Merge branch '19-einheiten-bewegen' into 'development'

Resolve "Einheiten bewegen"

See merge request marcel.schwarz/software-projekt-2!39
This commit is contained in:
Aldin Duraki 2020-05-03 13:50:15 +00:00
commit bf88e1af83
6 changed files with 116 additions and 216 deletions

View File

@ -14,12 +14,12 @@
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@ -148,7 +131,6 @@
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@ -205,6 +178,7 @@
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@ -314,24 +288,6 @@
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View File

@ -0,0 +1,31 @@
//
// AttackActionComponent.swift
// GoldWars
//
// Created by Niko Jochim on 03.05.20.
// Copyright © 2020 SP2. All rights reserved.
//
import Foundation
import GameplayKit
class AttackActionComponent : GKComponent {
init(unitCount: Int, adjacencyList: Array<Base>, position: CGPoint) {
super.init()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func action() {
}
}

View File

@ -61,7 +61,6 @@ class EntityManager {
}
func remove(_ entity: GKEntity) {
if let spriteNode = entity.component(ofType: DefaultBaseComponent.self)?.spriteNode {
spriteNode.removeFromParent()
@ -90,6 +89,10 @@ class EntityManager {
return nil
}
func getBasesByTeam(for team: Team) -> Set<Base> {
return entities.filter{$0 is Base && ($0 as! Base).component(ofType: TeamComponent.self)?.team == team } as! Set<Base>
}
func getBackground() -> GKEntity? {
return entities.filter{$0 is Background}[0]
}

View File

@ -12,6 +12,9 @@ import GameplayKit
class GameScene: SKScene{
var entityManager: EntityManager!
var isMoveTouch = false
var currentDraggedBasePos = CGPoint()
var currentDraggedBase : Base?
override func sceneDidLoad() {
entityManager = EntityManager(scene: self)
@ -20,20 +23,20 @@ class GameScene: SKScene{
initMap()
}
func initMap() {
MapFactory(scene: self, entityManager: self.entityManager).loadMap(playerCount: 2)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
if !isMoveTouch {
for entity in entityManager.entities {
let spriteNode = entity.component(ofType: DefaultBaseComponent.self)?.spriteNode
@ -64,9 +67,52 @@ class GameScene: SKScene{
}
}
}
else {
isMoveTouch = false
currentDraggedBase!.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = currentDraggedBasePos
currentDraggedBase!.component(ofType: TeamComponent.self)?.fire.position = currentDraggedBasePos
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let bases = entityManager.getBasesByTeam(for: .team1)
for base in bases {
if atPoint(touchLocation) == base.component(ofType: DefaultBaseComponent.self)?.spriteNode{
if !isMoveTouch {
currentDraggedBasePos = base.component(ofType: DefaultBaseComponent.self)!.spriteNode.position
currentDraggedBase = base
}
isMoveTouch = true
base.component(ofType: DefaultBaseComponent.self)?.spriteNode.position = touchLocation
base.component(ofType: TeamComponent.self)?.fire.position = touchLocation
for adjacencyBase in base.adjacencyList {
let node = adjacencyBase.component(ofType: DefaultBaseComponent.self)?.spriteNode
node?.run(SKAction.sequence([
SKAction.resize(byWidth: 2, height: 2, duration: 0.5),
SKAction.resize(byWidth: -2, height: -2, duration: 0.5)
]))
}
}
}
}
override func update(_ currentTime: TimeInterval) {
entityManager.getBackground()?.update(deltaTime: currentTime)
}

View File

@ -1,43 +0,0 @@
//
// GoldWarsUITests.swift
// GoldWarsUITests
//
// Created by Aldin Duraki on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import XCTest
class GoldWarsUITests: XCTestCase {
override func setUp() {
// Put setup code here. This method is called before the invocation of each test method in the class.
// In UI tests it is usually best to stop immediately when a failure occurs.
continueAfterFailure = false
// In UI tests its important to set the initial state - such as interface orientation - required for your tests before they run. The setUp method is a good place to do this.
}
override func tearDown() {
// Put teardown code here. This method is called after the invocation of each test method in the class.
}
func testExample() {
// UI tests must launch the application that they test.
let app = XCUIApplication()
app.launch()
// Use recording to get started writing UI tests.
// Use XCTAssert and related functions to verify your tests produce the correct results.
}
func testLaunchPerformance() {
if #available(macOS 10.15, iOS 13.0, tvOS 13.0, *) {
// This measures how long it takes to launch your application.
measure(metrics: [XCTOSSignpostMetric.applicationLaunch]) {
XCUIApplication().launch()
}
}
}
}

View File

@ -1,22 +0,0 @@
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<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1</string>
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