Merge branch '8-controller-laufwege' into 'development'
Resolve "[Controller] Laufwege" Closes #8 See merge request marcel.schwarz/software-projekt-2!10
This commit is contained in:
commit
dd07cf9ad8
1
.gitignore
vendored
1
.gitignore
vendored
@ -49,6 +49,7 @@ DerivedData/
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*.perspectivev3
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*.perspectivev3
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!default.perspectivev3
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!default.perspectivev3
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xcuserdata/
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xcuserdata/
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xcshareddata/
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## Other
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## Other
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*.moved-aside
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*.moved-aside
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@ -9,21 +9,34 @@
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import SpriteKit
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import SpriteKit
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import GameplayKit
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import GameplayKit
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class Base {
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class Base : SKSpriteNode{
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var spriteNode: BaseNode!
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public static let colorSelected = SKColor.yellow
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var availableBases = [Base]()
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var defaultColor = SKColor.green
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init(frame: CGRect, color: UIColor, position: CGPoint) {
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init(color: UIColor, position: CGPoint, name: String) {
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spriteNode = BaseNode(texture: SKTexture(imageNamed: "Base"), color: color, size: CGSize(width: 50.0, height: 50.0))
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super.init(texture: SKTexture(imageNamed: "Base"),
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spriteNode.colorBlendFactor = 1
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color: color,
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spriteNode.name = "Base"
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size: CGSize(width: 50.0, height: 50.0)
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spriteNode.position = position
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)
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spriteNode.isUserInteractionEnabled = true
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defaultColor = color
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self.colorBlendFactor = 1
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self.name = name
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self.position = position
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self.zPosition = 2
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self.isUserInteractionEnabled = true
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}
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required init?(coder aDecoder: NSCoder) {
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fatalError("init(coder:) has not been implemented")
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}
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func addAvailableBase(base: Base) {
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availableBases.append(base)
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}
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}
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}
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class BaseNode: SKSpriteNode {
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override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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print("\(self.name!) was touched and is located at \(self.position)")
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self.run(
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self.run(
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SKAction.sequence(
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SKAction.sequence(
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[
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[
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@ -34,13 +47,22 @@ class BaseNode: SKSpriteNode {
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)
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)
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}
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}
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}
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enum PlayerColors {
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override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
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static let colors = [
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self.color = SKColor.yellow
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UIColor(red: 231/255, green: 76/255, blue: 60/255, alpha: 1.0),
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UIColor(red: 241/255, green: 196/255, blue: 15/255, alpha: 1.0),
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for base in availableBases {
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UIColor(red: 46/255, green: 204/255, blue: 113/255, alpha: 1.0),
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base.color = Base.colorSelected
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UIColor(red: 52/255, green: 152/255, blue: 219/255, alpha: 1.0),
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base.size = CGSize(width: 60, height: 60)
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]
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}
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}
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override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
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self.color = defaultColor
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for base in availableBases {
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base.color = base.defaultColor
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base.size = CGSize(width: 50, height: 50)
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}
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}
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}
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}
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@ -9,63 +9,195 @@
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import SpriteKit
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import SpriteKit
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import GameplayKit
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import GameplayKit
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class GameScene: SKScene {
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class GameScene: SKScene, SKPhysicsContactDelegate {
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var entities = [GKEntity]()
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var entities = [GKEntity]()
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var graphs = [String : GKGraph]()
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var graphs = [String : GKGraph]()
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var bases = [Base]()
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var bases = [Base]()
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var player = [Base]()
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var popUpOnBaseCollision = SKSpriteNode()
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struct physicsBodyNumber {
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static let basePlayer1Number: UInt32 = 0b1
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static let basePlayer2Number: UInt32 = 0b10
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static let base5Number: UInt32 = 0b101
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static let base6Number: UInt32 = 0b110
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static let base7Number: UInt32 = 0b111
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static let emptyNumber: UInt32 = 0b100
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}
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override func sceneDidLoad() {
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override func sceneDidLoad() {
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// Spawn bases
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self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
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for _ in 1...15 {
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self.physicsWorld.contactDelegate = self
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let color = PlayerColors.colors.randomElement()
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let xRange = Int(frame.minX + frame.width * 0.07)...Int(frame.maxX - frame.width * 0.07)
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let yRange = Int(frame.minY + frame.height * 0.07)...Int(frame.maxY - frame.width * 0.07)
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let position = CGPoint(
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x: Int.random(in: xRange),
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y: Int.random(in: yRange)
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)
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print("Generating Base at \(position)")
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let maxX = self.size.width
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let midY = self.size.height / 2
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let base = Base(frame: frame, color: color!, position: position)
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let basePlayer1 = Base(color: SKColor.red, position: CGPoint(x: maxX * 0.1, y: midY), name: "Player1" )
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let basePlayer2 = Base(color: SKColor.blue, position: CGPoint(x: maxX * 0.9, y: midY), name: "Player2" )
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basePlayer2.physicsBody = SKPhysicsBody(circleOfRadius: 50)
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basePlayer2.physicsBody?.categoryBitMask = physicsBodyNumber.basePlayer2Number
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basePlayer2.physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
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basePlayer2.physicsBody?.contactTestBitMask = physicsBodyNumber.base5Number & physicsBodyNumber.base6Number & physicsBodyNumber.base7Number
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addChild(base.spriteNode)
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popUpOnBaseCollision = SKSpriteNode(color: SKColor.blue , size: CGSize(width: self.size.width * 0.4, height: self.size.height * 0.4))
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popUpOnBaseCollision.position = CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.5)
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popUpOnBaseCollision.zPosition = 2
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self.addChild(basePlayer1)
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self.addChild(basePlayer2)
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player.append(basePlayer1)
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player.append(basePlayer2)
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createVirginBases()
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connectBases()
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addPhysicsBodyToBase()
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}
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func addPhysicsBodyToBase() {
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bases[5].physicsBody = SKPhysicsBody(circleOfRadius: 20)
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bases[5].physicsBody?.categoryBitMask = physicsBodyNumber.base5Number
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bases[5].physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
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bases[5].physicsBody?.contactTestBitMask = physicsBodyNumber.basePlayer2Number
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bases[6].physicsBody = SKPhysicsBody(circleOfRadius: 20)
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bases[6].physicsBody?.categoryBitMask = physicsBodyNumber.base6Number
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bases[6].physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
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bases[6].physicsBody?.contactTestBitMask = physicsBodyNumber.basePlayer2Number
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bases[7].physicsBody = SKPhysicsBody(circleOfRadius: 20)
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bases[7].physicsBody?.categoryBitMask = physicsBodyNumber.base7Number
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bases[7].physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
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bases[7].physicsBody?.contactTestBitMask = physicsBodyNumber.basePlayer2Number
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}
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func createVirginBases() {
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for i in 0...7 {
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let base:Base
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let color = SKColor.green
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var position = CGPoint(x: 0, y: 0)
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switch i {
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case 0...2:
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let width = self.size.width * 0.25
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if i == 0 {
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position = CGPoint(x: width, y: self.size.height * 0.25)
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}
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if i == 1 {
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position = CGPoint(x: width, y: self.size.height * 0.5)
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}
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if i == 2{
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position = CGPoint(x: width, y: self.size.height * 0.75)
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}
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case 3...4:
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let width = self.size.width * 0.5
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if i == 3{
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position = CGPoint(x: width, y: self.size.height * 0.333)
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}
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if i == 4{
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position = CGPoint(x: width, y: self.size.height * 0.666)
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}
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case 5...7:
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let width = self.size.width * 0.75
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if i == 5{
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position = CGPoint(x: width, y: self.size.height * 0.25)
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}
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if i == 6{
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position = CGPoint(x: width, y: self.size.height * 0.5)
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}
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if i == 7{
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position = CGPoint(x: width, y: self.size.height * 0.75)
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}
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default:
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break
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}
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base = Base(color: color, position: position, name: "Base\(i)")
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bases.append(base)
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bases.append(base)
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self.addChild(base)
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}
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}
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}
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func addLine(base1: Base , base2: Base){
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let line = SKShapeNode()
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let linePath = CGMutablePath()
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linePath.move(to: base1.position)
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linePath.addLine(to: base2.position)
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line.path = linePath
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line.strokeColor = SKColor.white
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addChild(line)
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}
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}
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func touchDown(atPoint pos : CGPoint) {
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func connectBases(){
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player[0].addAvailableBase(base: bases[0])
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player[0].addAvailableBase(base: bases[1])
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player[0].addAvailableBase(base: bases[2])
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bases[0].addAvailableBase(base: bases[3])
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bases[1].addAvailableBase(base: bases[3])
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bases[1].addAvailableBase(base: bases[4])
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bases[2].addAvailableBase(base: bases[4])
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bases[3].addAvailableBase(base: bases[5])
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bases[3].addAvailableBase(base: bases[6])
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bases[4].addAvailableBase(base: bases[7])
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bases[4].addAvailableBase(base: bases[6])
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player[1].addAvailableBase(base: bases[5])
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player[1].addAvailableBase(base: bases[6])
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player[1].addAvailableBase(base: bases[7])
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for base in player{
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for availableBase in base.availableBases{
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addLine(base1: base, base2: availableBase)
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}
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}
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}
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func touchMoved(toPoint pos : CGPoint) {
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for base in bases{
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for availableBase in base.availableBases{
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addLine(base1: base, base2: availableBase)
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}
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}
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}
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func touchUp(atPoint pos : CGPoint) {
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}
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}
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override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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for touch in touches {
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let locationUser = touch.location(in: self)
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if atPoint(locationUser) == popUpOnBaseCollision {
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popUpOnBaseCollision.removeFromParent()
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}
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}
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}
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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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for touch in touches {
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let locationUser = touch.location(in: self)
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if atPoint(locationUser) == player[1]{
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player[1].position = locationUser
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}
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}
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}
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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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let maxX = self.size.width
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let midY = self.size.height / 2
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player[1].position = CGPoint(x: maxX * 0.9, y: midY)
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}
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}
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override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
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func didBegin(_ contact: SKPhysicsContact) {
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self.addChild(popUpOnBaseCollision)
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}
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override func update(_ currentTime: TimeInterval) {
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}
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}
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}
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}
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@ -17,7 +17,7 @@ class GameViewController: UIViewController {
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if let view = self.view as! SKView? {
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if let view = self.view as! SKView? {
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if let scene = SKScene(fileNamed: "MenuScene") {
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if let scene = SKScene(fileNamed: "MenuScene") {
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scene.scaleMode = .aspectFill
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//scene.scaleMode = .aspectFill
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view.presentScene(scene)
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view.presentScene(scene)
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//TODO: create dev profile or remove on delivery
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//TODO: create dev profile or remove on delivery
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view.showsFPS = true
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view.showsFPS = true
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|
@ -38,8 +38,6 @@
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</array>
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</array>
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<key>UISupportedInterfaceOrientations~ipad</key>
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<key>UISupportedInterfaceOrientations~ipad</key>
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<array>
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<array>
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<string>UIInterfaceOrientationPortrait</string>
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<string>UIInterfaceOrientationPortraitUpsideDown</string>
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|
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<string>UIInterfaceOrientationLandscapeLeft</string>
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<string>UIInterfaceOrientationLandscapeLeft</string>
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<string>UIInterfaceOrientationLandscapeRight</string>
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<string>UIInterfaceOrientationLandscapeRight</string>
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</array>
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</array>
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@ -18,7 +18,7 @@ class MenuScene: SKScene {
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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
|
return
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}
|
}
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||||||
let gameScene = GameScene(fileNamed: "GameScene")!
|
let gameScene = GameScene(size: self.size)
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let location = touch.location(in: self)
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let location = touch.location(in: self)
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||||||
let frontTouchedNode = atPoint(location).name
|
let frontTouchedNode = atPoint(location).name
|
||||||
|
|
||||||
|
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Reference in New Issue
Block a user