2020-04-20 14:32:34 +02:00

232 lines
7.2 KiB
Swift

//
// GameScene.swift
// GoldWars
//
// Created by Aldin Duraki on 18.04.20.
// Copyright © 2020 SP2. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene, SKPhysicsContactDelegate {
var entities = [GKEntity]()
var graphs = [String : GKGraph]()
var bases = [Base]()
var player = [Base]()
var menu = SKSpriteNode()
struct physicsBodyNumber {
static let basePlayer1Number: UInt32 = 0b1
static let basePlayer2Number: UInt32 = 0b10
static let base5Number: UInt32 = 0b101
static let base6Number: UInt32 = 0b110
static let base7Number: UInt32 = 0b111
static let emptyNumber: UInt32 = 0b100
}
override func sceneDidLoad() {
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
self.physicsWorld.contactDelegate = self
let maxX = self.size.width
let midY = self.size.height / 2
let basePlayer1 = Base(color: SKColor.red, position: CGPoint(x: maxX * 0.1, y: midY), name: "Player1" )
let basePlayer2 = Base(color: SKColor.blue, position: CGPoint(x: maxX * 0.9, y: midY), name: "Player2" )
basePlayer2.physicsBody = SKPhysicsBody(circleOfRadius: 50)
basePlayer2.physicsBody?.categoryBitMask = physicsBodyNumber.basePlayer2Number
basePlayer2.physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
basePlayer2.physicsBody?.contactTestBitMask = physicsBodyNumber.base5Number & physicsBodyNumber.base6Number & physicsBodyNumber.base7Number
menu = SKSpriteNode(color: SKColor.blue , size: CGSize(width: self.size.width * 0.4, height: self.size.height * 0.4))
menu.position = CGPoint(x: self.size.width * 0.5, y: self.size.height * 0.5)
menu.zPosition = 2
self.addChild(basePlayer1)
self.addChild(basePlayer2)
player.append(basePlayer1)
player.append(basePlayer2)
createVirginBases()
connectBases()
bases[5].physicsBody = SKPhysicsBody(circleOfRadius: 50)
bases[5].physicsBody?.categoryBitMask = physicsBodyNumber.base5Number
bases[5].physicsBody?.collisionBitMask = physicsBodyNumber.emptyNumber
bases[5].physicsBody?.contactTestBitMask = physicsBodyNumber.basePlayer2Number
// Spawn bases
/*for _ in 1...15 {
let color = PlayerColors.colors.randomElement()
let xRange = Int(frame.minX + frame.width * 0.07)...Int(frame.maxX - frame.width * 0.07)
let yRange = Int(frame.minY + frame.height * 0.07)...Int(frame.maxY - frame.width * 0.07)
let position = CGPoint(
x: Int.random(in: xRange),
y: Int.random(in: yRange)
)
print("Generating Base at \(position)")
let base = Base(frame: frame, color: color!, position: position)
addChild(base.spriteNode)
bases.append(base)
}
*/
}
func createVirginBases() {
for i in 0...7 {
let base:Base
let color = SKColor.green
var position = CGPoint(x: 0, y: 0)
switch i {
case 0...2:
let width = self.size.width * 0.25
if i == 0 {
position = CGPoint(x: width, y: self.size.height * 0.25)
}
if i == 1 {
position = CGPoint(x: width, y: self.size.height * 0.5)
}
if i == 2{
position = CGPoint(x: width, y: self.size.height * 0.75)
}
case 3...4:
let width = self.size.width * 0.5
if i == 3{
position = CGPoint(x: width, y: self.size.height * 0.333)
}
if i == 4{
position = CGPoint(x: width, y: self.size.height * 0.666)
}
case 5...7:
let width = self.size.width * 0.75
if i == 5{
position = CGPoint(x: width, y: self.size.height * 0.25)
}
if i == 6{
position = CGPoint(x: width, y: self.size.height * 0.5)
}
if i == 7{
position = CGPoint(x: width, y: self.size.height * 0.75)
}
default:
break
}
base = Base(color: color, position: position, name: "Base\(i)")
print(base.position)
bases.append(base)
self.addChild(base)
}
}
func addLine(base1: Base , base2: Base){
let line = SKShapeNode()
let linePath = CGMutablePath()
linePath.move(to: base1.position)
linePath.addLine(to: base2.position)
line.path = linePath
line.strokeColor = SKColor.white
addChild(line)
}
func connectBases(){
player[0].addAvailableBase(base: bases[0])
player[0].addAvailableBase(base: bases[1])
player[0].addAvailableBase(base: bases[2])
bases[0].addAvailableBase(base: bases[3])
bases[1].addAvailableBase(base: bases[3])
bases[1].addAvailableBase(base: bases[4])
bases[2].addAvailableBase(base: bases[4])
bases[3].addAvailableBase(base: bases[5])
bases[3].addAvailableBase(base: bases[6])
bases[4].addAvailableBase(base: bases[7])
bases[4].addAvailableBase(base: bases[6])
player[1].addAvailableBase(base: bases[5])
player[1].addAvailableBase(base: bases[6])
player[1].addAvailableBase(base: bases[7])
for base in player{
for availableBase in base.availableBases{
addLine(base1: base, base2: availableBase)
}
}
for base in bases{
for availableBase in base.availableBases{
addLine(base1: base, base2: availableBase)
}
}
}
func touchDown(atPoint pos : CGPoint) {
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
print("hit")
let locationUser = touch.location(in: self)
if atPoint(locationUser) == menu {
menu.removeFromParent()
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
print("hit")
let locationUser = touch.location(in: self)
if atPoint(locationUser) == player[1]{
player[1].position = locationUser
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
let maxX = self.size.width
let midY = self.size.height / 2
player[1].position = CGPoint(x: maxX * 0.9, y: midY)
}
func didBegin(_ contact: SKPhysicsContact) {
self.addChild(menu)
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
}
override func update(_ currentTime: TimeInterval) {
}
}