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AeonCreatureNode.swift
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AeonCreatureNode.swift
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//
// AeonCreatureNode.swift
// Aeon Garden
//
// Created by Bradley Root on 9/30/17.
// Copyright © 2017 Brad Root. All rights reserved.
//
// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0. If a copy of the MPL was not distributed with this
// file, You can obtain one at http://mozilla.org/MPL/2.0/.
import SpriteKit
class AeonCreatureNode: SKNode, Updatable {
let uuid: UUID
var selectionRing: SKSpriteNode = SKSpriteNode(texture: selectionTexture)
// MARK: - Creature Details
public let firstName: String
public var lastName: String
public var fullName: String
// MARK: - Inheritable Traits
public var limbOne: AeonLimbNode
public var limbTwo: AeonLimbNode
public var limbThree: AeonLimbNode
public var limbFour: AeonLimbNode
public var movementSpeed: CGFloat = 1
public var turnSpeed: CGFloat = 650
public var sizeModififer: CGFloat = 1
public let primaryHue: CGFloat
// MARK: - User Settings
public var isFavorite: Bool = false
// MARK: - Current Focus
public private(set) weak var currentTarget: SKNode?
// MARK: - Health
public private(set) var currentHealth: CGFloat = randomCGFloat(min: 100, max: 200) {
didSet {
if currentHealth <= 0 {
die()
}
}
}
public var lifeTime: CGFloat = 0
// MARK: - Brain
private var brain: AeonCreatureBrain?
internal var lastUpdateTime: TimeInterval = 0
// MARK: - Creation
required init?(coder _: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
init(with creatureStruct: Creature) {
firstName = creatureStruct.firstName
lastName = creatureStruct.lastName
fullName = "\(firstName) \(lastName)"
limbOne = AeonLimbNode(with: creatureStruct.limbs[0])
limbTwo = AeonLimbNode(with: creatureStruct.limbs[1])
limbThree = AeonLimbNode(with: creatureStruct.limbs[2])
limbFour = AeonLimbNode(with: creatureStruct.limbs[3])
let hues: [CGFloat] = [limbOne.hue, limbTwo.hue, limbThree.hue, limbFour.hue]
primaryHue = getAverageHue(hues)
brain = AeonCreatureBrain()
movementSpeed = CGFloat(creatureStruct.movementSpeed)
sizeModififer = CGFloat(creatureStruct.sizeModifier)
turnSpeed = CGFloat(creatureStruct.turnSpeed)
uuid = creatureStruct.uuid
super.init()
brain?.delegate = self
addChild(limbOne)
addChild(limbTwo)
addChild(limbThree)
addChild(limbFour)
limbOne.position = CGPoint(
x: CGFloat(creatureStruct.limbs[0].positionX),
y: CGFloat(creatureStruct.limbs[0].positionY)
)
limbTwo.position = CGPoint(
x: CGFloat(creatureStruct.limbs[1].positionX),
y: CGFloat(creatureStruct.limbs[1].positionY)
)
limbThree.position = CGPoint(
x: CGFloat(creatureStruct.limbs[2].positionX),
y: CGFloat(creatureStruct.limbs[2].positionY)
)
limbFour.position = CGPoint(
x: CGFloat(creatureStruct.limbs[3].positionX),
y: CGFloat(creatureStruct.limbs[3].positionY)
)
setupBodyPhysics()
setScale(CGFloat(creatureStruct.sizeModifier))
brain?.startThinking()
brain?.currentState = .living
}
init(withPrimaryHue primaryHue: CGFloat) {
firstName = AeonNameGenerator.shared.returnFirstName()
lastName = AeonNameGenerator.shared.returnLastName()
fullName = "\(firstName) \(lastName)"
self.primaryHue = primaryHue
// Create limbs
limbOne = AeonLimbNode(withPrimaryHue: primaryHue) // the "head"
limbTwo = AeonLimbNode(withPrimaryHue: primaryHue)
limbThree = AeonLimbNode(withPrimaryHue: primaryHue)
limbFour = AeonLimbNode(withPrimaryHue: primaryHue)
brain = AeonCreatureBrain()
uuid = UUID()
super.init()
brain?.delegate = self
movementSpeed = randomCGFloat(min: 7, max: 12)
sizeModififer = randomCGFloat(min: 0.7, max: 1.4)
turnSpeed = randomCGFloat(min: 550, max: 750)
setupLimbs()
setupBodyPhysics()
brain?.startThinking()
}
init(withParents parents: [AeonCreatureNode]) {
if parents.count < 2 {
fatalError("Virgin births are not allowed.")
}
firstName = AeonNameGenerator.shared.returnFirstName()
lastName = parents.randomElement()!.lastName
fullName = "\(firstName) \(lastName)"
limbOne = AeonLimbNode(withLimb: parents.randomElement()!.limbOne)
limbTwo = AeonLimbNode(withLimb: parents.randomElement()!.limbTwo)
limbThree = AeonLimbNode(withLimb: parents.randomElement()!.limbThree)
limbFour = AeonLimbNode(withLimb: parents.randomElement()!.limbFour)
let hues: [CGFloat] = [limbOne.hue, limbTwo.hue, limbThree.hue, limbFour.hue]
primaryHue = getAverageHue(hues)
brain = AeonCreatureBrain()
movementSpeed = parents.randomElement()!.movementSpeed * randomCGFloat(min: 0.95, max: 1.05)
sizeModififer = parents.randomElement()!.sizeModififer * randomCGFloat(min: 0.95, max: 1.05)
turnSpeed = parents.randomElement()!.turnSpeed * randomCGFloat(min: 0.95, max: 1.05)
uuid = UUID()
super.init()
brain?.delegate = self
setupLimbs()
setupBodyPhysics()
brain?.startThinking()
}
fileprivate func setupLimbs() {
// Place limbs on body
addChild(limbOne)
addChild(limbTwo)
addChild(limbThree)
addChild(limbFour)
// Position limbs on body
limbOne.position = CGPoint(x: 0, y: randomInteger(min: 8, max: 12))
limbTwo.position = CGPoint(x: randomInteger(min: 7, max: 10), y: 0)
limbThree.position = CGPoint(x: 0, y: -randomInteger(min: 7, max: 10))
limbFour.position = CGPoint(x: -randomInteger(min: 7, max: 10), y: 0)
}
private func setupBodyPhysics() {
physicsBody = SKPhysicsBody(circleOfRadius: 16)
physicsBody?.categoryBitMask = CollisionTypes.creature.rawValue
physicsBody?.collisionBitMask = CollisionTypes.creature.rawValue | CollisionTypes.food.rawValue
physicsBody?.contactTestBitMask = CollisionTypes.creature.rawValue | CollisionTypes.food.rawValue
physicsBody?.affectedByGravity = false
physicsBody?.restitution = 0.8
physicsBody?.friction = 0.1
physicsBody?.mass = 1
physicsBody?.linearDamping = 0.5
physicsBody?.angularDamping = 1
let underShadow = SKSpriteNode(texture: shadowTexture)
underShadow.size = CGSize(width: 40, height: 40)
underShadow.setScale(1.2)
underShadow.alpha = 0.2
addChild(underShadow)
name = fullName
zPosition = 2
beginWiggling()
}
// MARK: - Sensory Data
func getCurrentState() -> String {
return brain?.currentState.rawValue ?? "Newborn"
}
func getNodes() -> [SKNode] {
return scene?.children ?? []
}
func distance(point: CGPoint) -> CGFloat {
return CGFloat(hypotf(Float(point.x - position.x), Float(point.y - position.y)))
}
func angleBetween(pointOne: CGPoint, andPointTwo pointTwo: CGPoint) -> CGFloat {
let xdiff = (pointTwo.x - pointOne.x)
let ydiff = (pointTwo.y - pointOne.y)
let rad = atan2(ydiff, xdiff)
return rad - (CGFloat.pi / 2) // convert from atan's right-pointing zero to CG's up-pointing zero
}
// MARK: - Locomotion
func move() {
if let toCGPoint = currentTarget?.position {
// Thrust
let radianFactor: CGFloat = CGFloat.pi / 180
let rotationInDegrees = zRotation / radianFactor
let newRotationDegrees = rotationInDegrees + 90
let newRotationRadians = newRotationDegrees * radianFactor
var adjustedMovementSpeed = movementSpeed
let distanceToTarget = distance(point: toCGPoint)
if currentTarget is AeonCreatureNode || currentTarget is AeonFoodNode {
if distanceToTarget < 150 {
adjustedMovementSpeed *= 0.80
} else if distanceToTarget < 75 {
adjustedMovementSpeed *= 0.5
} else if distanceToTarget < 30 {
adjustedMovementSpeed *= 0.02
}
}
let thrustVector: CGVector = CGVector(
dx: cos(newRotationRadians) * adjustedMovementSpeed,
dy: sin(newRotationRadians) * adjustedMovementSpeed
)
physicsBody?.applyForce(thrustVector)
// Rotation
var goalAngle = angleBetween(pointOne: position, andPointTwo: toCGPoint)
var creatureAngle = atan2(physicsBody!.velocity.dy, physicsBody!.velocity.dx) - (CGFloat.pi / 2)
creatureAngle = convertRadiansToPi(creatureAngle)
goalAngle = convertRadiansToPi(goalAngle)
let angleDifference = convertRadiansToPi(goalAngle - creatureAngle)
let angleDivisor: CGFloat = turnSpeed
physicsBody?.applyTorque(angleDifference / angleDivisor)
}
}
// MARK: - Animations
func beginWiggling() {
for case let child as AeonLimbNode in children {
child.beginWiggling()
}
}
func endWiggling() {
for case let child as AeonLimbNode in children {
child.endWiggling()
}
}
fileprivate func bounceAnimation() {
let currentSize = (xScale + yScale) / 2
let scaleDown = SKAction.scale(to: currentSize * 0.9, duration: 0.2)
let scaleBounce = SKAction.scale(to: currentSize * 1.05, duration: 0.3)
let scaleBounceIn = SKAction.scale(to: currentSize * 0.95, duration: 0.2)
let scaleBounceBack = SKAction.scale(to: currentSize, duration: 0.2)
let scaleSequence = SKAction.sequence([scaleDown, scaleBounce, scaleBounceIn, scaleBounceBack])
run(scaleSequence)
}
fileprivate func createBubbleTrail() {
// Create bubble trail
if let emitter = AeonFileGrabber.shared.getSKEmitterNode(named: "AeonCreatureBubbleTrail") {
emitter.particleTexture = triangleTexture
emitter.name = "AeonCreatureBubbleTrail.sks"
emitter.isUserInteractionEnabled = false
emitter.zPosition = 1
emitter.targetNode = scene
let scaleSequence = SKKeyframeSequence(
keyframeValues: [0.1, 0.25, 0.50, 0.75, 1],
times: [0, 0.50, 0.70, 0.90, 1]
)
let alphaSequence = SKKeyframeSequence(
keyframeValues: [0.5, 0.6, 0.5, 0.3, 0.15, 0],
times: [0, 0.25, 0.5, 0.75, 0.9, 1]
)
emitter.particleAlphaSequence = alphaSequence
emitter.particleScaleSequence = scaleSequence
addChild(emitter)
}
}
// MARK: - Lifecycle
func update(_ currentTime: TimeInterval) {
if lastUpdateTime == 0 { lastUpdateTime = currentTime }
let deltaTime = currentTime - lastUpdateTime
let correctedDeltaTime = deltaTime > 1 ? 1 : deltaTime
if correctedDeltaTime >= 1, currentHealth > 0 {
currentHealth -= CGFloat(correctedDeltaTime)
lifeTime += CGFloat(correctedDeltaTime)
lastUpdateTime = currentTime
}
brain?.update(currentTime)
if currentHealth > 0 {
move()
}
}
func scaleAnimation() {
setScale(0.1)
let birthAction = SKAction.scale(to: sizeModififer, duration: 30)
run(birthAction)
}
func born() {
brain?.printThought("Lo! Consciousness", emoji: "👼")
createBubbleTrail()
}
func die() {
brain?.die()
currentTarget = nil
removeAllActions()
physicsBody!.contactTestBitMask = 0
endWiggling()
zPosition = 0
let fadeOut = SKAction.fadeAlpha(to: 0, duration: 10)
let shrinkOut = SKAction.scale(to: 0, duration: 10)
run(SKAction.group([fadeOut, shrinkOut]), completion: {
if let mainScene = self.scene as? AeonTankScene {
mainScene.deathCount += 1
if mainScene.selectedCreature == self {
mainScene.selectedCreature = nil
}
}
if let scene = self.parent as? AeonTankScene {
scene.removeChild(self)
}
})
}
func wounded() {
currentTarget = nil
currentHealth /= 2
printThought("Ouch!", emoji: "🤕")
}
func mated() {
currentTarget = nil
currentHealth /= 2
printThought("That was nice!", emoji: "🥰")
brain?.mated()
bounceAnimation()
}
func fed(restorationAmount: CGFloat) {
currentHealth += restorationAmount
printThought("Yum!", emoji: "🍽")
AeonSoundManager.shared.play(.creatureEat, onNode: self)
brain?.fed(restorationAmount: restorationAmount)
bounceAnimation()
}
func lifeTimeFormattedAsString() -> String {
let minutes: Double = round(Double(lifeTime / 60) * 10) / 10
let hours: Double = round(minutes / 60 * 10) / 10
if minutes < 60 {
return "\(minutes) Minutes"
} else {
return "\(hours) Hours"
}
}
}
// MARK: - Brain Delegate
extension AeonCreatureNode: AeonCreatureBrainDelegate {
func getCurrentHealth() -> CGFloat {
return currentHealth
}
func getFoodNodes() -> [AeonFoodNode] {
var foodArray: [AeonFoodNode] = []
let nodes = getNodes()
for case let child as AeonFoodNode in nodes {
foodArray.append(child)
}
return foodArray
}
func getEligibleMates() -> [AeonCreatureNode] {
var mateArray: [AeonCreatureNode] = []
let nodes = getNodes()
for case let child as AeonCreatureNode in nodes where
child != self {
mateArray.append(child)
}
return mateArray
}
func getEligiblePlayMates() -> [AeonBubbleNode] {
var playMates: [AeonBubbleNode] = []
let nodes = getNodes()
for child in nodes where
child is AeonBubbleNode {
playMates.append(child as! AeonBubbleNode)
}
return playMates
}
func setCurrentTarget(node: SKNode?) {
currentTarget = node
}
func getDistance(toNode node: SKNode) -> CGFloat {
return distance(point: node.position)
}
/// Rate mate based on similarity of hue
func rateMate(_ mate: AeonCreatureNode) -> CGFloat {
let similarHue = min(
abs(mate.primaryHue - primaryHue),
360 - abs(mate.primaryHue - primaryHue)
)
let distance = self.getDistance(toNode: mate)
return similarHue + (distance / 2)
}
func printThought(_ message: String, emoji: String?) {
Log.info("\(emoji ?? "💭") \(fullName) (\(Int(currentHealth))): \(message)")
}
}
extension AeonCreatureNode: Selectable {
func setupSelectionRing() {
if childNode(withName: "selectionRing") == nil {
selectionRing.name = "selectionRing"
addChild(selectionRing)
selectionRing.position = CGPoint(x: 0, y: 2)
selectionRing.zPosition = -3
}
}
func displaySelectionRing(withColor color: SKColor) {
setupSelectionRing()
selectionRing.color = color
selectionRing.colorBlendFactor = 1
selectionRing.alpha = 1
}
func hideSelectionRing() {
if let ring = childNode(withName: "selectionRing") {
removeChildren(in: [ring])
}
}
}