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GameScene.swift
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GameScene.swift
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//
// GameScene.swift
// TileMapExamples
//
// Created by Julian Arias Maetschl on 08-03-20.
// Copyright © 2020 Maetschl. All rights reserved.
//
import SpriteKit
import GameplayKit
class GameScene: SKScene {
private var tileMap : SKTileMapNode!
override func didMove(to view: SKView) {
self.tileMap = childNode(withName: "tileMap") as? SKTileMapNode
setOneBodyForAllNodes()
self.tileMap.alpha = 0.2
}
func setBodyPerNode() {
let tileSize = self.tileMap.tileSize
for row in 1...self.tileMap.numberOfRows {
for col in 1...self.tileMap.numberOfColumns {
if row == col {
let node = SKSpriteNode(color: .lightGray, size: tileSize)
node.position = CGPoint(x: CGFloat(col-2)*tileSize.width, y: CGFloat(row-2)*tileSize.height)
node.physicsBody = SKPhysicsBody(rectangleOf: tileSize)
node.physicsBody?.affectedByGravity = false
addChild(node)
}
}
}
}
func setOneBodyForAllNodes() {
let tileSize = self.tileMap.tileSize
let baseNode = SKNode()
for row in 1...self.tileMap.numberOfRows {
for col in 1...self.tileMap.numberOfColumns {
if row == col {
let node = SKSpriteNode(color: .lightGray, size: tileSize)
node.position = CGPoint(x: CGFloat(col-2)*tileSize.width, y: CGFloat(row-2)*tileSize.height)
node.physicsBody = SKPhysicsBody(rectangleOf: tileSize)
baseNode.addChild(node)
}
}
}
debugPrint(baseNode.children.compactMap({ $0.physicsBody }))
baseNode.physicsBody = SKPhysicsBody(bodies: baseNode.children.compactMap({ $0.physicsBody }))
baseNode.physicsBody?.affectedByGravity = false
self.addChild(baseNode)
}
func touchDown(atPoint pos : CGPoint) {
var color: SKColor = .black
let tileRowIndex = tileMap.tileRowIndex(fromPosition: pos)
let tileColumnIndex = tileMap.tileColumnIndex(fromPosition: pos)
debugPrint("Click on: \(tileRowIndex),\(tileColumnIndex)")
if tileMap.contains(pos) {
// red
} else {
color = .white
}
let node = SKSpriteNode(color: color, size: CGSize(width: 15, height: 15))
node.position = pos
addChild(node)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}