import SpriteKit
import CoreMotion
enum CollisionTypes: UInt32 {
case player = 1
case wall = 2
case star = 4
case rig = 3
}
final class GameScene: SKScene, SKPhysicsContactDelegate {
private var player: SKSpriteNode!
private var lastTouchPosition: CGPoint?
private var motionManager: CMMotionManager?
private var scoreLabel: SKLabelNode!
private var score = 0 {
didSet {
scoreLabel.text = "Score: \(score)"
}
}
private var isGameOver = false
private var items = [String]()
private var teleportDestination = [CGPoint]()
override func didMove(to view: SKView) {
createScoreLabel()
loadLevel()
createPlayer()
physicsWorld.gravity = .zero
physicsWorld.contactDelegate = self
motionManager = CMMotionManager()
motionManager?.startAccelerometerUpdates()
let rightRect = CGRect(x: self.frame.size.width, y: 0, width: 1, height: self.frame.size.height)
let right = SKNode()
right.physicsBody = SKPhysicsBody(edgeLoopFrom: rightRect)
self.addChild(right)
right.name = "right"
// right.physicsBody?.categoryBitMask = rightCategory
right.physicsBody?.categoryBitMask = CollisionTypes.rig.rawValue
right.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue
right.physicsBody?.collisionBitMask = CollisionTypes.wall.rawValue
}
override func update(_ currentTime: TimeInterval) {
guard isGameOver == false else { return }
#if targetEnvironment(simulator)
if let lastTouchPosition = lastTouchPosition {
let diff = CGPoint(x: lastTouchPosition.x - player.position.x, y: lastTouchPosition.y - player.position.y)
physicsWorld.gravity = CGVector(dx: diff.x / 100, dy: diff.y / 100)
}
#else
if let accelrometerData = motionManager?.accelerometerData {
physicsWorld.gravity = CGVector(dx: accelrometerData.acceleration.x * 10, dy: accelrometerData.acceleration.y * 10)
}
#endif
/*
if let accelerometerData = motionManager.accelerometerData {
physicsWorld.gravity = CGVector(dx: accelerometerData.acceleration.y * -50, dy: accelerometerData.acceleration.x * 50)
}
if let lastTouchPosition = lastTouchPosition {
let diff = CGPoint(x: lastTouchPosition.x - player.position.x, y: lastTouchPosition.y - player.position.y)
physicsWorld.gravity = CGVector(dx: diff.x / 200, dy: diff.y / 200)
}
*/
}
private func loadLevel() {
let itm:CGFloat = frame.size.width/12
guard let levelURL = Bundle.main.url(forResource: "level1", withExtension: "txt") else {
fatalError("Could't find")
}
guard let levelString = try? String(contentsOf: levelURL) else {
fatalError("Could't load")
}
let lines = levelString.components(separatedBy: "\n")
for (row, line) in lines.reversed().enumerated() {
for (column, letter) in line.enumerated() {
let position = CGPoint(x: (Int(itm) * column) + 16, y: (Int(itm) * row) + Int(self.frame.height) / 8)
if letter == "a" {
createBlock(in: position)
}else if letter == "s" {
createStar(in: position)
}else if letter == "y" {
createfild(in: position)
}
}
}
}
private func createBlock(in position: CGPoint) {
let node = SKSpriteNode(imageNamed: "Field0")
node.name = "block"
items.append(node.name!)
node.position = position
node.physicsBody = SKPhysicsBody(rectangleOf: node.size)
node.physicsBody?.categoryBitMask = CollisionTypes.wall.rawValue
node.physicsBody?.isDynamic = false
addChild(node)
node.setScale(1.05)
}
private func createScoreLabel() {
scoreLabel = SKLabelNode(fontNamed: "AvenirNext-Bold")
scoreLabel.text = "Score: 0"
scoreLabel.horizontalAlignmentMode = .left
scoreLabel.position = CGPoint(x: 50, y: 50)
scoreLabel.zPosition = 2
addChild(scoreLabel)
}
private func createPlayer() {
player = SKSpriteNode(imageNamed: "player")
player.position = CGPoint(x: frame.size.width/12 + player.size.width * 0.38, y: frame.height - 270 )
player.zPosition = 1
player.physicsBody = SKPhysicsBody(circleOfRadius: player.size.width / 2)
player.physicsBody?.allowsRotation = false
player.physicsBody?.linearDamping = 0.8
player.physicsBody?.categoryBitMask = CollisionTypes.player.rawValue
player.physicsBody?.contactTestBitMask = CollisionTypes.star.rawValue
player.physicsBody?.collisionBitMask = CollisionTypes.wall.rawValue
addChild(player)
player.setScale(0.55)
}
private func createStar(in position: CGPoint) {
let node = SKSpriteNode(imageNamed: "star")
node.name = "star"
items.append(node.name!)
node.physicsBody = SKPhysicsBody(circleOfRadius: node.size.width / 2)
node.physicsBody?.isDynamic = false
node.physicsBody?.categoryBitMask = CollisionTypes.star.rawValue
node.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue
node.physicsBody?.collisionBitMask = 0
node.position = position
addChild(node)
node.setScale(0.5)
}
private func createfild(in position: CGPoint) {
let node = SKSpriteNode(imageNamed: "Field2")
node.name = "fild"
items.append(node.name!)
node.physicsBody = SKPhysicsBody(circleOfRadius: node.size.width / 2)
node.physicsBody?.isDynamic = false
node.physicsBody?.categoryBitMask = CollisionTypes.rig.rawValue
node.physicsBody?.contactTestBitMask = CollisionTypes.player.rawValue
node.physicsBody?.collisionBitMask = 0
node.position = position
addChild(node)
node.setScale(1.01)
}
private func playerCollided(with node: SKNode) {
if node.name == "star" {
node.removeFromParent()
score += 1
}
if node.name == "fild" {
node.removeFromParent()
score += 3
}
}
private func ballCollided(with node: SKNode) {
if node.name == "right" {
node.removeFromParent()
let gameOverScene = GameScene(size: self.frame.size)
self.view?.presentScene(gameOverScene)
}
}
func didBegin(_ contact: SKPhysicsContact) {
guard let nodeA = contact.bodyA.node else { return }
guard let nodeB = contact.bodyB.node else { return }
if nodeA == player {
playerCollided(with: nodeB)
} else if nodeB == player {
playerCollided(with: nodeA)
ballCollided(with: nodeA)
}
}
override func touchesBegan(_ touches: Set, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
lastTouchPosition = location
}
override func touchesMoved(_ touches: Set, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
lastTouchPosition = location
}
override func touchesEnded(_ touches: Set, with event: UIEvent?) {
lastTouchPosition = nil
}
}
level1
a aaaaaaaaay
a a
aaaaaaaa aaa
as a
a aa aayaaa
aaaaa sa
a aaaaaa
aaaaa aaaaaa
aaaaa aaaaaa
asaaa sa
a aaa aaaaaa
a yaaaaa
ayaaa
aaaaasaaaaaa
yaaaaaaaaaaa