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:
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//
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// GameOverScene.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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class GameOverScene: SKScene {
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// MARK: - Properties
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var finalScore: Int = 0
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var dogsCollected: Int = 0
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var humansCollected: Int = 0
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var isNewHighScore: Bool = false
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private var retryButton: SKShapeNode!
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private var menuButton: SKShapeNode!
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// MARK: - Scene Lifecycle
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override func didMove(to view: SKView) {
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setupBackground()
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setupContent()
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setupButtons()
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startAnimations()
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}
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// MARK: - Setup
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private func setupBackground() {
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backgroundColor = SKColor(red: 0.15, green: 0.1, blue: 0.1, alpha: 1.0)
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// Add dim pattern
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for i in 0..<20 {
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let x = CGFloat.random(in: 0...frame.width)
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let y = CGFloat.random(in: 0...frame.height)
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let size = CGFloat.random(in: 20...60)
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let shape = SKShapeNode(circleOfRadius: size)
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shape.position = CGPoint(x: x, y: y)
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shape.fillColor = SKColor.red.withAlphaComponent(0.05)
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shape.strokeColor = .clear
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shape.zPosition = 0.1
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addChild(shape)
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}
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}
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private func setupContent() {
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// Game Over title
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let titleLabel = SKLabelNode(text: "💔 GAME OVER 💔")
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titleLabel.fontName = "AvenirNext-Heavy"
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titleLabel.fontSize = 42
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titleLabel.fontColor = .red
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titleLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.8)
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titleLabel.zPosition = Constants.ZPosition.ui
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addChild(titleLabel)
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// Subtitle based on reason
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let subtitleText: String
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if dogsCollected < Constants.targetDogs || humansCollected < Constants.targetHumans {
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subtitleText = "Zeit abgelaufen!"
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} else {
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subtitleText = "Keine Leben mehr!"
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}
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let subtitleLabel = SKLabelNode(text: subtitleText)
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subtitleLabel.fontName = "AvenirNext-Medium"
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subtitleLabel.fontSize = 22
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subtitleLabel.fontColor = SKColor(white: 0.8, alpha: 1.0)
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subtitleLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.72)
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subtitleLabel.zPosition = Constants.ZPosition.ui
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addChild(subtitleLabel)
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// Score display
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let scoreLabel = SKLabelNode(text: "Punkte: \(finalScore)")
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scoreLabel.fontName = "AvenirNext-Bold"
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scoreLabel.fontSize = 32
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scoreLabel.fontColor = .white
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scoreLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.58)
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scoreLabel.zPosition = Constants.ZPosition.ui
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addChild(scoreLabel)
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// New high score indicator
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if isNewHighScore {
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let highScoreLabel = SKLabelNode(text: "🏆 NEUER HIGHSCORE! 🏆")
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highScoreLabel.fontName = "AvenirNext-Heavy"
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highScoreLabel.fontSize = 24
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highScoreLabel.fontColor = SKColor.yellow
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highScoreLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.65)
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highScoreLabel.zPosition = Constants.ZPosition.ui
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addChild(highScoreLabel)
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// Animate high score
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let scale = SKAction.sequence([
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SKAction.scale(to: 1.1, duration: 0.5),
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SKAction.scale(to: 1.0, duration: 0.5)
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])
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highScoreLabel.run(SKAction.repeatForever(scale))
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}
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// Stats display
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let dogsText = "🐕 \(dogsCollected)/\(Constants.targetDogs)"
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let humansText = "👤 \(humansCollected)/\(Constants.targetHumans)"
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let statsLabel = SKLabelNode(text: "\(dogsText) | \(humansText)")
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statsLabel.fontName = "AvenirNext-Medium"
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statsLabel.fontSize = 24
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statsLabel.fontColor = SKColor(white: 0.7, alpha: 1.0)
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statsLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.48)
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statsLabel.zPosition = Constants.ZPosition.ui
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addChild(statsLabel)
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// Progress indicators
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let dogsProgress = min(1.0, CGFloat(dogsCollected) / CGFloat(Constants.targetDogs))
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let humansProgress = min(1.0, CGFloat(humansCollected) / CGFloat(Constants.targetHumans))
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addProgressBar(at: CGPoint(x: frame.midX - 60, y: frame.height * 0.42),
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progress: dogsProgress, color: .orange, label: "Hunde")
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addProgressBar(at: CGPoint(x: frame.midX + 60, y: frame.height * 0.42),
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progress: humansProgress, color: .green, label: "Menschen")
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// Sad suitcase
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let sadSuitcase = PlayerNode()
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sadSuitcase.position = CGPoint(x: frame.midX, y: frame.height * 0.25)
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sadSuitcase.alpha = 0.6
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sadSuitcase.setScale(0.8)
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addChild(sadSuitcase)
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// Sad face on suitcase area
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let sadFace = SKLabelNode(text: "😢")
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sadFace.fontSize = 30
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sadFace.position = CGPoint(x: frame.midX, y: frame.height * 0.25 + 20)
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sadFace.zPosition = Constants.ZPosition.ui
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addChild(sadFace)
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}
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private func addProgressBar(at position: CGPoint, progress: CGFloat, color: SKColor, label: String) {
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let barWidth: CGFloat = 80
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let barHeight: CGFloat = 12
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// Background
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let bg = SKShapeNode(rect: CGRect(x: -barWidth / 2, y: 0, width: barWidth, height: barHeight),
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cornerRadius: 6)
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bg.position = position
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bg.fillColor = SKColor(white: 0.3, alpha: 1.0)
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bg.strokeColor = .clear
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bg.zPosition = Constants.ZPosition.ui
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addChild(bg)
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// Progress fill
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let fillWidth = barWidth * progress
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if fillWidth > 0 {
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let fill = SKShapeNode(rect: CGRect(x: -barWidth / 2, y: 0, width: fillWidth, height: barHeight),
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cornerRadius: 6)
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fill.position = position
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fill.fillColor = progress >= 1.0 ? .green : color
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fill.strokeColor = .clear
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fill.zPosition = Constants.ZPosition.ui + 0.1
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addChild(fill)
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}
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}
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private func setupButtons() {
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// Retry button
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retryButton = createButton(text: "🔄 Nochmal", color: SKColor(red: 0.2, green: 0.6, blue: 0.2, alpha: 1.0))
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retryButton.position = CGPoint(x: frame.midX, y: frame.height * 0.15)
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retryButton.name = "retryButton"
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addChild(retryButton)
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// Menu button
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menuButton = createButton(text: "🏠 Menü", color: SKColor(red: 0.3, green: 0.3, blue: 0.5, alpha: 1.0))
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menuButton.position = CGPoint(x: frame.midX, y: frame.height * 0.08)
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menuButton.name = "menuButton"
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addChild(menuButton)
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}
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private func createButton(text: String, color: SKColor) -> SKShapeNode {
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let buttonWidth: CGFloat = 180
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let buttonHeight: CGFloat = 50
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let button = SKShapeNode(rect: CGRect(x: -buttonWidth / 2, y: -buttonHeight / 2,
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width: buttonWidth, height: buttonHeight),
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cornerRadius: 12)
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button.fillColor = color
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button.strokeColor = color.withAlphaComponent(0.5)
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button.lineWidth = 2
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button.zPosition = Constants.ZPosition.ui
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let label = SKLabelNode(text: text)
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label.fontName = "AvenirNext-Bold"
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label.fontSize = 22
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label.fontColor = .white
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label.verticalAlignmentMode = .center
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label.zPosition = 1
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button.addChild(label)
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return button
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}
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private func startAnimations() {
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// Fade in effect
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alpha = 0
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let fadeIn = SKAction.fadeIn(withDuration: 0.5)
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run(fadeIn)
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// Button pulse
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let pulse = SKAction.sequence([
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SKAction.scale(to: 1.05, duration: 0.8),
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SKAction.scale(to: 1.0, duration: 0.8)
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])
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retryButton.run(SKAction.repeatForever(pulse))
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}
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// MARK: - Touch Handling
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override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
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guard let touch = touches.first else { return }
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let location = touch.location(in: self)
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if retryButton.contains(location) {
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retryGame()
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} else if menuButton.contains(location) {
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returnToMenu()
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}
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}
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private func retryGame() {
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let pressDown = SKAction.scale(to: 0.9, duration: 0.1)
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let pressUp = SKAction.scale(to: 1.0, duration: 0.1)
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retryButton.run(SKAction.sequence([pressDown, pressUp])) { [weak self] in
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guard let self = self else { return }
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let gameScene = GameScene(size: self.size)
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gameScene.scaleMode = self.scaleMode
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let transition = SKTransition.fade(withDuration: 0.5)
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self.view?.presentScene(gameScene, transition: transition)
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}
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}
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private func returnToMenu() {
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let pressDown = SKAction.scale(to: 0.9, duration: 0.1)
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let pressUp = SKAction.scale(to: 1.0, duration: 0.1)
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menuButton.run(SKAction.sequence([pressDown, pressUp])) { [weak self] in
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guard let self = self else { return }
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let menuScene = MenuScene(size: self.size)
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menuScene.scaleMode = self.scaleMode
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let transition = SKTransition.fade(withDuration: 0.5)
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self.view?.presentScene(menuScene, transition: transition)
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}
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}
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}
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@@ -0,0 +1,537 @@
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//
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// GameScene.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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class GameScene: SKScene {
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// MARK: - Game Objects
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private var player: PlayerNode!
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private var gameState: GameState!
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// MARK: - Managers
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private var spawnManager: SpawnManager!
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private var collisionManager: CollisionManager!
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// MARK: - UI Elements
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private var livesLabel: SKLabelNode!
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private var scoreLabel: SKLabelNode!
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private var dogsLabel: SKLabelNode!
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private var humansLabel: SKLabelNode!
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private var timerLabel: SKLabelNode!
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private var pauseButton: SKShapeNode!
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private var pauseOverlay: SKNode?
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// MARK: - Touch Handling
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private var touchOffset: CGPoint = .zero
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private var isDragging: Bool = false
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// MARK: - Timing
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private var lastUpdateTime: TimeInterval = 0
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// MARK: - Background Scrolling
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private var floorTiles: [SKShapeNode] = []
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private let tileSize: CGFloat = 80
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// MARK: - Scene Lifecycle
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override func didMove(to view: SKView) {
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setupGame()
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}
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// MARK: - Setup
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private func setupGame() {
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// Initialize game state
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gameState = GameState()
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gameState.reset()
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// Setup physics
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physicsWorld.gravity = .zero
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collisionManager = CollisionManager()
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collisionManager.delegate = self
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collisionManager.setScene(self)
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physicsWorld.contactDelegate = collisionManager
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setupBackground()
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setupPlayer()
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setupUI()
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setupSpawnManager()
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spawnManager.startSpawning()
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}
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private func setupBackground() {
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backgroundColor = Constants.Colors.backgroundColor
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// Create scrolling floor tiles
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let rows = Int(frame.height / tileSize) + 3
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let cols = Int(frame.width / tileSize) + 1
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for row in 0..<rows {
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for col in 0..<cols {
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let tile = SKShapeNode(rect: CGRect(x: 0, y: 0,
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width: tileSize - 2, height: tileSize - 2))
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let isEven = (row + col) % 2 == 0
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tile.fillColor = isEven ?
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SKColor(white: 0.78, alpha: 1.0) : SKColor(white: 0.72, alpha: 1.0)
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tile.strokeColor = SKColor(white: 0.65, alpha: 0.5)
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tile.lineWidth = 1
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tile.position = CGPoint(x: CGFloat(col) * tileSize,
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y: CGFloat(row) * tileSize)
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tile.zPosition = Constants.ZPosition.floor
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tile.name = "floorTile"
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addChild(tile)
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floorTiles.append(tile)
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}
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}
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// Add airport markings
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addAirportMarkings()
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}
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private func addAirportMarkings() {
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// Center line
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let lineWidth: CGFloat = 4
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let dashLength: CGFloat = 30
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let gapLength: CGFloat = 20
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for y in stride(from: CGFloat(0), to: frame.height, by: dashLength + gapLength) {
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let dash = SKShapeNode(rect: CGRect(x: frame.midX - lineWidth / 2, y: y,
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width: lineWidth, height: dashLength))
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dash.fillColor = SKColor.yellow.withAlphaComponent(0.6)
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dash.strokeColor = .clear
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dash.zPosition = Constants.ZPosition.floor + 0.5
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dash.name = "floorMarking"
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addChild(dash)
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}
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}
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private func setupPlayer() {
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player = PlayerNode()
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player.position = CGPoint(x: frame.midX, y: frame.height * 0.15)
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addChild(player)
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}
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private func setupUI() {
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let uiY = frame.height - 50
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let uiY2 = frame.height - 80
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// Lives
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livesLabel = createUILabel(text: gameState.formattedLives, fontSize: 24)
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livesLabel.position = CGPoint(x: 60, y: uiY)
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livesLabel.horizontalAlignmentMode = .left
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addChild(livesLabel)
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// Score
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scoreLabel = createUILabel(text: gameState.formattedScore, fontSize: 20)
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scoreLabel.position = CGPoint(x: frame.midX, y: uiY)
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addChild(scoreLabel)
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// Dogs counter
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dogsLabel = createUILabel(text: gameState.formattedDogs, fontSize: 18)
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dogsLabel.position = CGPoint(x: frame.width - 120, y: uiY)
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addChild(dogsLabel)
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// Humans counter
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humansLabel = createUILabel(text: gameState.formattedHumans, fontSize: 18)
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humansLabel.position = CGPoint(x: frame.width - 50, y: uiY)
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addChild(humansLabel)
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// Timer
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timerLabel = createUILabel(text: "⏱️ \(gameState.formattedTime)", fontSize: 22)
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timerLabel.position = CGPoint(x: frame.midX, y: uiY2)
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addChild(timerLabel)
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// Pause button
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setupPauseButton()
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// UI background bar
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let uiBar = SKShapeNode(rect: CGRect(x: 0, y: frame.height - 100,
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width: frame.width, height: 100))
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uiBar.fillColor = SKColor.white.withAlphaComponent(0.9)
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uiBar.strokeColor = SKColor.gray.withAlphaComponent(0.5)
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uiBar.lineWidth = 1
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uiBar.zPosition = Constants.ZPosition.ui - 1
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addChild(uiBar)
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}
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private func createUILabel(text: String, fontSize: CGFloat) -> SKLabelNode {
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let label = SKLabelNode(text: text)
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label.fontName = "AvenirNext-Bold"
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label.fontSize = fontSize
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label.fontColor = .darkGray
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label.zPosition = Constants.ZPosition.ui
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label.verticalAlignmentMode = .center
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return label
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}
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private func setupPauseButton() {
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let buttonSize: CGFloat = 36
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pauseButton = SKShapeNode(rect: CGRect(x: -buttonSize / 2, y: -buttonSize / 2,
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width: buttonSize, height: buttonSize),
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cornerRadius: 8)
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pauseButton.fillColor = SKColor(white: 0.9, alpha: 1.0)
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pauseButton.strokeColor = SKColor.gray
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pauseButton.lineWidth = 2
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pauseButton.position = CGPoint(x: 40, y: frame.height - 75)
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pauseButton.zPosition = Constants.ZPosition.ui
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pauseButton.name = "pauseButton"
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addChild(pauseButton)
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// Pause icon (two vertical bars)
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let barWidth: CGFloat = 4
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let barHeight: CGFloat = 16
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let barGap: CGFloat = 5
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let leftBar = SKShapeNode(rect: CGRect(x: -barGap - barWidth / 2, y: -barHeight / 2,
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width: barWidth, height: barHeight))
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leftBar.fillColor = .darkGray
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leftBar.strokeColor = .clear
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pauseButton.addChild(leftBar)
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let rightBar = SKShapeNode(rect: CGRect(x: barGap - barWidth / 2, y: -barHeight / 2,
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width: barWidth, height: barHeight))
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rightBar.fillColor = .darkGray
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rightBar.strokeColor = .clear
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pauseButton.addChild(rightBar)
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}
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private func setupSpawnManager() {
|
||||
spawnManager = SpawnManager(scene: self)
|
||||
}
|
||||
|
||||
// MARK: - Update Loop
|
||||
override func update(_ currentTime: TimeInterval) {
|
||||
guard gameState.currentState == .playing else { return }
|
||||
|
||||
// Calculate delta time
|
||||
let deltaTime = lastUpdateTime > 0 ? currentTime - lastUpdateTime : 0
|
||||
lastUpdateTime = currentTime
|
||||
|
||||
// Update game time
|
||||
gameState.updateTime(delta: deltaTime)
|
||||
updateUI()
|
||||
|
||||
// Update spawn manager
|
||||
spawnManager.update(deltaTime: deltaTime)
|
||||
|
||||
// Update floor scrolling
|
||||
updateFloorScrolling(deltaTime: deltaTime)
|
||||
|
||||
// Check game end conditions
|
||||
checkGameEndConditions()
|
||||
}
|
||||
|
||||
private func updateFloorScrolling(deltaTime: TimeInterval) {
|
||||
let scrollAmount = Constants.scrollSpeed * CGFloat(deltaTime)
|
||||
|
||||
for tile in floorTiles {
|
||||
tile.position.y -= scrollAmount
|
||||
|
||||
// Reset tile position when it scrolls off screen
|
||||
if tile.position.y < -tileSize {
|
||||
tile.position.y += CGFloat(floorTiles.count / (Int(frame.width / tileSize) + 1)) * tileSize
|
||||
}
|
||||
}
|
||||
|
||||
// Also scroll floor markings
|
||||
enumerateChildNodes(withName: "floorMarking") { node, _ in
|
||||
node.position.y -= scrollAmount
|
||||
if node.position.y < -30 {
|
||||
node.position.y += self.frame.height + 50
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private func updateUI() {
|
||||
livesLabel.text = gameState.formattedLives
|
||||
scoreLabel.text = gameState.formattedScore
|
||||
dogsLabel.text = gameState.formattedDogs
|
||||
humansLabel.text = gameState.formattedHumans
|
||||
timerLabel.text = "⏱️ \(gameState.formattedTime)"
|
||||
|
||||
// Flash timer when low
|
||||
if gameState.timeRemaining <= 10 {
|
||||
timerLabel.fontColor = .red
|
||||
|
||||
if timerLabel.action(forKey: "flash") == nil {
|
||||
let flash = SKAction.sequence([
|
||||
SKAction.scale(to: 1.2, duration: 0.25),
|
||||
SKAction.scale(to: 1.0, duration: 0.25)
|
||||
])
|
||||
timerLabel.run(SKAction.repeatForever(flash), withKey: "flash")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private func checkGameEndConditions() {
|
||||
if gameState.hasWon {
|
||||
handleVictory()
|
||||
} else if gameState.hasLost {
|
||||
handleGameOver()
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Touch Handling
|
||||
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
|
||||
guard let touch = touches.first else { return }
|
||||
let location = touch.location(in: self)
|
||||
|
||||
// Check pause button
|
||||
if pauseButton.contains(location) {
|
||||
togglePause()
|
||||
return
|
||||
}
|
||||
|
||||
// Check if touching player for dragging
|
||||
if player.contains(location) {
|
||||
isDragging = true
|
||||
touchOffset = CGPoint(x: player.position.x - location.x,
|
||||
y: player.position.y - location.y)
|
||||
} else {
|
||||
// Move player to touch location
|
||||
isDragging = true
|
||||
touchOffset = .zero
|
||||
player.position = location
|
||||
player.constrainToScreen(in: frame)
|
||||
}
|
||||
}
|
||||
|
||||
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
|
||||
guard isDragging, gameState.currentState == .playing,
|
||||
let touch = touches.first else { return }
|
||||
|
||||
let location = touch.location(in: self)
|
||||
player.position = CGPoint(x: location.x + touchOffset.x,
|
||||
y: location.y + touchOffset.y)
|
||||
player.constrainToScreen(in: frame)
|
||||
}
|
||||
|
||||
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
|
||||
isDragging = false
|
||||
}
|
||||
|
||||
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
|
||||
isDragging = false
|
||||
}
|
||||
|
||||
// MARK: - Pause Handling
|
||||
private func togglePause() {
|
||||
if gameState.currentState == .playing {
|
||||
pauseGame()
|
||||
} else if gameState.currentState == .paused {
|
||||
resumeGame()
|
||||
}
|
||||
}
|
||||
|
||||
private func pauseGame() {
|
||||
gameState.setState(.paused)
|
||||
spawnManager.stopSpawning()
|
||||
isPaused = true
|
||||
|
||||
showPauseOverlay()
|
||||
}
|
||||
|
||||
private func resumeGame() {
|
||||
hidePauseOverlay()
|
||||
|
||||
gameState.setState(.playing)
|
||||
spawnManager.startSpawning()
|
||||
isPaused = false
|
||||
lastUpdateTime = 0
|
||||
}
|
||||
|
||||
private func showPauseOverlay() {
|
||||
pauseOverlay = SKNode()
|
||||
pauseOverlay?.zPosition = Constants.ZPosition.ui + 10
|
||||
|
||||
// Dimmed background
|
||||
let dim = SKShapeNode(rect: frame)
|
||||
dim.fillColor = SKColor.black.withAlphaComponent(0.6)
|
||||
dim.strokeColor = .clear
|
||||
pauseOverlay?.addChild(dim)
|
||||
|
||||
// Pause text
|
||||
let pauseText = SKLabelNode(text: "⏸️ PAUSIERT")
|
||||
pauseText.fontName = "AvenirNext-Heavy"
|
||||
pauseText.fontSize = 40
|
||||
pauseText.fontColor = .white
|
||||
pauseText.position = CGPoint(x: frame.midX, y: frame.midY + 40)
|
||||
pauseOverlay?.addChild(pauseText)
|
||||
|
||||
// Resume button
|
||||
let resumeButton = createButton(text: "▶️ Weiter", at: CGPoint(x: frame.midX, y: frame.midY - 20))
|
||||
resumeButton.name = "resumeButton"
|
||||
pauseOverlay?.addChild(resumeButton)
|
||||
|
||||
// Menu button
|
||||
let menuButton = createButton(text: "🏠 Menü", at: CGPoint(x: frame.midX, y: frame.midY - 80))
|
||||
menuButton.name = "menuButton"
|
||||
pauseOverlay?.addChild(menuButton)
|
||||
|
||||
addChild(pauseOverlay!)
|
||||
}
|
||||
|
||||
private func createButton(text: String, at position: CGPoint) -> SKNode {
|
||||
let container = SKNode()
|
||||
container.position = position
|
||||
|
||||
let bg = SKShapeNode(rect: CGRect(x: -80, y: -25, width: 160, height: 50),
|
||||
cornerRadius: 10)
|
||||
bg.fillColor = SKColor(white: 0.2, alpha: 0.9)
|
||||
bg.strokeColor = .white
|
||||
bg.lineWidth = 2
|
||||
container.addChild(bg)
|
||||
|
||||
let label = SKLabelNode(text: text)
|
||||
label.fontName = "AvenirNext-Bold"
|
||||
label.fontSize = 22
|
||||
label.fontColor = .white
|
||||
label.verticalAlignmentMode = .center
|
||||
container.addChild(label)
|
||||
|
||||
return container
|
||||
}
|
||||
|
||||
private func hidePauseOverlay() {
|
||||
pauseOverlay?.removeFromParent()
|
||||
pauseOverlay = nil
|
||||
}
|
||||
|
||||
// MARK: - Handle pause overlay touches (override to handle when paused)
|
||||
func handlePauseOverlayTouch(at location: CGPoint) {
|
||||
guard let overlay = pauseOverlay else { return }
|
||||
|
||||
if let resumeButton = overlay.childNode(withName: "resumeButton"),
|
||||
resumeButton.contains(location) {
|
||||
resumeGame()
|
||||
} else if let menuButton = overlay.childNode(withName: "menuButton"),
|
||||
menuButton.contains(location) {
|
||||
returnToMenu()
|
||||
}
|
||||
}
|
||||
|
||||
// Override touchesBegan to handle pause overlay
|
||||
func handleTouchInPausedState(_ touches: Set<UITouch>) {
|
||||
guard let touch = touches.first else { return }
|
||||
let location = touch.location(in: self)
|
||||
handlePauseOverlayTouch(at: location)
|
||||
}
|
||||
|
||||
// MARK: - Game End Handling
|
||||
private func handleDamage() {
|
||||
guard !gameState.isInvincible else { return }
|
||||
|
||||
if gameState.loseLife() {
|
||||
// Start invincibility
|
||||
gameState.isInvincible = true
|
||||
player.startBlinking()
|
||||
|
||||
// End invincibility after duration
|
||||
let wait = SKAction.wait(forDuration: Constants.invincibilityDuration)
|
||||
run(wait) { [weak self] in
|
||||
self?.gameState.isInvincible = false
|
||||
self?.player.stopBlinking()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private func handleVictory() {
|
||||
gameState.setState(.victory)
|
||||
spawnManager.stopSpawning()
|
||||
|
||||
// Record score
|
||||
ScoreManager.shared.recordGameEnd(
|
||||
score: gameState.score,
|
||||
dogsCollected: gameState.dogsCollected,
|
||||
humansCollected: gameState.humansCollected,
|
||||
didWin: true
|
||||
)
|
||||
|
||||
// Transition to victory scene
|
||||
let victoryScene = VictoryScene(size: size)
|
||||
victoryScene.scaleMode = scaleMode
|
||||
victoryScene.finalScore = gameState.score
|
||||
victoryScene.dogsCollected = gameState.dogsCollected
|
||||
victoryScene.humansCollected = gameState.humansCollected
|
||||
victoryScene.timeRemaining = gameState.timeRemaining
|
||||
|
||||
let transition = SKTransition.fade(withDuration: 0.5)
|
||||
view?.presentScene(victoryScene, transition: transition)
|
||||
}
|
||||
|
||||
private func handleGameOver() {
|
||||
gameState.setState(.gameOver)
|
||||
spawnManager.stopSpawning()
|
||||
|
||||
// Record score
|
||||
ScoreManager.shared.recordGameEnd(
|
||||
score: gameState.score,
|
||||
dogsCollected: gameState.dogsCollected,
|
||||
humansCollected: gameState.humansCollected,
|
||||
didWin: false
|
||||
)
|
||||
|
||||
// Transition to game over scene
|
||||
let gameOverScene = GameOverScene(size: size)
|
||||
gameOverScene.scaleMode = scaleMode
|
||||
gameOverScene.finalScore = gameState.score
|
||||
gameOverScene.dogsCollected = gameState.dogsCollected
|
||||
gameOverScene.humansCollected = gameState.humansCollected
|
||||
gameOverScene.isNewHighScore = ScoreManager.shared.isNewHighScore(gameState.score)
|
||||
|
||||
let transition = SKTransition.fade(withDuration: 0.5)
|
||||
view?.presentScene(gameOverScene, transition: transition)
|
||||
}
|
||||
|
||||
private func returnToMenu() {
|
||||
let menuScene = MenuScene(size: size)
|
||||
menuScene.scaleMode = scaleMode
|
||||
|
||||
let transition = SKTransition.fade(withDuration: 0.5)
|
||||
view?.presentScene(menuScene, transition: transition)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - CollisionManagerDelegate
|
||||
extension GameScene: CollisionManagerDelegate {
|
||||
func didCollectGoodDog(points: Int) {
|
||||
gameState.addPoints(points)
|
||||
gameState.collectDog()
|
||||
|
||||
// Show collection effect
|
||||
showPointsEffect(points: points, at: player.position)
|
||||
}
|
||||
|
||||
func didCollectGreenHuman(points: Int) {
|
||||
gameState.addPoints(points)
|
||||
gameState.collectHuman()
|
||||
|
||||
// Show collection effect
|
||||
showPointsEffect(points: points, at: player.position)
|
||||
}
|
||||
|
||||
func didHitHarmfulEntity() {
|
||||
handleDamage()
|
||||
}
|
||||
|
||||
private func showPointsEffect(points: Int, at position: CGPoint) {
|
||||
let label = SKLabelNode(text: "+\(points)")
|
||||
label.fontName = "AvenirNext-Bold"
|
||||
label.fontSize = 24
|
||||
label.fontColor = .green
|
||||
label.position = CGPoint(x: position.x, y: position.y + 50)
|
||||
label.zPosition = Constants.ZPosition.ui
|
||||
|
||||
addChild(label)
|
||||
|
||||
let moveUp = SKAction.moveBy(x: 0, y: 40, duration: 0.5)
|
||||
let fadeOut = SKAction.fadeOut(withDuration: 0.5)
|
||||
let group = SKAction.group([moveUp, fadeOut])
|
||||
let remove = SKAction.removeFromParent()
|
||||
label.run(SKAction.sequence([group, remove]))
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,265 @@
|
||||
//
|
||||
// MenuScene.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
class MenuScene: SKScene {
|
||||
|
||||
// MARK: - Properties
|
||||
private var startButton: SKShapeNode!
|
||||
private var titleLabel: SKLabelNode!
|
||||
private var subtitleLabel: SKLabelNode!
|
||||
private var highScoreLabel: SKLabelNode!
|
||||
private var creditsLabel: SKLabelNode!
|
||||
|
||||
// MARK: - Decorative elements
|
||||
private var decorativeSuitcase: PlayerNode!
|
||||
private var decorativeDogs: [DogNode] = []
|
||||
private var decorativeHumans: [HumanNode] = []
|
||||
|
||||
// MARK: - Scene Lifecycle
|
||||
override func didMove(to view: SKView) {
|
||||
setupBackground()
|
||||
setupTitle()
|
||||
setupStartButton()
|
||||
setupHighScore()
|
||||
setupDecorations()
|
||||
setupCredits()
|
||||
startAnimations()
|
||||
}
|
||||
|
||||
// MARK: - Setup
|
||||
private func setupBackground() {
|
||||
backgroundColor = Constants.Colors.backgroundColor
|
||||
|
||||
// Create floor pattern
|
||||
let floorHeight = frame.height * 0.6
|
||||
let floor = SKShapeNode(rect: CGRect(x: 0, y: 0,
|
||||
width: frame.width, height: floorHeight))
|
||||
floor.fillColor = Constants.Colors.floorColor
|
||||
floor.strokeColor = .clear
|
||||
floor.zPosition = Constants.ZPosition.floor
|
||||
addChild(floor)
|
||||
|
||||
// Add floor tiles pattern
|
||||
let tileSize: CGFloat = 80
|
||||
for x in stride(from: CGFloat(0), to: frame.width, by: tileSize) {
|
||||
for y in stride(from: CGFloat(0), to: floorHeight, by: tileSize) {
|
||||
let tile = SKShapeNode(rect: CGRect(x: x, y: y,
|
||||
width: tileSize - 2, height: tileSize - 2))
|
||||
tile.fillColor = (Int((x + y) / tileSize) % 2 == 0) ?
|
||||
SKColor(white: 0.78, alpha: 1.0) : SKColor(white: 0.72, alpha: 1.0)
|
||||
tile.strokeColor = SKColor(white: 0.65, alpha: 0.5)
|
||||
tile.lineWidth = 1
|
||||
tile.zPosition = Constants.ZPosition.floor + 0.1
|
||||
addChild(tile)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private func setupTitle() {
|
||||
// Main title
|
||||
titleLabel = SKLabelNode(text: "🧳 Rollkoffer Simulator 🧳")
|
||||
titleLabel.fontName = "AvenirNext-Heavy"
|
||||
titleLabel.fontSize = 36
|
||||
titleLabel.fontColor = SKColor(red: 0.3, green: 0.2, blue: 0.5, alpha: 1.0)
|
||||
titleLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.85)
|
||||
titleLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(titleLabel)
|
||||
|
||||
// Subtitle
|
||||
subtitleLabel = SKLabelNode(text: "Sammle Hunde & Menschen am Flughafen!")
|
||||
subtitleLabel.fontName = "AvenirNext-Medium"
|
||||
subtitleLabel.fontSize = 18
|
||||
subtitleLabel.fontColor = SKColor.darkGray
|
||||
subtitleLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.78)
|
||||
subtitleLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(subtitleLabel)
|
||||
|
||||
// Goal info
|
||||
let goalLabel = SKLabelNode(text: "Ziel: 🐕 10 Hunde + 👤 5 Grüne Menschen")
|
||||
goalLabel.fontName = "AvenirNext-Medium"
|
||||
goalLabel.fontSize = 16
|
||||
goalLabel.fontColor = SKColor.gray
|
||||
goalLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.72)
|
||||
goalLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(goalLabel)
|
||||
}
|
||||
|
||||
private func setupStartButton() {
|
||||
// Button background
|
||||
let buttonWidth: CGFloat = 200
|
||||
let buttonHeight: CGFloat = 60
|
||||
|
||||
startButton = SKShapeNode(rect: CGRect(x: -buttonWidth / 2, y: -buttonHeight / 2,
|
||||
width: buttonWidth, height: buttonHeight),
|
||||
cornerRadius: 15)
|
||||
startButton.fillColor = SKColor(red: 0.2, green: 0.7, blue: 0.3, alpha: 1.0)
|
||||
startButton.strokeColor = SKColor(red: 0.15, green: 0.5, blue: 0.2, alpha: 1.0)
|
||||
startButton.lineWidth = 3
|
||||
startButton.position = CGPoint(x: frame.midX, y: frame.height * 0.5)
|
||||
startButton.zPosition = Constants.ZPosition.ui
|
||||
startButton.name = "startButton"
|
||||
addChild(startButton)
|
||||
|
||||
// Button label
|
||||
let buttonLabel = SKLabelNode(text: "▶ START")
|
||||
buttonLabel.fontName = "AvenirNext-Bold"
|
||||
buttonLabel.fontSize = 28
|
||||
buttonLabel.fontColor = .white
|
||||
buttonLabel.verticalAlignmentMode = .center
|
||||
buttonLabel.position = .zero
|
||||
buttonLabel.zPosition = 1
|
||||
startButton.addChild(buttonLabel)
|
||||
|
||||
// Button pulse animation
|
||||
let scaleUp = SKAction.scale(to: 1.05, duration: 0.8)
|
||||
let scaleDown = SKAction.scale(to: 1.0, duration: 0.8)
|
||||
let pulse = SKAction.sequence([scaleUp, scaleDown])
|
||||
startButton.run(SKAction.repeatForever(pulse))
|
||||
}
|
||||
|
||||
private func setupHighScore() {
|
||||
let highScore = ScoreManager.shared.highScore
|
||||
|
||||
highScoreLabel = SKLabelNode(text: "🏆 High Score: \(highScore)")
|
||||
highScoreLabel.fontName = "AvenirNext-DemiBold"
|
||||
highScoreLabel.fontSize = 20
|
||||
highScoreLabel.fontColor = SKColor(red: 0.8, green: 0.6, blue: 0.1, alpha: 1.0)
|
||||
highScoreLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.38)
|
||||
highScoreLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(highScoreLabel)
|
||||
|
||||
// Statistics label
|
||||
let victories = ScoreManager.shared.victories
|
||||
let gamesPlayed = ScoreManager.shared.gamesPlayed
|
||||
let statsText = "Siege: \(victories) | Spiele: \(gamesPlayed)"
|
||||
|
||||
let statsLabel = SKLabelNode(text: statsText)
|
||||
statsLabel.fontName = "AvenirNext-Regular"
|
||||
statsLabel.fontSize = 14
|
||||
statsLabel.fontColor = SKColor.gray
|
||||
statsLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.33)
|
||||
statsLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(statsLabel)
|
||||
}
|
||||
|
||||
private func setupDecorations() {
|
||||
// Decorative suitcase
|
||||
decorativeSuitcase = PlayerNode()
|
||||
decorativeSuitcase.position = CGPoint(x: frame.midX, y: frame.height * 0.2)
|
||||
decorativeSuitcase.zPosition = Constants.ZPosition.entities
|
||||
addChild(decorativeSuitcase)
|
||||
|
||||
// Add some decorative dogs
|
||||
let dogTypes: [DogType] = [.smallGood, .bigGood, .bad]
|
||||
let dogPositions: [CGPoint] = [
|
||||
CGPoint(x: frame.width * 0.15, y: frame.height * 0.25),
|
||||
CGPoint(x: frame.width * 0.85, y: frame.height * 0.22),
|
||||
CGPoint(x: frame.width * 0.25, y: frame.height * 0.12)
|
||||
]
|
||||
|
||||
for (index, type) in dogTypes.enumerated() {
|
||||
let dog = DogNode(type: type)
|
||||
dog.position = dogPositions[index]
|
||||
dog.zPosition = Constants.ZPosition.entities
|
||||
addChild(dog)
|
||||
decorativeDogs.append(dog)
|
||||
}
|
||||
|
||||
// Add decorative humans
|
||||
let humanTypes: [HumanType] = [.green, .gray]
|
||||
let humanPositions: [CGPoint] = [
|
||||
CGPoint(x: frame.width * 0.75, y: frame.height * 0.15),
|
||||
CGPoint(x: frame.width * 0.6, y: frame.height * 0.1)
|
||||
]
|
||||
|
||||
for (index, type) in humanTypes.enumerated() {
|
||||
let human = HumanNode(type: type)
|
||||
human.position = humanPositions[index]
|
||||
human.zPosition = Constants.ZPosition.entities
|
||||
addChild(human)
|
||||
decorativeHumans.append(human)
|
||||
}
|
||||
}
|
||||
|
||||
private func setupCredits() {
|
||||
creditsLabel = SKLabelNode(text: "Created by Ingo K.")
|
||||
creditsLabel.fontName = "AvenirNext-Italic"
|
||||
creditsLabel.fontSize = 14
|
||||
creditsLabel.fontColor = SKColor.gray
|
||||
creditsLabel.position = CGPoint(x: frame.midX, y: 30)
|
||||
creditsLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(creditsLabel)
|
||||
}
|
||||
|
||||
private func startAnimations() {
|
||||
// Animate decorative suitcase
|
||||
let moveLeft = SKAction.moveBy(x: -20, y: 0, duration: 1.5)
|
||||
let moveRight = SKAction.moveBy(x: 40, y: 0, duration: 3.0)
|
||||
let moveBack = SKAction.moveBy(x: -20, y: 0, duration: 1.5)
|
||||
let suitcaseSequence = SKAction.sequence([moveLeft, moveRight, moveBack])
|
||||
decorativeSuitcase.run(SKAction.repeatForever(suitcaseSequence))
|
||||
|
||||
// Animate decorative entities
|
||||
for (index, dog) in decorativeDogs.enumerated() {
|
||||
let delay = Double(index) * 0.3
|
||||
let bounce = SKAction.sequence([
|
||||
SKAction.wait(forDuration: delay),
|
||||
SKAction.moveBy(x: 0, y: 10, duration: 0.4),
|
||||
SKAction.moveBy(x: 0, y: -10, duration: 0.4)
|
||||
])
|
||||
dog.run(SKAction.repeatForever(bounce))
|
||||
}
|
||||
|
||||
for (index, human) in decorativeHumans.enumerated() {
|
||||
let delay = Double(index) * 0.4 + 0.2
|
||||
let sway = SKAction.sequence([
|
||||
SKAction.wait(forDuration: delay),
|
||||
SKAction.rotate(byAngle: 0.05, duration: 0.5),
|
||||
SKAction.rotate(byAngle: -0.1, duration: 1.0),
|
||||
SKAction.rotate(byAngle: 0.05, duration: 0.5)
|
||||
])
|
||||
human.run(SKAction.repeatForever(sway))
|
||||
}
|
||||
|
||||
// Title animation
|
||||
let titleScale = SKAction.sequence([
|
||||
SKAction.scale(to: 1.02, duration: 2.0),
|
||||
SKAction.scale(to: 1.0, duration: 2.0)
|
||||
])
|
||||
titleLabel.run(SKAction.repeatForever(titleScale))
|
||||
}
|
||||
|
||||
// MARK: - Touch Handling
|
||||
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
|
||||
guard let touch = touches.first else { return }
|
||||
let location = touch.location(in: self)
|
||||
|
||||
if startButton.contains(location) {
|
||||
startGame()
|
||||
}
|
||||
}
|
||||
|
||||
private func startGame() {
|
||||
// Button press effect
|
||||
let pressDown = SKAction.scale(to: 0.9, duration: 0.1)
|
||||
let pressUp = SKAction.scale(to: 1.0, duration: 0.1)
|
||||
|
||||
startButton.run(SKAction.sequence([pressDown, pressUp])) { [weak self] in
|
||||
self?.transitionToGame()
|
||||
}
|
||||
}
|
||||
|
||||
private func transitionToGame() {
|
||||
let gameScene = GameScene(size: size)
|
||||
gameScene.scaleMode = scaleMode
|
||||
|
||||
let transition = SKTransition.fade(withDuration: 0.5)
|
||||
view?.presentScene(gameScene, transition: transition)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,312 @@
|
||||
//
|
||||
// VictoryScene.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
class VictoryScene: SKScene {
|
||||
|
||||
// MARK: - Properties
|
||||
var finalScore: Int = 0
|
||||
var dogsCollected: Int = 0
|
||||
var humansCollected: Int = 0
|
||||
var timeRemaining: TimeInterval = 0
|
||||
|
||||
private var playAgainButton: SKShapeNode!
|
||||
private var menuButton: SKShapeNode!
|
||||
|
||||
// MARK: - Scene Lifecycle
|
||||
override func didMove(to view: SKView) {
|
||||
setupBackground()
|
||||
setupContent()
|
||||
setupButtons()
|
||||
startCelebration()
|
||||
}
|
||||
|
||||
// MARK: - Setup
|
||||
private func setupBackground() {
|
||||
backgroundColor = SKColor(red: 0.1, green: 0.2, blue: 0.1, alpha: 1.0)
|
||||
|
||||
// Add celebration particles
|
||||
for _ in 0..<30 {
|
||||
let confetti = createConfetti()
|
||||
addChild(confetti)
|
||||
}
|
||||
}
|
||||
|
||||
private func createConfetti() -> SKShapeNode {
|
||||
let size = CGFloat.random(in: 8...15)
|
||||
let confetti = SKShapeNode(rectOf: CGSize(width: size, height: size * 1.5))
|
||||
confetti.fillColor = [SKColor.red, SKColor.yellow, SKColor.green,
|
||||
SKColor.blue, SKColor.orange, SKColor.purple].randomElement()!
|
||||
confetti.strokeColor = .clear
|
||||
confetti.position = CGPoint(x: CGFloat.random(in: 0...frame.width),
|
||||
y: frame.height + CGFloat.random(in: 50...200))
|
||||
confetti.zPosition = Constants.ZPosition.ui - 5
|
||||
confetti.zRotation = CGFloat.random(in: 0...(.pi * 2))
|
||||
|
||||
// Falling animation
|
||||
let fallDuration = Double.random(in: 3...6)
|
||||
let fall = SKAction.moveTo(y: -50, duration: fallDuration)
|
||||
let rotate = SKAction.rotate(byAngle: .pi * 4, duration: fallDuration)
|
||||
let sway = SKAction.sequence([
|
||||
SKAction.moveBy(x: 30, y: 0, duration: 0.5),
|
||||
SKAction.moveBy(x: -30, y: 0, duration: 0.5)
|
||||
])
|
||||
let swayRepeat = SKAction.repeat(sway, count: Int(fallDuration))
|
||||
|
||||
let group = SKAction.group([fall, rotate, swayRepeat])
|
||||
let reset = SKAction.run { [weak confetti, weak self] in
|
||||
confetti?.position = CGPoint(x: CGFloat.random(in: 0...(self?.frame.width ?? 400)),
|
||||
y: (self?.frame.height ?? 800) + 50)
|
||||
}
|
||||
let sequence = SKAction.sequence([group, reset])
|
||||
confetti.run(SKAction.repeatForever(sequence))
|
||||
|
||||
return confetti
|
||||
}
|
||||
|
||||
private func setupContent() {
|
||||
// Victory title
|
||||
let titleLabel = SKLabelNode(text: "🎉 GEWONNEN! 🎉")
|
||||
titleLabel.fontName = "AvenirNext-Heavy"
|
||||
titleLabel.fontSize = 46
|
||||
titleLabel.fontColor = .yellow
|
||||
titleLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.82)
|
||||
titleLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(titleLabel)
|
||||
|
||||
// Animate title
|
||||
let titlePulse = SKAction.sequence([
|
||||
SKAction.scale(to: 1.1, duration: 0.3),
|
||||
SKAction.scale(to: 1.0, duration: 0.3)
|
||||
])
|
||||
titleLabel.run(SKAction.repeatForever(titlePulse))
|
||||
|
||||
// Subtitle
|
||||
let subtitleLabel = SKLabelNode(text: "Du hast alle Ziele erreicht!")
|
||||
subtitleLabel.fontName = "AvenirNext-Medium"
|
||||
subtitleLabel.fontSize = 20
|
||||
subtitleLabel.fontColor = .white
|
||||
subtitleLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.74)
|
||||
subtitleLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(subtitleLabel)
|
||||
|
||||
// Score display
|
||||
let scoreLabel = SKLabelNode(text: "Endpunktzahl: \(finalScore)")
|
||||
scoreLabel.fontName = "AvenirNext-Bold"
|
||||
scoreLabel.fontSize = 36
|
||||
scoreLabel.fontColor = SKColor(red: 1.0, green: 0.85, blue: 0.0, alpha: 1.0)
|
||||
scoreLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.62)
|
||||
scoreLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(scoreLabel)
|
||||
|
||||
// Time bonus display
|
||||
let timeBonus = Int(timeRemaining) * 5
|
||||
if timeBonus > 0 {
|
||||
let timeBonusLabel = SKLabelNode(text: "⏱️ Zeitbonus: +\(timeBonus) (\(Int(timeRemaining))s übrig)")
|
||||
timeBonusLabel.fontName = "AvenirNext-Medium"
|
||||
timeBonusLabel.fontSize = 18
|
||||
timeBonusLabel.fontColor = SKColor.cyan
|
||||
timeBonusLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.55)
|
||||
timeBonusLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(timeBonusLabel)
|
||||
}
|
||||
|
||||
// Stats display
|
||||
let statsY = frame.height * 0.45
|
||||
|
||||
let dogsLabel = SKLabelNode(text: "🐕 Hunde: \(dogsCollected)")
|
||||
dogsLabel.fontName = "AvenirNext-DemiBold"
|
||||
dogsLabel.fontSize = 22
|
||||
dogsLabel.fontColor = .white
|
||||
dogsLabel.position = CGPoint(x: frame.midX - 80, y: statsY)
|
||||
dogsLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(dogsLabel)
|
||||
|
||||
let humansLabel = SKLabelNode(text: "👤 Menschen: \(humansCollected)")
|
||||
humansLabel.fontName = "AvenirNext-DemiBold"
|
||||
humansLabel.fontSize = 22
|
||||
humansLabel.fontColor = .white
|
||||
humansLabel.position = CGPoint(x: frame.midX + 80, y: statsY)
|
||||
humansLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(humansLabel)
|
||||
|
||||
// Happy suitcase with collected items
|
||||
let happySuitcase = PlayerNode()
|
||||
happySuitcase.position = CGPoint(x: frame.midX, y: frame.height * 0.28)
|
||||
addChild(happySuitcase)
|
||||
|
||||
// Happy face
|
||||
let happyFace = SKLabelNode(text: "😄")
|
||||
happyFace.fontSize = 30
|
||||
happyFace.position = CGPoint(x: frame.midX, y: frame.height * 0.28 + 20)
|
||||
happyFace.zPosition = Constants.ZPosition.ui
|
||||
addChild(happyFace)
|
||||
|
||||
// Add small dogs and humans around suitcase
|
||||
let collectibles = [
|
||||
("🐕", CGPoint(x: -50, y: 0)),
|
||||
("🐕", CGPoint(x: 50, y: 0)),
|
||||
("👤", CGPoint(x: -35, y: 30)),
|
||||
("👤", CGPoint(x: 35, y: 30))
|
||||
]
|
||||
|
||||
for (emoji, offset) in collectibles {
|
||||
let label = SKLabelNode(text: emoji)
|
||||
label.fontSize = 24
|
||||
label.position = CGPoint(x: frame.midX + offset.x,
|
||||
y: frame.height * 0.28 + offset.y)
|
||||
label.zPosition = Constants.ZPosition.ui
|
||||
addChild(label)
|
||||
|
||||
// Bounce animation
|
||||
let bounce = SKAction.sequence([
|
||||
SKAction.moveBy(x: 0, y: 5, duration: 0.3),
|
||||
SKAction.moveBy(x: 0, y: -5, duration: 0.3)
|
||||
])
|
||||
label.run(SKAction.repeatForever(bounce))
|
||||
}
|
||||
|
||||
// High score check
|
||||
if ScoreManager.shared.isNewHighScore(finalScore) {
|
||||
let highScoreLabel = SKLabelNode(text: "🏆 NEUER HIGHSCORE! 🏆")
|
||||
highScoreLabel.fontName = "AvenirNext-Heavy"
|
||||
highScoreLabel.fontSize = 26
|
||||
highScoreLabel.fontColor = SKColor.yellow
|
||||
highScoreLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.68)
|
||||
highScoreLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(highScoreLabel)
|
||||
|
||||
let glow = SKAction.sequence([
|
||||
SKAction.fadeAlpha(to: 0.6, duration: 0.4),
|
||||
SKAction.fadeAlpha(to: 1.0, duration: 0.4)
|
||||
])
|
||||
highScoreLabel.run(SKAction.repeatForever(glow))
|
||||
}
|
||||
}
|
||||
|
||||
private func setupButtons() {
|
||||
// Play Again button
|
||||
playAgainButton = createButton(text: "🎮 Nochmal spielen",
|
||||
color: SKColor(red: 0.2, green: 0.7, blue: 0.3, alpha: 1.0))
|
||||
playAgainButton.position = CGPoint(x: frame.midX, y: frame.height * 0.13)
|
||||
playAgainButton.name = "playAgainButton"
|
||||
addChild(playAgainButton)
|
||||
|
||||
// Menu button
|
||||
menuButton = createButton(text: "🏠 Hauptmenü",
|
||||
color: SKColor(red: 0.3, green: 0.3, blue: 0.6, alpha: 1.0))
|
||||
menuButton.position = CGPoint(x: frame.midX, y: frame.height * 0.06)
|
||||
menuButton.name = "menuButton"
|
||||
addChild(menuButton)
|
||||
}
|
||||
|
||||
private func createButton(text: String, color: SKColor) -> SKShapeNode {
|
||||
let buttonWidth: CGFloat = 220
|
||||
let buttonHeight: CGFloat = 50
|
||||
|
||||
let button = SKShapeNode(rect: CGRect(x: -buttonWidth / 2, y: -buttonHeight / 2,
|
||||
width: buttonWidth, height: buttonHeight),
|
||||
cornerRadius: 12)
|
||||
button.fillColor = color
|
||||
button.strokeColor = .white.withAlphaComponent(0.5)
|
||||
button.lineWidth = 2
|
||||
button.zPosition = Constants.ZPosition.ui
|
||||
|
||||
let label = SKLabelNode(text: text)
|
||||
label.fontName = "AvenirNext-Bold"
|
||||
label.fontSize = 20
|
||||
label.fontColor = .white
|
||||
label.verticalAlignmentMode = .center
|
||||
label.zPosition = 1
|
||||
button.addChild(label)
|
||||
|
||||
return button
|
||||
}
|
||||
|
||||
private func startCelebration() {
|
||||
// Screen flash
|
||||
let flash = SKShapeNode(rect: frame)
|
||||
flash.fillColor = .white
|
||||
flash.strokeColor = .clear
|
||||
flash.zPosition = Constants.ZPosition.ui + 100
|
||||
flash.alpha = 0.8
|
||||
addChild(flash)
|
||||
|
||||
let fadeOut = SKAction.fadeOut(withDuration: 0.5)
|
||||
let remove = SKAction.removeFromParent()
|
||||
flash.run(SKAction.sequence([fadeOut, remove]))
|
||||
|
||||
// Star burst effect
|
||||
for _ in 0..<12 {
|
||||
let star = SKLabelNode(text: "⭐")
|
||||
star.fontSize = CGFloat.random(in: 20...40)
|
||||
star.position = CGPoint(x: frame.midX, y: frame.height * 0.82)
|
||||
star.zPosition = Constants.ZPosition.ui - 1
|
||||
star.alpha = 0
|
||||
addChild(star)
|
||||
|
||||
let angle = CGFloat.random(in: 0...(.pi * 2))
|
||||
let distance = CGFloat.random(in: 100...200)
|
||||
let endPoint = CGPoint(x: frame.midX + cos(angle) * distance,
|
||||
y: frame.height * 0.82 + sin(angle) * distance)
|
||||
|
||||
let fadeIn = SKAction.fadeIn(withDuration: 0.2)
|
||||
let move = SKAction.move(to: endPoint, duration: 0.5)
|
||||
let fadeOutStar = SKAction.fadeOut(withDuration: 0.3)
|
||||
let removeStar = SKAction.removeFromParent()
|
||||
|
||||
let group = SKAction.group([move, SKAction.sequence([fadeIn,
|
||||
SKAction.wait(forDuration: 0.2),
|
||||
fadeOutStar])])
|
||||
star.run(SKAction.sequence([SKAction.wait(forDuration: Double.random(in: 0...0.3)),
|
||||
group, removeStar]))
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Touch Handling
|
||||
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
|
||||
guard let touch = touches.first else { return }
|
||||
let location = touch.location(in: self)
|
||||
|
||||
if playAgainButton.contains(location) {
|
||||
playAgain()
|
||||
} else if menuButton.contains(location) {
|
||||
returnToMenu()
|
||||
}
|
||||
}
|
||||
|
||||
private func playAgain() {
|
||||
let pressDown = SKAction.scale(to: 0.9, duration: 0.1)
|
||||
let pressUp = SKAction.scale(to: 1.0, duration: 0.1)
|
||||
|
||||
playAgainButton.run(SKAction.sequence([pressDown, pressUp])) { [weak self] in
|
||||
guard let self = self else { return }
|
||||
|
||||
let gameScene = GameScene(size: self.size)
|
||||
gameScene.scaleMode = self.scaleMode
|
||||
|
||||
let transition = SKTransition.fade(withDuration: 0.5)
|
||||
self.view?.presentScene(gameScene, transition: transition)
|
||||
}
|
||||
}
|
||||
|
||||
private func returnToMenu() {
|
||||
let pressDown = SKAction.scale(to: 0.9, duration: 0.1)
|
||||
let pressUp = SKAction.scale(to: 1.0, duration: 0.1)
|
||||
|
||||
menuButton.run(SKAction.sequence([pressDown, pressUp])) { [weak self] in
|
||||
guard let self = self else { return }
|
||||
|
||||
let menuScene = MenuScene(size: self.size)
|
||||
menuScene.scaleMode = self.scaleMode
|
||||
|
||||
let transition = SKTransition.fade(withDuration: 0.5)
|
||||
self.view?.presentScene(menuScene, transition: transition)
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user