/
GameScene.swift
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/
GameScene.swift
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//
// GameScene.swift
// FingersRevenge
//
// Created by Austin Willoughby on 9/22/16
// Copyright © 2016 Austin Willoughby / Peter Lockhart. All rights reserved.
//
import Foundation
import SpriteKit
import GameplayKit
class GameScene: SKScene, UIGestureRecognizerDelegate, SKPhysicsContactDelegate {
// MARK: - ivars -
var levelNum:Int
var totalScore:Int
let sceneManager:GameViewController
var playableRect = CGRect.zero
var totalSprites = 0
var playerSprite = PlayerSprite(size: CGSize(width: 200, height: 200), lineWeight: 10, strokeColor: SKColor.white, fillColor: SKColor.lightGray)
let scoreLabel = SKLabelNode(fontNamed: GameData.font.mainFont)
let pauseLabel = SKLabelNode(fontNamed: GameData.font.mainFont)
let shootLabel = SKLabelNode(fontNamed: GameData.font.mainFont)
var screenBlocker: RectangleSprite
var tap:UITapGestureRecognizer = UITapGestureRecognizer()
var pan:UIPanGestureRecognizer = UIPanGestureRecognizer()
var lastUpdateTime: TimeInterval = 0
var dt: TimeInterval = 0
var spritesMoving = true
//obstacle spawning ivars
var obstacleInterval = 1.5
var obstacleSpawnTimer = 1.5
var tapCount = 0 // 3 taps and the game is over!
var previousPanX:CGFloat = 0.0
var playerTouch:UITouch?
var levelManager:LevelManager
var endlessChunkOffset:CGFloat = 50.0
var finishHasSpawned: Bool = false
private var shaders = [SKShader]()
private var shaderTitles = [String]()
var shaderIndex:Int = 0
var chunkCount:Int = 0
var maxChunks:Int = 20
var healthBar:SKSpriteNode = SKSpriteNode(texture: SKTexture(image: #imageLiteral(resourceName: "ThreeHealth")))
var playerHealth:Int = 3{
didSet{
switch playerHealth{
case 0:
healthBar.removeFromParent()
case 1:
healthBar.texture = SKTexture(image: #imageLiteral(resourceName: "OneHealth"))
case 2:
healthBar.texture = SKTexture(image: #imageLiteral(resourceName: "TwoHealth"))
default:
healthBar.texture = SKTexture(image: #imageLiteral(resourceName: "ThreeHealth"))
}
}
}
// MARK: - ivars with observers -
var levelScore:Int = 0{
didSet
{
if levelScore < 0{
levelScore = 0
}
scoreLabel.text = "Score: \(levelScore)"
totalScore = totalScore + 1
}
}
// MARK: - Initialization -
init(size: CGSize, scaleMode:SKSceneScaleMode, levelNum:Int, totalScore:Int, sceneManager:GameViewController){
self.levelNum = levelNum
self.totalScore = totalScore
self.sceneManager = sceneManager
levelManager = LevelManager()
screenBlocker = RectangleSprite(size: playableRect.size, fillColor: SKColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 0.6), strokeColor: SKColor.clear)
super.init(size: size)
self.scaleMode = scaleMode
}
required init?(coder aDecoder: NSCoder){
fatalError("init(coder:) has not been implemented")
}
func panDetected(_ sender:UIPanGestureRecognizer) {
//Handle gesture recognition
sender.maximumNumberOfTouches = 1; // programming
if sender.state == .began{
var touchLocation = sender.location(in: sender.view)
touchLocation = self.convertPoint(fromView: touchLocation)
let touchedNodes = self.nodes(at: touchLocation)
for sprite in touchedNodes{
if let name = sprite.name{
if name == "player"
{
playerSprite.changeColor(strokeColor: SKColor.clear, fillColor: SKColor.clear)
setPauseState(gamePaused: false)
}
}
}
}
if(sender.state == .changed){
if(playerSprite.canMove)
{
var touchLocation = sender.location(in: sender.view)
touchLocation = self.convertPoint(fromView: touchLocation)
playerSprite.position = touchLocation
}
}
if(sender.state == .ended){
playerSprite.changeColor(strokeColor: SKColor.white, fillColor: SKColor.lightGray)
setPauseState(gamePaused: true)
}
}
//handle tapping
func tapDetected(_ sender:UITapGestureRecognizer){
if spritesMoving == true{
if sender.state == .ended{
var touchLocation = sender.location(in: sender.view)
touchLocation = self.convertPoint(fromView: touchLocation)
let s = ProjectileSprite(size: SKTexture(image: #imageLiteral(resourceName: "NailClipping")).size())
s.name = "projectile"
s.position = playerSprite.position
s.zPosition = CGFloat(-1)
let offset = touchLocation - s.position
addChild(s)
let direction = offset.normalized()
let shootAmount = direction * 2300
let realDest = shootAmount + s.position
s.rotateToDirection(dest: realDest)
let actionMove = SKAction.move(to: realDest, duration: 0.5)
let actionMoveDone = SKAction.removeFromParent()
s.run(SKAction.sequence([actionMove, actionMoveDone]))
self.levelScore -= 1
playNailClip()
}
}
}
func setPauseState(gamePaused: Bool){
spritesMoving = !gamePaused
playerSprite.canMove = !gamePaused
enumerateChildNodes(withName: "projectile", using:{
node, stop in
let d = node as! ProjectileSprite
d.isPaused = gamePaused
})
if(gamePaused == true){
if(playerSprite.position.y > playableRect.maxY - 500)
{
pauseLabel.position.x = playableRect.maxX / 2
pauseLabel.position.y = playerSprite.position.y - 225
}
else{
pauseLabel.position.x = playableRect.maxX / 2
pauseLabel.position.y = playerSprite.position.y + 225
}
pauseLabel.fontColor = SKColor.lightGray
screenBlocker.fillColor = SKColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 0.6)
}
else{
shootLabel.isHidden = true
pauseLabel.text = "Move Diamond to Resume"
screenBlocker.fillColor = SKColor.clear
pauseLabel.fontColor = SKColor.clear
}
}
// MARK: - Lifecycle -
override func didMove(to view: SKView){
setupUI()
//Set up everything on the screen
tap = UITapGestureRecognizer(target: self, action: #selector(tapDetected))
tap.delegate = self
pan = UIPanGestureRecognizer(target: self, action: #selector(panDetected))
pan.delegate = self
view.addGestureRecognizer(pan)
view.addGestureRecognizer(tap)
physicsWorld.gravity = CGVector(dx: 0, dy: 0)
physicsWorld.contactDelegate = self
playerSprite.position = CGPoint(x: size.width/2, y:size.height/2)
playerSprite.zPosition = 3
playerSprite.name = "player"
playerSprite.physicsBody = SKPhysicsBody.init(polygonFrom: playerSprite.path!)
playerSprite.physicsBody?.isDynamic = true
playerSprite.physicsBody?.categoryBitMask = CollisionMask.player
playerSprite.physicsBody?.contactTestBitMask = CollisionMask.wall | CollisionMask.finish | CollisionMask.gate | CollisionMask.unbreakable
playerSprite.physicsBody?.collisionBitMask = CollisionMask.none
addChild(playerSprite)
pauseLabel.fontColor = SKColor.lightGray
pauseLabel.fontSize = GameData.hud.fontSize * 1.3
pauseLabel.verticalAlignmentMode = .center
pauseLabel.horizontalAlignmentMode = .center
pauseLabel.text = "Move Diamond to Begin"
pauseLabel.position = playerSprite.position
pauseLabel.position.y = pauseLabel.position.y + 425
pauseLabel.zPosition = 2
addChild(pauseLabel)
shootLabel.fontColor = SKColor.lightGray
shootLabel.fontSize = GameData.hud.fontSize * 0.9
shootLabel.verticalAlignmentMode = .center
shootLabel.horizontalAlignmentMode = .center
shootLabel.text = "Tap With Second Finger to Shoot"
shootLabel.position = playerSprite.position
shootLabel.position.y = pauseLabel.position.y - 50
shootLabel.zPosition = 2
addChild(shootLabel)
screenBlocker = RectangleSprite(size: playableRect.size, fillColor: SKColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 0.6), strokeColor: SKColor.clear)
screenBlocker.zPosition = 1
screenBlocker.position = CGPoint(x: size.width/2, y:size.height/2)
addChild(screenBlocker)
let background = SKSpriteNode(color: UIColor.black, size: CGSize(width: self.size.width, height: self.size.height))
//background.anchorPoint = CGPoint(x: 0.5, y: 0.5)
background.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
background.zPosition = -10
background.name = "background"
addChild(background)
loadShaders()
applyShaders()
setPauseState(gamePaused: true)
}
deinit{
// TODO: Clean up resources, timers, listeners, etc . . .
}
// MARK: - Helpers -
private func setupUI(){
playableRect = getPlayableRectPhonePortrait(size: size)
let marginH = GameData.hud.marginH
let marginV = GameData.hud.marginV
backgroundColor = GameData.hud.backgroundColor
healthBar.anchorPoint = CGPoint(x: 0, y: 1)
healthBar.position = CGPoint(x: 0, y: playableRect.height)
healthBar.zPosition = 2
addChild(healthBar)
scoreLabel.fontColor = GameData.hud.fontColorWhite
scoreLabel.fontSize = GameData.hud.fontSize
scoreLabel.verticalAlignmentMode = .top
scoreLabel.horizontalAlignmentMode = .left
// next 2 lines calculate the max width of scoreLabel
scoreLabel.text = "Score: 0000"
let scoreLabelWidth = scoreLabel.frame.size.width
// here is the starting text of scoreLabel
scoreLabel.text = "Score: \(levelScore)"
scoreLabel.position = CGPoint(x: playableRect.maxX - scoreLabelWidth - marginH,y: playableRect.maxY - marginV)
scoreLabel.zPosition = 2
addChild(scoreLabel)
//If the game is stil progressing, load the right level. Otherwise start the first chunk of endless
if(GameData.level >= 0){
//Endless start
chunkCount += 1
var level:[RectangleSprite] = levelManager.randomChunk(currentChunk: chunkCount, endChunk: maxChunks)
for i in 0 ..< level.count{
addChild(level[i])
}
}
else{
var level:[RectangleSprite] = levelManager.loadMap(map: levelManager.getLevelAtIndex(index: GameData.level))
for i in 0 ..< level.count{
addChild(level[i])
}
}
}
//Calculate time since last cycle
func calculateDeltaTime(currentTime: TimeInterval){
if lastUpdateTime > 0 {
dt = currentTime - lastUpdateTime
}
else{
dt = 0
}
lastUpdateTime = currentTime
}
//Move all of the sprites
func moveSprites(dt:CGFloat){
if spritesMoving{
enumerateChildNodes(withName: "projectile", using: {
node, stop in
let s = node as! ProjectileSprite
s.update(dt: dt)
})
var offTopCount:Int = 0
enumerateChildNodes(withName: "obstacle", using: {
node, stop in
let o = node as! RectangleSprite
o.update(dt: dt)
if o.position.y > self.size.height - self.endlessChunkOffset
{
offTopCount += 1
}
if o.elementID == "F"{
self.finishHasSpawned = true
}
})
if offTopCount <= 0 && !finishHasSpawned{
chunkCount += 1
var level:[RectangleSprite] = levelManager.randomChunk(currentChunk: chunkCount, endChunk: maxChunks)
for i in 0 ..< level.count{
addChild(level[i])
}
}
}
}
//Unpause actions
func unpauseSprites (){
let unpauseAction = SKAction.sequence([
SKAction.wait(forDuration: 0.5),
SKAction.run({self.spritesMoving = true})
])
run(unpauseAction)
}
// MARK: - Events -
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
}
// MARK: - Actions -
func gestureRecognizer(_ gestureRecognizer:UIGestureRecognizer, shouldRecognizeSimultaneouslyWith: UIGestureRecognizer) -> Bool{
return (gestureRecognizer == tap && shouldRecognizeSimultaneouslyWith == pan)
}
func projectileDidCollideWithWall(projectile: ProjectileSprite, wall: RectangleSprite){
projectile.removeFromParent()
wall.removeFromParent()
}
//Checking collisions
func didBegin(_ contact: SKPhysicsContact) {
var firstBody: SKPhysicsBody
var secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
//Projectile Collision with Destructible Rect
if((firstBody.categoryBitMask == CollisionMask.wall) && (secondBody.categoryBitMask == CollisionMask.projectile)){
if firstBody.node != nil && secondBody.node != nil{
let rectangleNode = firstBody.node as! RectangleSprite
let projectileNode = secondBody.node as! ProjectileSprite
if(!projectileNode.hit)
{
rectangleNode.takeDamage()
}
projectileNode.hit = true
projectileNode.removeFromParent()
}
}
//Projectile with Button
if((firstBody.categoryBitMask == CollisionMask.button) && (secondBody.categoryBitMask == CollisionMask.projectile)){
if firstBody.node != nil && secondBody.node != nil{
let rectangleNode = firstBody.node as! RectangleSprite
let projectileNode = secondBody.node as! ProjectileSprite
if(!projectileNode.hit)
{
rectangleNode.destroyGates()
rectangleNode.takeDamage()
rectangleNode.takeDamage()
}
projectileNode.hit = true
projectileNode.removeFromParent()
}
}
//Projectile with Gate
if((firstBody.categoryBitMask == CollisionMask.gate || firstBody.categoryBitMask == CollisionMask.unbreakable) && (secondBody.categoryBitMask == CollisionMask.projectile))
{
if(secondBody.node != nil)
{
let projectileNode = secondBody.node as! ProjectileSprite
projectileNode.hit = true
projectileNode.removeFromParent()
}
}
//Player collides with obstacles
if((firstBody.categoryBitMask == CollisionMask.wall || firstBody.categoryBitMask == CollisionMask.gate || firstBody.categoryBitMask == CollisionMask.unbreakable) && (secondBody.categoryBitMask == CollisionMask.player)){
playerHealth -= 1
if(playerHealth <= 0)
{
sceneManager.loadGameOverScene(results: LevelResults(levelNum: self.levelNum, levelScore: self.levelScore, totalScore: self.totalScore, msg: ""))
}
else{
let wallNode = firstBody.node as! RectangleSprite
wallNode.removeFromParent()
}
}
//Player Colliding with Finish Line
if((firstBody.categoryBitMask == CollisionMask.player) && (secondBody.categoryBitMask == CollisionMask.finish)){
GameData.level += 1
sceneManager.loadLevelFinishScene(results: LevelResults(levelNum: self.levelNum, levelScore: self.levelScore, totalScore: self.totalScore, msg: ""))
}
}
// MARK: - Game Loop -
override func update(_ currentTime: TimeInterval){
calculateDeltaTime(currentTime: currentTime)
arrayOfPlayers=arrayOfPlayers.filter(){$0.isPlaying}
if spritesMoving {
moveSprites(dt: CGFloat(dt))
if spritesMoving{
obstacleSpawnTimer = obstacleSpawnTimer - dt
if(obstacleSpawnTimer <= 0)
{
levelScore += 100
obstacleSpawnTimer = obstacleInterval
}
}
}
}
// MARK: - Shaders -
func loadShaders(){
// create shaders
let shaderNames = ["pixelation"]
for name in shaderNames{
shaders.append(SKShader(fileNamed: name))
shaderTitles.append(name)
}
}
func applyShaders(){
if let background = childNode(withName: "background"){
let currentShader = shaders[shaderIndex]
let spriteSize = vector_float2(Float(background.frame.size.width),Float(background.frame.size.height))
currentShader.uniforms = [SKUniform(name: "u_sprite_size", vectorFloat2: spriteSize)]
(background as! SKSpriteNode).shader = currentShader
print("if let succeeded")
}
//let frame = self.frame
//createToast(text: shaderTitles[index], color:UIColor.red, location: CGPoint(x:frame.midX,y:frame.midY * 1.25))
}
}