Found Bug, base collision now always registered and bases with fire can still send units
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7350654122
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a41c9f4b30
@ -12,7 +12,10 @@ class Modal: GKEntity{
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var unitCount:Int
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init(modaltype: ModalType, base: Base, anchorPoint: CGPoint, gameScene: GameScene, currentDraggedBase: Base?, touchLocation: CGPoint) {
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init(modaltype: ModalType, base: Base, anchorPoint: CGPoint, gameScene: GameScene, currentDraggedBase: Base?, touchLocation: CGPoint, collisionBase: Base?) {
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if currentDraggedBase == nil{
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print("nil")
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}
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unitCount = base.unitCount
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super.init()
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switch modaltype{
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@ -28,7 +31,11 @@ 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.sendUnits(currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, gameScene: gameScene)
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if currentDraggedBase == nil{
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print("nil")
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}
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self.sendUnits(currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, gameScene: gameScene, collisionBase: collisionBase)
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print("send units")
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self.removeModalEntities(gameScene: gameScene)
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}))
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addComponent(CancelBtnComponent(iconName: "", text: "", position: CGPoint(x: anchorPoint.x + 160, y: anchorPoint.y + 140), isEnabled: true, onButtonPress: {
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@ -54,13 +61,37 @@ class Modal: GKEntity{
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}
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}
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func sendUnits(currentDraggedBase: Base?, touchLocation: CGPoint, gameScene: GameScene){
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func sendUnits(currentDraggedBase: Base?, touchLocation: CGPoint, gameScene: GameScene, collisionBase: Base?){
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print("sendUnits: sendunits \(GameScene.sendUnits)")
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for base in currentDraggedBase!.adjacencyList {
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if gameScene.atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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if !(EntityManager.sharedInstance.getTeamByBase(base: currentDraggedBase!) == EntityManager.sharedInstance.getTeamByBase(base: base)){
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print("sendUnits: in here")
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//print(base.component(ofType: DefaultBaseComponent.self)?.spriteNode)
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if base == collisionBase {
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print("sendUnits: in here 1")
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print("sendUnits: sendunits \(GameScene.sendUnits)")
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EntityManager.sharedInstance.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!)
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}
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}
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/* if currentDraggedBase == nil{
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print("nil")
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}
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print(touchLocation.x)
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print(touchLocation.y)
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print("sendUnits: sendunits \(GameScene.sendUnits)")
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for base in currentDraggedBase!.adjacencyList {
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print("sendUnits: in here")
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//print(base.component(ofType: DefaultBaseComponent.self)?.spriteNode)
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if gameScene.atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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// if !(EntityManager.sharedInstance.getTeamByBase(base: currentDraggedBase!) == EntityManager.sharedInstance.getTeamByBase(base: base)){
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print("sendUnits: in here 1")
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print("sendUnits: sendunits \(GameScene.sendUnits)")
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EntityManager.sharedInstance.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!)
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// }
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} else if gameScene.atPoint(touchLocation) == currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode{
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print("sendUnits: in here 2")
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print("sendUnits: sendunits \(GameScene.sendUnits)")
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EntityManager.sharedInstance.update((currentDraggedBase?.attackBase(base: base, units: Int(GameScene.sendUnits)))!)
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}
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}*/
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}
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}
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@ -16,6 +16,7 @@ class GameScene: SKScene{
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var currentDraggedBasePos = CGPoint()
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var currentDraggedBase : Base?
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static var sendUnits: CGFloat = 0
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var collisionBase: Base?
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override func sceneDidLoad() {
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EntityManager.sharedInstance.setScene(scene: self)
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@ -29,6 +30,7 @@ class GameScene: SKScene{
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}
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override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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print("touches ended")
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guard let touch = touches.first else {
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return
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}
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@ -37,6 +39,7 @@ class GameScene: SKScene{
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if isMoveTouch{
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isMoveTouch = false
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print("touches Ended: 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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@ -87,24 +90,32 @@ class GameScene: SKScene{
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EntityManager.sharedInstance.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),
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gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
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gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, collisionBase: collisionBase))
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}
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}
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}
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func addAttackDetails(touchLocation: CGPoint){
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print("addAttackDetails")
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for base in currentDraggedBase!.adjacencyList {
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print("base attack for")
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if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode {
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collisionBase = base
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print(touchLocation.x)
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print(touchLocation.y)
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print("add Modal BaseAttack")
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print("add AttackDetails: sendunits \(GameScene.sendUnits)")
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// TODO: change interaction based on collision instead of touchlocation
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EntityManager.sharedInstance.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),
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gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation))
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gameScene: self, currentDraggedBase: currentDraggedBase, touchLocation: touchLocation, collisionBase: collisionBase))
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}
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}
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}
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func checkSlider(){
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print("slider")
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for e in EntityManager.sharedInstance.entities{
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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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@ -114,14 +125,17 @@ class GameScene: SKScene{
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}
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func checkBases(bases: Set<Base>, touchLocation: CGPoint){
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print("checkbases")
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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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print("checkbases: touched base")
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if !isMoveTouch {
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currentDraggedBasePos = base.component(ofType: DefaultBaseComponent.self)!.spriteNode.position
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currentDraggedBase = base
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print("checkbases: isMoveTouch false")
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}
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isMoveTouch = true
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print("checkbases: isMoveTouch true")
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moveFireAndBase(base: base, touchLocation: touchLocation)
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showNearestBases(base: base)
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}
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@ -134,6 +148,7 @@ class GameScene: SKScene{
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}
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func showNearestBases(base: Base){
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print("show nearest Bases")
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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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node?.run(SKAction.sequence([
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