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GameScene.swift
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//
// GameScene.swift
// ExplodingMonkeys
//
// Created by Julian Moorhouse on 03/09/2019.
// Copyright © 2019 Mindwarp Consultancy Ltd. All rights reserved.
//
import GameplayKit
import SpriteKit
enum CollisionTypes: UInt32 {
case banana = 1
case building = 2
case player = 4
}
class GameScene: SKScene, SKPhysicsContactDelegate {
var buildings = [BuildingNode]()
weak var viewController: GameViewController?
var player1: SKSpriteNode!
var player2: SKSpriteNode!
var banana: SKSpriteNode!
var currentPlayer = 1
override func didMove(to view: SKView) {
backgroundColor = UIColor(hue: 0.669, saturation: 0.99, brightness: 0.67, alpha: 1)
createBuildings()
createPlayers()
physicsWorld.contactDelegate = self
}
func didBegin(_ contact: SKPhysicsContact) {
let firstBody: SKPhysicsBody
let secondBody: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
firstBody = contact.bodyA
secondBody = contact.bodyB
} else {
firstBody = contact.bodyB
secondBody = contact.bodyA
}
guard let firstNode = firstBody.node else { return }
guard let secondNode = secondBody.node else { return }
if firstNode.name == "banana" && secondNode.name == "building" {
bananaHit(building: secondNode, atPoint: contact.contactPoint)
}
if firstNode.name == "banana" && secondNode.name == "player1" {
destroy(player: player1)
}
if firstNode.name == "banana" && secondNode.name == "player2" {
destroy(player: player2)
}
}
override func update(_ currentTime: TimeInterval) {
guard banana != nil else { return }
// if off the left or right edge remove banana
if abs(banana.position.y) > 1000 {
banana.removeFromParent()
banana = nil
changePlayer()
}
}
func createBuildings() {
var currentX: CGFloat = -15
while currentX < 1024 {
let size = CGSize(width: Int.random(in: 2...4) * 40, height: Int.random(in: 300...600))
currentX += size.width + 2
let building = BuildingNode(color: .red, size: size)
// from centre
building.position = CGPoint(x: currentX - (size.width / 2), y: size.height / 2)
building.setup()
addChild(building)
buildings.append(building)
}
}
func launch(angle: Int, velocity: Int) {
let speed = Double(velocity) / 10
let radians = deg2rad(degrees: angle)
if banana != nil {
banana.removeFromParent()
banana = nil
}
banana = SKSpriteNode(imageNamed: "banana")
banana.name = "banana"
banana.physicsBody = SKPhysicsBody(circleOfRadius: banana.size.width / 2)
banana.physicsBody?.categoryBitMask = CollisionTypes.banana.rawValue
// can hit buildings or players
banana.physicsBody?.collisionBitMask = CollisionTypes.building.rawValue | CollisionTypes.player.rawValue
// can bounce off them and tell us when it does so
banana.physicsBody?.contactTestBitMask = CollisionTypes.building.rawValue | CollisionTypes.player.rawValue
// very slow / use selectively - small object
banana.physicsBody?.usesPreciseCollisionDetection = true
addChild(banana)
if currentPlayer == 1 {
// arm position of throw monkey
banana.position = CGPoint(x: player1.position.x - 30, y: player1.position.y + 40)
banana.physicsBody?.angularVelocity = -20
let raiseArm = SKAction.setTexture(SKTexture(imageNamed: "player1Throw"))
let lowerArm = SKAction.setTexture(SKTexture(imageNamed: "player"))
let pause = SKAction.wait(forDuration: 0.15)
let sequence = SKAction.sequence([raiseArm, pause, lowerArm])
player1.run(sequence)
// give banana a push to the right
let impulse = CGVector(dx: cos(radians) * speed, dy: sin(radians) * speed)
banana.physicsBody?.applyImpulse(impulse)
} else {
banana.position = CGPoint(x: player2.position.x + 30, y: player2.position.y + 40)
banana.physicsBody?.angularVelocity = 20
let raiseArm = SKAction.setTexture(SKTexture(imageNamed: "player2Throw"))
let lowerArm = SKAction.setTexture(SKTexture(imageNamed: "player"))
let pause = SKAction.wait(forDuration: 0.15)
let sequence = SKAction.sequence([raiseArm, pause, lowerArm])
player2.run(sequence)
// give banana a push to the left
let impulse = CGVector(dx: cos(radians) * -speed, dy: sin(radians) * speed)
banana.physicsBody?.applyImpulse(impulse)
}
}
func createPlayers() {
player1 = SKSpriteNode(imageNamed: "player")
player1.name = "player1"
player1.physicsBody = SKPhysicsBody(circleOfRadius: player1.size.width / 2)
// they are a player
player1.physicsBody?.categoryBitMask = CollisionTypes.player.rawValue
// bounce off bananas
player1.physicsBody?.collisionBitMask = CollisionTypes.banana.rawValue
// tell us when you hit bananas
player1.physicsBody?.contactTestBitMask = CollisionTypes.banana.rawValue
// don't let them be moved around by gravity
player1.physicsBody?.isDynamic = false
// not the building that's slightly off the screen
let player1Building = buildings[1]
player1.position = CGPoint(x: player1Building.position.x, y: player1Building.position.y + ((player1Building.size.height + player1.size.height) / 2))
addChild(player1)
player2 = SKSpriteNode(imageNamed: "player")
player2.name = "player2"
player2.physicsBody = SKPhysicsBody(circleOfRadius: player2.size.width / 2)
player2.physicsBody?.categoryBitMask = CollisionTypes.player.rawValue
player2.physicsBody?.collisionBitMask = CollisionTypes.banana.rawValue
player2.physicsBody?.contactTestBitMask = CollisionTypes.banana.rawValue
player2.physicsBody?.isDynamic = false
let player2Building = buildings[buildings.count - 2]
player2.position = CGPoint(x: player2Building.position.x, y: player2Building.position.y + ((player2Building.size.height + player2.size.height) / 2))
addChild(player2)
}
func deg2rad(degrees: Int) -> Double {
// degrees to radians
return Double(degrees) * .pi / 180
}
func bananaHit(building: SKNode, atPoint contactPoint: CGPoint) {
guard let building = building as? BuildingNode else { return }
// where on the building was hit
let buildingLocation = convert(contactPoint, to: building)
building.hit(at: buildingLocation)
if let explosion = SKEmitterNode(fileNamed: "hitBuilding") {
explosion.position = contactPoint
addChild(explosion)
}
// fix for small bug if banana hits two building at the same time, which would explode twice and would call change player twice. Node will instantly no longer be a banana with name cleared
banana.name = ""
banana.removeFromParent()
banana = nil
changePlayer()
}
func destroy(player: SKSpriteNode) {
if let explosion = SKEmitterNode(fileNamed: "hitPlayer") {
explosion.position = player.position
addChild(explosion)
}
player.removeFromParent()
banana.removeFromParent()
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
let newGame = GameScene(size: self.size)
newGame.viewController = self.viewController
self.viewController?.currentGame = newGame
self.changePlayer()
newGame.currentPlayer = self.currentPlayer
let transition = SKTransition.doorway(withDuration: 1.5)
self.view?.presentScene(newGame, transition: transition)
}
}
func changePlayer() {
if currentPlayer == 1 {
currentPlayer = 2
} else {
currentPlayer = 1
}
viewController?.activatePlayer(number: currentPlayer)
}
}