/
GameScene.swift
executable file
·216 lines (162 loc) · 7.64 KB
/
GameScene.swift
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//
// GameScene.swift
// Orbit 7
//
// Created by Aaron Ackerman on 1/17/15.
// Copyright (c) 2015 Mav3r1ck. All rights reserved.
//
import SpriteKit
import AVFoundation
class GameScene: SKScene {
var audioPlayer = AVAudioPlayer()
var audioPlayerTwo = AVAudioPlayer()
var playerScore = 0
var playerlife = 3
let playerScorelabel = SKLabelNode()
var gameLevelLable = SKLabelNode()
//Player Life Images
let playerLifeImage1 = SKSpriteNode(imageNamed: "playerlife.png")
let playerLifeImage2 = SKSpriteNode(imageNamed: "playerlife.png")
let playerLifeImage3 = SKSpriteNode(imageNamed: "playerlife.png")
override func didMoveToView(view: SKView) {
var alertSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("Spiraling",ofType: "wav")!)
var error:NSError?
audioPlayerTwo = AVAudioPlayer(contentsOfURL: alertSound, error: &error)
audioPlayerTwo.prepareToPlay()
audioPlayerTwo.play()
audioPlayerTwo.numberOfLoops = -1
// Set background Color
backgroundColor = SKColor(red: 0/255, green: 0/255, blue: 0/255, alpha: 1)
// Player Score
playerScorelabel.fontName = "DIN Condensed"
playerScorelabel.fontSize = 28
playerScorelabel.fontColor = SKColor.whiteColor()
playerScorelabel.position = CGPoint(x: size.width/10.0, y: size.height/1.09)
playerScorelabel.text = "Score: \(playerScore)"
addChild(playerScorelabel)
// Level Label
gameLevelLable.fontName = "DIN Condensed"
gameLevelLable.fontSize = 28
gameLevelLable.fontColor = SKColor.whiteColor()
gameLevelLable.position = CGPoint(x: size.width/2, y: size.height/1.09)
gameLevelLable.text = gamelvlLable
addChild(gameLevelLable)
// Player Life Image locations
playerLifeImage1.position = CGPoint(x: size.width/1.10, y: size.height/1.08)
addChild(playerLifeImage1)
playerLifeImage2.position = CGPoint(x: size.width/1.075, y: size.height/1.08)
addChild(playerLifeImage2)
playerLifeImage3.position = CGPoint(x: size.width/1.05, y: size.height/1.08)
addChild(playerLifeImage3)
//alert!
showPauseAlert()
//Background Stars * * *
let stars = SKEmitterNode(fileNamed: "Stars")
stars.position = CGPointMake(400, 200)
addChild(stars)
//Func Add Squares
runAction(SKAction.repeatActionForever(SKAction.sequence([SKAction.runBlock(addNodeToScene),SKAction.waitForDuration(0.9)])
))
}
@objc private func addNodeToScene() {
let radius: CGFloat = 50
let node = Shape.randomShape().createSpriteNode()
let randomY = radius + CGFloat(arc4random_uniform(UInt32(frame.height - radius * 2)))
let initialPosition = CGPoint(x: frame.width + radius, y: randomY)
node.position = initialPosition
addChild(node)
let objectspeed = NSTimeInterval(arc4random_uniform(gameSpeed!))
let endPosition = CGPoint(x: -radius, y: initialPosition.y)
let action = SKAction.moveTo(endPosition, duration: objectspeed)
node.runAction(action) {
node.removeFromParent()
}
if playerlife < 1 {
let loseAction = SKAction.runBlock() {
let reveal = SKTransition.fadeWithDuration(0.1)
let gameOverScene = GameOverScene(size: self.size, won: false)
self.view?.presentScene(gameOverScene, transition: reveal)
self.audioPlayerTwo.stop()
}
node.runAction(SKAction.sequence([loseAction]))
}
}
// Adding Touches
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let location = (touches.first as? UITouch)?.locationInNode(self)
let node = self.nodeAtPoint(location!)
// Particles
func explosion() {
// Effects
let sparkEmmiter = SKEmitterNode(fileNamed: "ParticleFire.sks")
sparkEmmiter.name = "Fire"
sparkEmmiter.position = location!
sparkEmmiter.targetNode = self
sparkEmmiter.particleLifetime = 1
self.addChild(sparkEmmiter)
// Sounds
var alertSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("zapzap",ofType: "wav")!)
var error:NSError?
audioPlayer = AVAudioPlayer(contentsOfURL: alertSound, error: &error)
audioPlayer.prepareToPlay()
audioPlayer.play()
if (playerScore > gameObjective) {
let reveal = SKTransition.fadeWithDuration(0.5)
let gameOverScene = GameOverScene(size: self.size, won: true)
self.view?.presentScene(gameOverScene, transition: reveal)
audioPlayerTwo.stop()
} else if (playerScore <= -50) {
let reveal = SKTransition.fadeWithDuration(0.5)
let gameOverScene = GameOverScene(size: self.size, won: false)
self.view?.presentScene(gameOverScene, transition: reveal)
audioPlayerTwo.stop()
}
}
func playerScoreUpdate() {
playerScorelabel.text = "Score: \(playerScore)"
node.removeFromParent()
}
if let name = node.name {
var addedScore = 0
switch name {
// Circles
case Shape.RedCircle.name: addedScore = Shape.RedCircle.score
case Shape.BlueCircle.name: addedScore = Shape.BlueCircle.score
case Shape.YellowCircle.name: addedScore = Shape.YellowCircle.score
case Shape.GreenCircle.name: addedScore = Shape.GreenCircle.score
case Shape.PurpleCircle.name: addedScore = Shape.PurpleCircle.score
case Shape.BlackCircle.name: addedScore = Shape.BlackCircle.score
case Shape.Satellite.name: addedScore = Shape.Satellite.score
default: addedScore = 0
}
playerScore = playerScore + addedScore
playerScoreUpdate()
explosion()
} else {
playerlife--
if playerlife == 2 {
playerLifeImage3.hidden = true
} else if playerlife == 1 {
playerLifeImage3.hidden = true
playerLifeImage2.hidden = true
} else if playerlife == 0 {
playerLifeImage3.hidden = true
playerLifeImage2.hidden = true
playerLifeImage1.hidden = true
} else {
playerLifeImage3.hidden = false
playerLifeImage2.hidden = false
playerLifeImage1.hidden = false
}
}
}
func showPauseAlert() {
var alert = UIAlertController(title: "\(gamelvlLable)", message: "Destroy the Asteroids! & Avoid the Satellites!", preferredStyle: UIAlertControllerStyle.Alert)
alert.addAction(UIAlertAction(title: "Continue", style: UIAlertActionStyle.Default) { _ in
})
self.view?.window?.rootViewController?.presentViewController(alert, animated: true, completion: nil)
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
let dropDown = SKAction.scaleTo(1.0, duration: 0.2)
}
}