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GameScene.swift
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GameScene.swift
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//
// GameScene.swift
// SwiftyNinja
//
// Created by Julian Moorhouse on 17/08/2019.
// Copyright © 2019 Mindwarp Consultancy Ltd. All rights reserved.
//
import AVFoundation
import GameplayKit
import SpriteKit
enum ForceBomb {
case never, always, random
}
enum SequenceType: CaseIterable {
case oneNoBomb, one, twoWithOneBomb, two, three, four, chain, fastChain
}
enum NodeNames: String {
case Enemy = "enemy"
case FastEnemy = "fastEnemy"
case Bomb = "bomb"
case BombContainer = "bombContainer"
case Empty = ""
}
class GameScene: SKScene {
var gameScore: SKLabelNode!
var score = 0 {
didSet {
gameScore.text = "Score: \(score)"
}
}
var livesImages = [SKSpriteNode]()
var lives = 3
var activeSliceBG: SKShapeNode!
var activeSliceFG: SKShapeNode!
var gameOver: SKSpriteNode!
var activeSlicePoints = [CGPoint]()
var isSwooshSoundActive = false
var activeEnemies = [SKSpriteNode]()
var bombSoundEffect: AVAudioPlayer?
// time between last enemy being destroyed and new one created
var popupTime = 0.9
// which enemy is going to be created
var sequence = [SequenceType]()
// where we are in game, relative to sequence array
var sequencePosition = 0
// how long to wait to before creating a new enemy when the sequence type is chained or fast chained
var chainDelay = 3.0
// so we know when all enemies are destoryed and we know to create more
var nextSequenceQueued = true
var isGameEnded = false
let numberOfEnemyTypes = 6
let enemyMinXPosition = 64
let enemyMaxXPosition = 960
let enemyStartYPosition = -128
let minAngularVelocity: CGFloat = -3
let maxAngularVelocity: CGFloat = 3
let slowMinXVelocity = 3
let slowMaxXVelocity = 5
let fastMinXVelocity = 8
let fastMaxXVelocity = 15
let minYVelocity = 24
let maxYVelocity = 32
let firstXBoundary: CGFloat = 256
let secondXBoundary: CGFloat = 512
let thirdXBoundary: CGFloat = 768
let velocityAccelerator = 40
let fastVelocityAccelerator = 50
let fastEnemySpeedup = 2
override func didMove(to view: SKView) {
let background = SKSpriteNode(imageNamed: "sliceBackground")
background.position = CGPoint(x: 512, y: 384)
background.blendMode = .replace
background.zPosition = -1
addChild(background)
// less gravity
physicsWorld.gravity = CGVector(dx: 0, dy: -6)
// slower
physicsWorld.speed = 0.85
createScore()
createLives()
createSlices()
gameOver = SKSpriteNode(imageNamed: "game-over")
gameOver.position = CGPoint(x: 512, y: 384)
gameOver.zPosition = 50
// slow warm up to the game
sequence = [.oneNoBomb, .oneNoBomb, .twoWithOneBomb, .twoWithOneBomb, .three, .one, .chain]
for _ in 0...1000 {
if let nextSequence = SequenceType.allCases.randomElement() {
sequence.append(nextSequence)
}
}
DispatchQueue.main.asyncAfter(deadline: .now() + 2) { [weak self] in self?.tossEnemies() }
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard isGameEnded == false else { return }
guard let touch = touches.first else { return }
let location = touch.location(in: self)
activeSlicePoints.append(location)
redrawActiveSlice()
if !isSwooshSoundActive {
playSwooshSound()
}
let nodesAtPoint = nodes(at: location)
for case let node as SKSpriteNode in nodesAtPoint {
if node.name == NodeNames.Enemy.rawValue || node.name == NodeNames.FastEnemy.rawValue {
// destroy the penguin
if let emitter = SKEmitterNode(fileNamed: "sliceHitEnemy") {
emitter.position = node.position
addChild(emitter)
}
node.name = NodeNames.Empty.rawValue
node.physicsBody?.isDynamic = false
let scaleOut = SKAction.scale(to: 0.001, duration: 0.2)
let fadeOut = SKAction.fadeOut(withDuration: 0.2)
let group = SKAction.group([scaleOut, fadeOut])
let seq = SKAction.sequence([group, .removeFromParent()])
node.run(seq)
score += 1
if node.name == NodeNames.FastEnemy.rawValue {
score += 2
}
if let index = activeEnemies.firstIndex(of: node) {
activeEnemies.remove(at: index)
}
run(SKAction.playSoundFileNamed("whack.caf", waitForCompletion: false))
} else if node.name == NodeNames.Bomb.rawValue {
// destroy the bomb
guard let bombContainer = node.parent as? SKSpriteNode else { continue }
if let emitter = SKEmitterNode(fileNamed: "sliceHitBomb") {
emitter.position = bombContainer.position
addChild(emitter)
}
node.name = NodeNames.Empty.rawValue
bombContainer.physicsBody?.isDynamic = false
let scaleOut = SKAction.scale(to: 0.001, duration: 0.2)
let fadeOut = SKAction.fadeOut(withDuration: 0.2)
let group = SKAction.group([scaleOut, fadeOut])
let seq = SKAction.sequence([group, .removeFromParent()])
bombContainer.run(seq)
if let index = activeEnemies.firstIndex(of: bombContainer) {
activeEnemies.remove(at: index)
}
run(SKAction.playSoundFileNamed("explosion.caf", waitForCompletion: false))
endGame(triggeredByBomb: true)
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
activeSliceBG.run(SKAction.fadeOut(withDuration: 0.25))
activeSliceFG.run(SKAction.fadeOut(withDuration: 0.25))
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
activeSlicePoints.removeAll(keepingCapacity: true)
let location = touch.location(in: self)
activeSlicePoints.append(location)
redrawActiveSlice()
activeSliceBG.removeAllActions()
activeSliceFG.removeAllActions()
activeSliceBG.alpha = 1
activeSliceFG.alpha = 1
}
override func update(_ currentTime: TimeInterval) {
if activeEnemies.count > 0 {
for (index, node) in activeEnemies.enumerated().reversed() {
if node.position.y < -140 {
node.removeAllActions()
if node.name == NodeNames.Enemy.rawValue || node.name == NodeNames.FastEnemy.rawValue {
node.name = NodeNames.Empty.rawValue
subtractLife()
node.removeFromParent()
activeEnemies.remove(at: index)
} else if node.name == NodeNames.BombContainer.rawValue {
node.name = NodeNames.Empty.rawValue
node.removeFromParent()
activeEnemies.remove(at: index)
}
}
}
} else {
if !nextSequenceQueued {
DispatchQueue.main.asyncAfter(deadline: .now() + popupTime) {
[weak self] in
self?.tossEnemies()
}
nextSequenceQueued = true
}
}
var bombCount = 0
for node in activeEnemies {
if node.name == NodeNames.BombContainer.rawValue {
bombCount += 1
break
}
}
if bombCount == 0 {
// no bombs - stop the fuse sound!
bombSoundEffect?.stop()
bombSoundEffect = nil
}
}
func createScore() {
gameScore = SKLabelNode(fontNamed: "Chalkduster")
gameScore.horizontalAlignmentMode = .left
gameScore.fontSize = 48
addChild(gameScore)
gameScore.position = CGPoint(x: 8, y: 8)
score = 0
}
func createLives() {
for i in 0..<3 {
let spriteNode = SKSpriteNode(imageNamed: "sliceLife")
spriteNode.position = CGPoint(x: CGFloat(834 + (i * 70)), y: 720)
addChild(spriteNode)
livesImages.append(spriteNode)
}
}
func createSlices() {
activeSliceBG = SKShapeNode()
activeSliceBG.zPosition = 2
activeSliceFG = SKShapeNode()
activeSliceFG.zPosition = 3
activeSliceBG.strokeColor = UIColor(red: 1, green: 0.9, blue: 0, alpha: 1)
activeSliceBG.lineWidth = 9
activeSliceFG.strokeColor = .white
activeSliceFG.lineWidth = 5
addChild(activeSliceBG)
addChild(activeSliceFG)
}
func redrawActiveSlice() {
if activeSlicePoints.count < 2 {
activeSliceBG.path = nil
activeSliceFG.path = nil
return
}
if activeSlicePoints.count > 12 {
activeSlicePoints.removeFirst(activeSlicePoints.count - 12)
}
let path = UIBezierPath()
path.move(to: activeSlicePoints[0])
for i in 1..<activeSlicePoints.count {
path.addLine(to: activeSlicePoints[i])
}
activeSliceBG.path = path.cgPath
activeSliceFG.path = path.cgPath
}
func playSwooshSound() {
isSwooshSoundActive = true
let randomNumber = Int.random(in: 1...3)
let soundName = "swoosh\(randomNumber).caf"
let swooshSound = SKAction.playSoundFileNamed(soundName, waitForCompletion: true)
run(swooshSound) { [weak self] in
self?.isSwooshSoundActive = false
}
}
func createEnemy(forceBomb: ForceBomb = .random) {
let enemy: SKSpriteNode
var enemyType = Int.random(in: 0...numberOfEnemyTypes)
if forceBomb == .never {
enemyType = 1
} else if forceBomb == .always {
enemyType = 0
}
if enemyType == 0 {
enemy = SKSpriteNode()
enemy.zPosition = 1
enemy.name = NodeNames.BombContainer.rawValue
let bombImage = SKSpriteNode(imageNamed: "sliceBomb")
bombImage.name = NodeNames.Bomb.rawValue
enemy.addChild(bombImage)
if bombSoundEffect != nil {
bombSoundEffect?.stop()
bombSoundEffect = nil
}
if let path = Bundle.main.url(forResource: "sliceBombFuse", withExtension: "caf") {
if let sound = try? AVAudioPlayer(contentsOf: path) {
bombSoundEffect = sound
sound.play()
}
}
if let emitter = SKEmitterNode(fileNamed: "sliceFuse") {
emitter.position = CGPoint(x: 76, y: 64)
enemy.addChild(emitter)
}
} else if enemyType == 2 {
enemy = SKSpriteNode(imageNamed: "target3")
run(SKAction.playSoundFileNamed("launch.caf", waitForCompletion: false))
enemy.name = NodeNames.FastEnemy.rawValue
} else {
enemy = SKSpriteNode(imageNamed: "penguin")
run(SKAction.playSoundFileNamed("launch.caf", waitForCompletion: false))
enemy.name = NodeNames.Enemy.rawValue
}
let randomPosition = CGPoint(x: Int.random(in: enemyMinXPosition...enemyMaxXPosition), y: enemyStartYPosition)
enemy.position = randomPosition
let randomAngularVelocity = CGFloat.random(in: minAngularVelocity...maxAngularVelocity)
var randomXVelocity: Int
// way to the left of our screen
if randomPosition.x < firstXBoundary {
randomXVelocity = Int.random(in: fastMinXVelocity...fastMaxXVelocity)
// left side of out screen, not extreme left
} else if randomPosition.x < secondXBoundary {
// move to the right gently
randomXVelocity = Int.random(in: slowMinXVelocity...slowMaxXVelocity)
// right part of our screen, but not extreme right
} else if randomPosition.x < thirdXBoundary {
// move to the left
randomXVelocity = -Int.random(in: slowMinXVelocity...slowMaxXVelocity)
} else {
// if it's the far right of the screen, move to the left very quickly
randomXVelocity = -Int.random(in: fastMinXVelocity...fastMaxXVelocity)
}
var randomYVelocity = Int.random(in: minYVelocity...maxYVelocity)
if enemyType == 2 {
randomXVelocity *= fastVelocityAccelerator
randomYVelocity *= fastVelocityAccelerator
} else {
randomXVelocity *= velocityAccelerator
randomYVelocity *= velocityAccelerator
}
enemy.physicsBody = SKPhysicsBody(circleOfRadius: 64)
enemy.physicsBody?.velocity = CGVector(dx: randomXVelocity, dy: randomYVelocity)
enemy.physicsBody?.angularVelocity = randomAngularVelocity
// bounce off nothing in the game
enemy.physicsBody?.collisionBitMask = 0
addChild(enemy)
activeEnemies.append(enemy)
}
func tossEnemies() {
guard isGameEnded == false else { return }
popupTime *= 0.991
chainDelay *= 0.99
physicsWorld.speed *= 1.02
let sequenceType = sequence[sequencePosition]
switch sequenceType {
case .oneNoBomb:
createEnemy(forceBomb: .never)
case .one:
createEnemy()
case .twoWithOneBomb:
createEnemy(forceBomb: .never)
createEnemy(forceBomb: .always)
case .two:
createEnemy()
createEnemy()
case .three:
createEnemy()
createEnemy()
createEnemy()
case .four:
createEnemy()
createEnemy()
createEnemy()
createEnemy()
case .chain:
createEnemy()
DispatchQueue.main.asyncAfter(deadline: .now() + (chainDelay / 5.0)) { [weak self] in self?.createEnemy() }
DispatchQueue.main.asyncAfter(deadline: .now() + (chainDelay / 5.0 * 2)) { [weak self] in self?.createEnemy() }
DispatchQueue.main.asyncAfter(deadline: .now() + (chainDelay / 5.0 * 3)) { [weak self] in self?.createEnemy() }
DispatchQueue.main.asyncAfter(deadline: .now() + (chainDelay / 5.0 * 4)) { [weak self] in self?.createEnemy() }
case .fastChain:
createEnemy()
DispatchQueue.main.asyncAfter(deadline: .now() + (chainDelay / 10.0)) { [weak self] in self?.createEnemy() }
DispatchQueue.main.asyncAfter(deadline: .now() + (chainDelay / 10.0 * 2)) { [weak self] in self?.createEnemy() }
DispatchQueue.main.asyncAfter(deadline: .now() + (chainDelay / 10.0 * 3)) { [weak self] in self?.createEnemy() }
DispatchQueue.main.asyncAfter(deadline: .now() + (chainDelay / 10.0 * 4)) { [weak self] in self?.createEnemy() }
}
sequencePosition += 1
nextSequenceQueued = false
}
func endGame(triggeredByBomb: Bool) {
guard isGameEnded == false else { return }
isGameEnded = true
physicsWorld.speed = 0
isUserInteractionEnabled = false
bombSoundEffect?.stop()
bombSoundEffect = nil
if triggeredByBomb {
livesImages[0].texture = SKTexture(imageNamed: "sliceLifeGone")
livesImages[1].texture = SKTexture(imageNamed: "sliceLifeGone")
livesImages[2].texture = SKTexture(imageNamed: "sliceLifeGone")
}
addChild(gameOver)
}
func subtractLife() {
lives -= 1
run(SKAction.playSoundFileNamed("wrong.caf", waitForCompletion: false))
var life: SKSpriteNode
if lives == 2 {
life = livesImages[0]
} else if lives == 1 {
life = livesImages[1]
} else {
life = livesImages[2]
endGame(triggeredByBomb: false)
}
life.texture = SKTexture(imageNamed: "sliceLifeGone")
life.xScale = 1.3
life.yScale = 1.3
life.run(SKAction.scale(to: 1, duration: 0.1))
}
}