text, position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 105), isEnabled: true, onButtonPress: {
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addComponent(ButtonComponent(textureName: "yellow_button04", text: text, position: CGPoint(x: anchorPoint.x , y: anchorPoint.y - 105), isEnabled: true, onButtonPress: {
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self.sendUnits(currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, gameScene: gameScene, collisionBase: collisionBase)
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self.sendUnits(currentDraggedBase: currentDraggedBase, touchLocation: touchLocation!, gameScene: gameScene, collisionBase: collisionBase)
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EntityManager.gameEMInstance.removeModal()
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EntityManager.gameEMInstance.removeModal()
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}))
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}))
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default:
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break
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}
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}
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}
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}
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@ -185,6 +185,11 @@ final class GameCenterManager: NSObject, GKMatchmakerViewControllerDelegate, GKG
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initIsFinish = true
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initIsFinish = true
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os_log("Peer startet Spiel", log: LOG, type: .info)
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os_log("Peer startet Spiel", log: LOG, type: .info)
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}
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}
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if let notification = try? jsonDecoder.decode(NotificationModel.self, from: data) {
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os_log("Notification erhalten", log: LOG, type: .info)
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NotificationCenter.default.post(name: Notification.Name(rawValue: notification.name), object: nil)
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}
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MultiplayerNetwork.sharedInstance.isSending = false
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MultiplayerNetwork.sharedInstance.isSending = false
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}
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}
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@ -11,6 +11,8 @@ import SpriteKit
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import GameplayKit
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import GameplayKit
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class GameViewController: UIViewController {
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class GameViewController: UIViewController {
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public static let sharedInstance = GameViewController();
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var currentScene: SKView?
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override func viewDidLoad() {
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override func viewDidLoad() {
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super.viewDidLoad()
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super.viewDidLoad()
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@ -25,9 +27,8 @@ class GameViewController: UIViewController {
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view.showsNodeCount = true
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view.showsNodeCount = true
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}
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}
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GameCenterManager.sharedInstance.viewController = self
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GameCenterManager.sharedInstance.viewController = self
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}
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}
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override var shouldAutorotate: Bool {
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override var shouldAutorotate: Bool {
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return true
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return true
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}
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}
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sendData(data: encoded)
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sendData(data: encoded)
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}
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}
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func sendNotificationToPlayer(name: String) {
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let encoder = JSONEncoder()
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let encoded = (try? encoder.encode(NotificationModel(name: name)))!
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sendData(data: encoded)
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}
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}
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}
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@ -29,6 +29,20 @@ class RoundTimer: Timer {
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timeLeft = 30
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timeLeft = 30
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}
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}
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func stopTimer() {
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timer?.invalidate()
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}
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func resumeTimer() {
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timer = Timer.scheduledTimer(
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timeInterval: 1.0,
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target: self,
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selector: #selector(onTimerFires),
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userInfo: nil,
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repeats: true
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)
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}
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@objc func onTimerFires()
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@objc func onTimerFires()
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{
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{
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timeLeft -= 1
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timeLeft -= 1
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@ -29,6 +29,11 @@ class GameScene: SKScene{
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}
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}
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}
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}
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override func didMove(to view: SKView) {
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NotificationCenter.default.addObserver(self, selector: #selector(pauseGame), name: Notification.Name("pauseGame"), object: nil)
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NotificationCenter.default.addObserver(self, selector: #selector(resumeGame), name: Notification.Name("resumeGame"), object: nil)
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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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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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@ -180,4 +185,21 @@ class GameScene: SKScene{
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func isAttackMove() -> Bool {
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func isAttackMove() -> Bool {
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return collisionBase?.ownershipPlayer != currentDraggedBase?.ownershipPlayer
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return collisionBase?.ownershipPlayer != currentDraggedBase?.ownershipPlayer
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}
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}
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@objc func pauseGame() -> Void {
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entityManager.add(Modal(modaltype: .PauseGame,
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base: nil,
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anchorPoint: CGPoint(x: self.size.width / 2 , y: self.size.height / 2),
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gameScene: self,
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currentDraggedBase: nil,
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touchLocation: nil,
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collisionBase: nil
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))
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entityManager.getHUD()?.roundTimer.stopTimer()
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}
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@objc func resumeGame() -> Void {
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entityManager.removeModal()
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entityManager.getHUD()?.roundTimer.resumeTimer()
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}
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}
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}
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