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
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//
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// HumanNode.swift
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// RollkofferSimulator
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//
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// Created by Ingo K.
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//
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import SpriteKit
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/// A human entity node
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class HumanNode: SKNode {
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// MARK: - Properties
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let humanType: HumanType
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private let bodyNode: SKShapeNode
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// MARK: - Initialization
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init(type: HumanType) {
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self.humanType = type
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let size = Constants.humanSize
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let color: SKColor
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switch type {
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case .green:
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color = Constants.Colors.greenHumanColor
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case .gray:
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color = Constants.Colors.grayHumanColor
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}
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// Create body (torso)
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let torsoHeight = size.height * 0.4
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let torsoWidth = size.width * 0.6
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let torsoRect = CGRect(x: -torsoWidth / 2, y: -size.height * 0.1,
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width: torsoWidth, height: torsoHeight)
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bodyNode = SKShapeNode(rect: torsoRect, cornerRadius: 5)
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bodyNode.fillColor = color
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bodyNode.strokeColor = color.withAlphaComponent(0.7)
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bodyNode.lineWidth = 2
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super.init()
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addChild(bodyNode)
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// Add head
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let headRadius = size.width * 0.25
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let head = SKShapeNode(circleOfRadius: headRadius)
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head.position = CGPoint(x: 0, y: size.height * 0.35)
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head.fillColor = SKColor(red: 1.0, green: 0.87, blue: 0.77, alpha: 1.0) // Skin tone
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head.strokeColor = SKColor(red: 0.9, green: 0.75, blue: 0.65, alpha: 1.0)
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head.lineWidth = 1
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addChild(head)
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// Add eyes
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let eyeSize: CGFloat = 3
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for xOffset in [-headRadius * 0.35, headRadius * 0.35] {
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let eye = SKShapeNode(circleOfRadius: eyeSize)
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eye.position = CGPoint(x: xOffset, y: size.height * 0.37)
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eye.fillColor = .black
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eye.strokeColor = .clear
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addChild(eye)
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}
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// Add mouth/expression
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if type == .green {
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// Happy smile
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let smilePath = CGMutablePath()
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smilePath.addArc(center: CGPoint(x: 0, y: size.height * 0.32),
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radius: headRadius * 0.3,
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startAngle: .pi * 0.2,
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endAngle: .pi * 0.8,
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clockwise: true)
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let smile = SKShapeNode(path: smilePath)
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smile.strokeColor = .black
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smile.lineWidth = 2
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smile.lineCap = .round
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addChild(smile)
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} else {
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// Neutral/frowning expression
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let frownPath = CGMutablePath()
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frownPath.move(to: CGPoint(x: -headRadius * 0.25, y: size.height * 0.3))
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frownPath.addLine(to: CGPoint(x: headRadius * 0.25, y: size.height * 0.3))
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let frown = SKShapeNode(path: frownPath)
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frown.strokeColor = .black
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frown.lineWidth = 2
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addChild(frown)
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}
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// Add arms
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let armWidth: CGFloat = 6
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let armLength = size.height * 0.3
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for xOffset in [-torsoWidth / 2 - armWidth / 2, torsoWidth / 2 + armWidth / 2] {
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let arm = SKShapeNode(rect: CGRect(x: xOffset - armWidth / 2,
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y: size.height * 0.05,
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width: armWidth, height: armLength),
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cornerRadius: armWidth / 2)
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arm.fillColor = color
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arm.strokeColor = color.withAlphaComponent(0.7)
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arm.lineWidth = 1
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addChild(arm)
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// Add hand
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let hand = SKShapeNode(circleOfRadius: armWidth * 0.8)
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hand.position = CGPoint(x: xOffset, y: size.height * 0.05)
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hand.fillColor = SKColor(red: 1.0, green: 0.87, blue: 0.77, alpha: 1.0)
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hand.strokeColor = .clear
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addChild(hand)
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}
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// Add legs
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let legWidth: CGFloat = 10
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let legHeight = size.height * 0.35
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for xOffset in [-torsoWidth * 0.25, torsoWidth * 0.25] {
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let leg = SKShapeNode(rect: CGRect(x: xOffset - legWidth / 2,
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y: -size.height * 0.45,
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width: legWidth, height: legHeight),
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cornerRadius: legWidth / 2)
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leg.fillColor = SKColor(red: 0.2, green: 0.2, blue: 0.4, alpha: 1.0) // Pants color
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leg.strokeColor = SKColor(red: 0.15, green: 0.15, blue: 0.3, alpha: 1.0)
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leg.lineWidth = 1
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addChild(leg)
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// Add shoe
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let shoe = SKShapeNode(rect: CGRect(x: xOffset - legWidth * 0.6,
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y: -size.height * 0.48,
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width: legWidth * 1.2, height: 6),
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cornerRadius: 2)
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shoe.fillColor = .black
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shoe.strokeColor = .clear
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addChild(shoe)
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}
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// Add indicator icon for type
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if type == .green {
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let checkmark = SKLabelNode(text: "✓")
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checkmark.fontSize = 16
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checkmark.fontColor = .white
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checkmark.position = CGPoint(x: 0, y: size.height * 0.1)
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checkmark.verticalAlignmentMode = .center
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addChild(checkmark)
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} else {
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let xMark = SKLabelNode(text: "✗")
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xMark.fontSize = 16
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xMark.fontColor = .white
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xMark.position = CGPoint(x: 0, y: size.height * 0.1)
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xMark.verticalAlignmentMode = .center
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addChild(xMark)
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}
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setupPhysics(size: size)
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self.zPosition = Constants.ZPosition.entities
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self.name = type.isHarmful ? "grayHuman" : "greenHuman"
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}
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required init?(coder aDecoder: NSCoder) {
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fatalError("init(coder:) has not been implemented")
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}
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// MARK: - Physics Setup
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private func setupPhysics(size: CGSize) {
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physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: size.width * 0.6,
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height: size.height * 0.8))
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physicsBody?.isDynamic = true
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physicsBody?.affectedByGravity = false
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physicsBody?.allowsRotation = false
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if humanType.isHarmful {
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physicsBody?.categoryBitMask = Constants.PhysicsCategory.grayHuman
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} else {
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physicsBody?.categoryBitMask = Constants.PhysicsCategory.greenHuman
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}
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physicsBody?.contactTestBitMask = Constants.PhysicsCategory.suitcase
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physicsBody?.collisionBitMask = Constants.PhysicsCategory.none
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}
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}
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