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M2ViewController.m
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M2ViewController.m
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//
// M2ViewController.m
// m2048
//
// Created by Danqing on 3/16/14.
// Copyright (c) 2014 Danqing. All rights reserved.
//
#import "M2ViewController.h"
#import "M2SettingsViewController.h"
#import "M2Scene.h"
#import "M2GameManager.h"
#import "M2ScoreView.h"
#import "M2Overlay.h"
#import "M2GridView.h"
#import "TAGManager.h"
#import "TAGDataLayer.h"
@implementation M2ViewController {
IBOutlet UIButton *_restartButton;
IBOutlet UIButton *_settingsButton;
IBOutlet UILabel *_targetScore;
IBOutlet UILabel *_subtitle;
IBOutlet M2ScoreView *_scoreView;
IBOutlet M2ScoreView *_bestView;
M2Scene *_scene;
IBOutlet M2Overlay *_overlay;
IBOutlet UIImageView *_overlayBackground;
}
- (void)viewDidLoad
{
[super viewDidLoad];
NSLog(@"VIEW DID LOAD");
TAGDataLayer *dataLayer = [TAGManager instance].dataLayer;
[dataLayer push:@{@"event": @"setUserId", @"userId": @"bob@gmail.com"}];
[dataLayer push:@{@"event": @"setUserProperties", @"userProperties": @{@"color": @"blue", @"city": @"New York"}}];
[dataLayer push:@{@"event": @"logEvent", @"eventType": @"LOAD GAME", @"userId": @"bob@gmail.com", @"eventProperties":@{@"action":@"click"}}];
[self updateState];
_bestView.score.text = [NSString stringWithFormat:@"%ld", (long)[Settings integerForKey:@"Best Score"]];
_restartButton.layer.cornerRadius = [GSTATE cornerRadius];
_restartButton.layer.masksToBounds = YES;
_settingsButton.layer.cornerRadius = [GSTATE cornerRadius];
_settingsButton.layer.masksToBounds = YES;
_overlay.hidden = YES;
_overlayBackground.hidden = YES;
// Configure the view.
SKView * skView = (SKView *)self.view;
// Create and configure the scene.
M2Scene * scene = [M2Scene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
[self updateScore:0];
[scene startNewGame];
_scene = scene;
_scene.controller = self;
}
- (void)updateState
{
[_scoreView updateAppearance];
[_bestView updateAppearance];
_restartButton.backgroundColor = [GSTATE buttonColor];
_restartButton.titleLabel.font = [UIFont fontWithName:[GSTATE boldFontName] size:14];
_settingsButton.backgroundColor = [GSTATE buttonColor];
_settingsButton.titleLabel.font = [UIFont fontWithName:[GSTATE boldFontName] size:14];
_targetScore.textColor = [GSTATE buttonColor];
long target = [GSTATE valueForLevel:GSTATE.winningLevel];
if (target > 100000) {
_targetScore.font = [UIFont fontWithName:[GSTATE boldFontName] size:34];
} else if (target < 10000) {
_targetScore.font = [UIFont fontWithName:[GSTATE boldFontName] size:42];
} else {
_targetScore.font = [UIFont fontWithName:[GSTATE boldFontName] size:40];
}
_targetScore.text = [NSString stringWithFormat:@"%ld", target];
_subtitle.textColor = [GSTATE buttonColor];
_subtitle.font = [UIFont fontWithName:[GSTATE regularFontName] size:14];
_subtitle.text = [NSString stringWithFormat:@"Join the numbers to get to %ld!", target];
_overlay.message.font = [UIFont fontWithName:[GSTATE boldFontName] size:36];
_overlay.keepPlaying.titleLabel.font = [UIFont fontWithName:[GSTATE boldFontName] size:17];
_overlay.restartGame.titleLabel.font = [UIFont fontWithName:[GSTATE boldFontName] size:17];
_overlay.message.textColor = [GSTATE buttonColor];
[_overlay.keepPlaying setTitleColor:[GSTATE buttonColor] forState:UIControlStateNormal];
[_overlay.restartGame setTitleColor:[GSTATE buttonColor] forState:UIControlStateNormal];
}
- (void)updateScore:(NSInteger)score
{
_scoreView.score.text = [NSString stringWithFormat:@"%ld", (long)score];
if ([Settings integerForKey:@"Best Score"] < score) {
[Settings setInteger:score forKey:@"Best Score"];
_bestView.score.text = [NSString stringWithFormat:@"%ld", (long)score];
}
}
- (void)prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender
{
// Pause Sprite Kit. Otherwise the dismissal of the modal view would lag.
((SKView *)self.view).paused = YES;
}
- (IBAction)restart:(id)sender
{
TAGDataLayer *dataLayer = [TAGManager instance].dataLayer;
[dataLayer push:@{@"event": @"logEvent", @"eventType": @"Restart Game"}];
[self hideOverlay];
[self updateScore:0];
[_scene startNewGame];
}
- (IBAction)keepPlaying:(id)sender
{
[self hideOverlay];
}
- (IBAction)done:(UIStoryboardSegue *)segue
{
((SKView *)self.view).paused = NO;
if (GSTATE.needRefresh) {
[GSTATE loadGlobalState];
[self updateState];
[self updateScore:0];
[_scene startNewGame];
}
}
- (void)endGame:(BOOL)won
{
_overlay.hidden = NO;
_overlay.alpha = 0;
_overlayBackground.hidden = NO;
_overlayBackground.alpha = 0;
if (!won) {
_overlay.keepPlaying.hidden = YES;
_overlay.message.text = @"Game Over";
} else {
_overlay.keepPlaying.hidden = NO;
_overlay.message.text = @"You Win!";
}
// Fake the overlay background as a mask on the board.
_overlayBackground.image = [M2GridView gridImageWithOverlay];
// Center the overlay in the board.
CGFloat verticalOffset = [[UIScreen mainScreen] bounds].size.height - GSTATE.verticalOffset;
NSInteger side = GSTATE.dimension * (GSTATE.tileSize + GSTATE.borderWidth) + GSTATE.borderWidth;
_overlay.center = CGPointMake(GSTATE.horizontalOffset + side / 2, verticalOffset - side / 2);
[UIView animateWithDuration:0.5 delay:1.5 options:UIViewAnimationOptionCurveEaseInOut animations:^{
_overlay.alpha = 1;
_overlayBackground.alpha = 1;
} completion:^(BOOL finished) {
// Freeze the current game.
((SKView *)self.view).paused = YES;
}];
}
- (void)hideOverlay
{
((SKView *)self.view).paused = NO;
if (!_overlay.hidden) {
[UIView animateWithDuration:0.5 animations:^{
_overlay.alpha = 0;
_overlayBackground.alpha = 0;
} completion:^(BOOL finished) {
_overlay.hidden = YES;
_overlayBackground.hidden = YES;
}];
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
@end