Add RollkofferSimulator iOS SpriteKit arcade game
Complete implementation of a 2D top-down arcade collector game where players control a rolling suitcase through an airport, collecting good dogs and green people while avoiding bad dogs and gray people. Features: - Touch & drag controls for suitcase movement - Automatic scrolling airport floor with tile pattern - 4 entity types: good dogs (small/big), bad dogs, green/gray humans - Spawn system with configurable distribution rates - Collision detection with visual feedback effects - Score tracking with high score persistence - 90-second time limit with 10 dogs + 5 humans goal - 3 lives system with invincibility frames - Menu, Game, GameOver, and Victory scenes - German UI text (Created by Ingo K.) Technical: - iOS 15+ with SpriteKit framework - Modular architecture with Nodes, Managers, Scenes - Physics-based collision detection - UserDefaults for score persistence
This commit is contained in:
@@ -0,0 +1,104 @@
|
||||
//
|
||||
// SpawnManager.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
/// Manages spawning of entities at the top of the screen
|
||||
class SpawnManager {
|
||||
|
||||
// MARK: - Properties
|
||||
private weak var scene: SKScene?
|
||||
private var spawnTimer: TimeInterval = 0
|
||||
private var nextSpawnInterval: TimeInterval = 0
|
||||
private var isSpawning: Bool = false
|
||||
|
||||
// MARK: - Initialization
|
||||
init(scene: SKScene) {
|
||||
self.scene = scene
|
||||
resetSpawnInterval()
|
||||
}
|
||||
|
||||
// MARK: - Public Methods
|
||||
func startSpawning() {
|
||||
isSpawning = true
|
||||
resetSpawnInterval()
|
||||
}
|
||||
|
||||
func stopSpawning() {
|
||||
isSpawning = false
|
||||
}
|
||||
|
||||
func update(deltaTime: TimeInterval) {
|
||||
guard isSpawning else { return }
|
||||
|
||||
spawnTimer += deltaTime
|
||||
|
||||
if spawnTimer >= nextSpawnInterval {
|
||||
spawnEntity()
|
||||
spawnTimer = 0
|
||||
resetSpawnInterval()
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Private Methods
|
||||
private func resetSpawnInterval() {
|
||||
nextSpawnInterval = TimeInterval.random(in: Constants.spawnIntervalMin...Constants.spawnIntervalMax)
|
||||
}
|
||||
|
||||
private func spawnEntity() {
|
||||
guard let scene = scene else { return }
|
||||
|
||||
let entityType = determineEntityType()
|
||||
let entity = createEntity(type: entityType)
|
||||
|
||||
// Random x position
|
||||
let margin: CGFloat = 60
|
||||
let minX = margin
|
||||
let maxX = scene.frame.width - margin
|
||||
let randomX = CGFloat.random(in: minX...maxX)
|
||||
|
||||
// Spawn above screen
|
||||
entity.position = CGPoint(x: randomX, y: scene.frame.height + 50)
|
||||
|
||||
scene.addChild(entity)
|
||||
|
||||
// Move entity down
|
||||
let moveDistance = scene.frame.height + 200
|
||||
let moveDuration = moveDistance / Constants.scrollSpeed
|
||||
let moveAction = SKAction.moveBy(x: 0, y: -moveDistance, duration: moveDuration)
|
||||
let removeAction = SKAction.removeFromParent()
|
||||
entity.run(SKAction.sequence([moveAction, removeAction]))
|
||||
}
|
||||
|
||||
private func determineEntityType() -> EntityType {
|
||||
let roll = Int.random(in: 0..<100)
|
||||
|
||||
if roll < Constants.spawnChanceGoodDog {
|
||||
// 40% good dogs (split between small and big)
|
||||
let isSmall = Bool.random()
|
||||
return .dog(isSmall ? .smallGood : .bigGood)
|
||||
} else if roll < Constants.spawnChanceBadDog {
|
||||
// 20% bad dogs
|
||||
return .dog(.bad)
|
||||
} else if roll < Constants.spawnChanceGreenHuman {
|
||||
// 25% green humans
|
||||
return .human(.green)
|
||||
} else {
|
||||
// 15% gray humans
|
||||
return .human(.gray)
|
||||
}
|
||||
}
|
||||
|
||||
private func createEntity(type: EntityType) -> SKNode {
|
||||
switch type {
|
||||
case .dog(let dogType):
|
||||
return DogNode(type: dogType)
|
||||
case .human(let humanType):
|
||||
return HumanNode(type: humanType)
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user