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 +1,42 @@
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//
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// AppDelegate.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 UIKit
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@main
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class AppDelegate: UIResponder, UIApplicationDelegate {
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var window: UIWindow?
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func application(_ application: UIApplication,
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didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
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return true
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}
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func applicationWillResignActive(_ application: UIApplication) {
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// Pause the game when app goes to background
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NotificationCenter.default.post(name: .pauseGame, object: nil)
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}
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func applicationDidEnterBackground(_ application: UIApplication) {
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// Save game state if needed
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}
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func applicationWillEnterForeground(_ application: UIApplication) {
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// Restore game state if needed
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}
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func applicationDidBecomeActive(_ application: UIApplication) {
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// Resume game if needed
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}
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}
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// MARK: - Notification Names
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extension Notification.Name {
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static let pauseGame = Notification.Name("pauseGame")
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static let resumeGame = Notification.Name("resumeGame")
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}
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@@ -0,0 +1,20 @@
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{
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"colors" : [
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{
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"color" : {
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"color-space" : "srgb",
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"components" : {
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"alpha" : "1.000",
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"blue" : "0.600",
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"green" : "0.300",
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"red" : "0.400"
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}
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},
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"idiom" : "universal"
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}
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],
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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@@ -0,0 +1,13 @@
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{
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"images" : [
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{
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"idiom" : "universal",
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"platform" : "ios",
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"size" : "1024x1024"
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}
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],
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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@@ -0,0 +1,6 @@
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{
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"info" : {
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"author" : "xcode",
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"version" : 1
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}
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}
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@@ -0,0 +1,66 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="21701" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
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<device id="retina6_12" orientation="portrait" appearance="light"/>
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<dependencies>
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<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="21678"/>
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<capability name="Safe area layout guides" minToolsVersion="9.0"/>
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<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
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</dependencies>
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<scenes>
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<!--View Controller-->
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<scene sceneID="EHf-IW-A2E">
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<objects>
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<viewController id="01J-lp-oVM" sceneMemberID="viewController">
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<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
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<rect key="frame" x="0.0" y="0.0" width="393" height="852"/>
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<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
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<subviews>
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<label opaque="NO" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="🧳" textAlignment="center" lineBreakMode="tailTruncation" baselineAdjustment="alignBaselines" adjustsFontSizeToFit="NO" translatesAutoresizingMaskIntoConstraints="NO" id="Emoji-Label">
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<rect key="frame" x="146.66666666666666" y="356" width="100" height="80"/>
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<constraints>
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<constraint firstAttribute="width" constant="100" id="width-constraint"/>
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<constraint firstAttribute="height" constant="80" id="height-constraint"/>
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</constraints>
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<fontDescription key="fontDescription" type="system" pointSize="60"/>
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<nil key="textColor"/>
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<nil key="highlightedColor"/>
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</label>
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<label opaque="NO" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="Rollkoffer Simulator" textAlignment="center" lineBreakMode="tailTruncation" baselineAdjustment="alignBaselines" adjustsFontSizeToFit="NO" translatesAutoresizingMaskIntoConstraints="NO" id="Title-Label">
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<rect key="frame" x="46.666666666666657" y="456" width="300" height="30"/>
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<constraints>
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<constraint firstAttribute="width" constant="300" id="title-width"/>
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<constraint firstAttribute="height" constant="30" id="title-height"/>
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</constraints>
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<fontDescription key="fontDescription" type="boldSystem" pointSize="24"/>
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<color key="textColor" red="0.4" green="0.3" blue="0.6" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
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<nil key="highlightedColor"/>
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</label>
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<label opaque="NO" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="Created by Ingo K." textAlignment="center" lineBreakMode="tailTruncation" baselineAdjustment="alignBaselines" adjustsFontSizeToFit="NO" translatesAutoresizingMaskIntoConstraints="NO" id="Credits-Label">
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<rect key="frame" x="96.666666666666671" y="792" width="200" height="20"/>
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<constraints>
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<constraint firstAttribute="width" constant="200" id="credits-width"/>
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<constraint firstAttribute="height" constant="20" id="credits-height"/>
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</constraints>
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<fontDescription key="fontDescription" type="italicSystem" pointSize="14"/>
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<color key="textColor" systemColor="secondaryLabelColor"/>
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<nil key="highlightedColor"/>
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</label>
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</subviews>
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<viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/>
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<color key="backgroundColor" red="0.9" green="0.9" blue="0.85" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
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<constraints>
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<constraint firstItem="Emoji-Label" firstAttribute="centerX" secondItem="Ze5-6b-2t3" secondAttribute="centerX" id="emoji-centerx"/>
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<constraint firstItem="Emoji-Label" firstAttribute="centerY" secondItem="Ze5-6b-2t3" secondAttribute="centerY" constant="-30" id="emoji-centery"/>
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<constraint firstItem="Title-Label" firstAttribute="centerX" secondItem="Ze5-6b-2t3" secondAttribute="centerX" id="title-centerx"/>
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<constraint firstItem="Title-Label" firstAttribute="top" secondItem="Emoji-Label" secondAttribute="bottom" constant="20" id="title-top"/>
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<constraint firstItem="Credits-Label" firstAttribute="centerX" secondItem="Ze5-6b-2t3" secondAttribute="centerX" id="credits-centerx"/>
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<constraint firstItem="Credits-Label" firstAttribute="bottom" secondItem="6Tk-OE-BBY" secondAttribute="bottom" constant="-20" id="credits-bottom"/>
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</constraints>
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</view>
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</viewController>
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<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
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</objects>
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<point key="canvasLocation" x="53" y="375"/>
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</scene>
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</scenes>
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</document>
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@@ -0,0 +1,26 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="21701" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="BYZ-38-t0r">
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<device id="retina6_12" orientation="portrait" appearance="light"/>
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<dependencies>
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<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="21678"/>
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<capability name="Safe area layout guides" minToolsVersion="9.0"/>
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<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
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</dependencies>
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<scenes>
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<!--Game View Controller-->
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<scene sceneID="tne-QT-ifu">
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<objects>
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<viewController id="BYZ-38-t0r" customClass="GameViewController" customModule="RollkofferSimulator" customModuleProvider="target" sceneMemberID="viewController">
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<view key="view" contentMode="scaleToFill" id="8bC-Xf-vdC" customClass="SKView">
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<rect key="frame" x="0.0" y="0.0" width="393" height="852"/>
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<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
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<viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/>
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<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="genericGamma22GrayColorSpace"/>
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</view>
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</viewController>
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<placeholder placeholderIdentifier="IBFirstResponder" id="dkx-z0-nzr" sceneMemberID="firstResponder"/>
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</objects>
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<point key="canvasLocation" x="-29" y="-21"/>
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</scene>
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</scenes>
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</document>
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@@ -0,0 +1,79 @@
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//
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// GameViewController.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 UIKit
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import SpriteKit
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import GameplayKit
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class GameViewController: UIViewController {
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override func viewDidLoad() {
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super.viewDidLoad()
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// Configure the view
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guard let skView = self.view as? SKView else {
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fatalError("View is not an SKView")
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}
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// Create and configure the initial scene
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let scene = MenuScene(size: skView.bounds.size)
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scene.scaleMode = .aspectFill
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// Configure view options
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skView.ignoresSiblingOrder = true
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#if DEBUG
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skView.showsFPS = true
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skView.showsNodeCount = true
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#endif
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// Present the scene
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skView.presentScene(scene)
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// Setup notification observers
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setupNotificationObservers()
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}
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private func setupNotificationObservers() {
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NotificationCenter.default.addObserver(
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self,
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selector: #selector(handlePauseNotification),
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name: .pauseGame,
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object: nil
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)
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}
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@objc private func handlePauseNotification() {
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guard let skView = self.view as? SKView,
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let gameScene = skView.scene as? GameScene else {
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return
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}
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// The GameScene should handle pausing internally
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// This is just a notification that the app is going to background
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}
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override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
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if UIDevice.current.userInterfaceIdiom == .phone {
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return .portrait
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} else {
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return .all
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}
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}
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override var prefersStatusBarHidden: Bool {
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return true
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}
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override var preferredScreenEdgesDeferringSystemGestures: UIRectEdge {
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return .all
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}
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deinit {
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NotificationCenter.default.removeObserver(self)
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}
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}
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@@ -0,0 +1,54 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleDevelopmentRegion</key>
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<string>$(DEVELOPMENT_LANGUAGE)</string>
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<key>CFBundleDisplayName</key>
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<string>Rollkoffer Simulator</string>
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<key>CFBundleExecutable</key>
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<string>$(EXECUTABLE_NAME)</string>
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<key>CFBundleIdentifier</key>
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<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
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<key>CFBundleInfoDictionaryVersion</key>
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<string>6.0</string>
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<key>CFBundleName</key>
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<string>$(PRODUCT_NAME)</string>
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<key>CFBundlePackageType</key>
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<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string>
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<key>CFBundleShortVersionString</key>
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<string>1.0</string>
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<key>CFBundleVersion</key>
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<string>1</string>
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<key>LSRequiresIPhoneOS</key>
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<true/>
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<key>UIApplicationSceneManifest</key>
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<dict>
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<key>UIApplicationSupportsMultipleScenes</key>
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<false/>
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</dict>
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<key>UILaunchStoryboardName</key>
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<string>LaunchScreen</string>
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<key>UIMainStoryboardFile</key>
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<string>Main</string>
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<key>UIRequiredDeviceCapabilities</key>
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<array>
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<string>armv7</string>
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</array>
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<key>UIRequiresFullScreen</key>
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<true/>
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<key>UIStatusBarHidden</key>
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<true/>
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<key>UISupportedInterfaceOrientations</key>
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<array>
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<string>UIInterfaceOrientationPortrait</string>
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</array>
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<key>UISupportedInterfaceOrientations~ipad</key>
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<array>
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<string>UIInterfaceOrientationPortrait</string>
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<string>UIInterfaceOrientationPortraitUpsideDown</string>
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<string>UIInterfaceOrientationLandscapeLeft</string>
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<string>UIInterfaceOrientationLandscapeRight</string>
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</array>
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</dict>
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</plist>
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@@ -0,0 +1,197 @@
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//
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// CollisionManager.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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/// Protocol for collision event handling
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protocol CollisionManagerDelegate: AnyObject {
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func didCollectGoodDog(points: Int)
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func didCollectGreenHuman(points: Int)
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func didHitHarmfulEntity()
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}
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/// Manages collision detection and response
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class CollisionManager: NSObject, SKPhysicsContactDelegate {
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// MARK: - Properties
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weak var delegate: CollisionManagerDelegate?
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// MARK: - SKPhysicsContactDelegate
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func didBegin(_ contact: SKPhysicsContact) {
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let collision = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
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// Check if suitcase is involved
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guard collision & Constants.PhysicsCategory.suitcase != 0 else { return }
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let otherBody: SKPhysicsBody
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if contact.bodyA.categoryBitMask == Constants.PhysicsCategory.suitcase {
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otherBody = contact.bodyB
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} else {
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otherBody = contact.bodyA
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}
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handleCollision(with: otherBody)
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}
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// MARK: - Private Methods
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private func handleCollision(with body: SKPhysicsBody) {
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guard let node = body.node else { return }
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switch body.categoryBitMask {
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case Constants.PhysicsCategory.goodDog:
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handleGoodDogCollision(node: node)
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case Constants.PhysicsCategory.badDog:
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handleBadDogCollision(node: node)
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case Constants.PhysicsCategory.greenHuman:
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handleGreenHumanCollision(node: node)
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case Constants.PhysicsCategory.grayHuman:
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handleGrayHumanCollision(node: node)
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default:
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break
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}
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}
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private func handleGoodDogCollision(node: SKNode) {
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guard let dogNode = node as? DogNode else { return }
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let points = dogNode.dogType.points
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showCollectEffect(at: node.position, color: .green, text: "+\(points)")
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node.removeFromParent()
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delegate?.didCollectGoodDog(points: points)
|
||||
}
|
||||
|
||||
private func handleBadDogCollision(node: SKNode) {
|
||||
showDamageEffect(at: node.position)
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node.removeFromParent()
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||||
delegate?.didHitHarmfulEntity()
|
||||
}
|
||||
|
||||
private func handleGreenHumanCollision(node: SKNode) {
|
||||
guard let humanNode = node as? HumanNode else { return }
|
||||
|
||||
let points = humanNode.humanType.points
|
||||
showCollectEffect(at: node.position, color: .green, text: "+\(points)")
|
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node.removeFromParent()
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delegate?.didCollectGreenHuman(points: points)
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||||
}
|
||||
|
||||
private func handleGrayHumanCollision(node: SKNode) {
|
||||
showDamageEffect(at: node.position)
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node.removeFromParent()
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delegate?.didHitHarmfulEntity()
|
||||
}
|
||||
|
||||
// MARK: - Visual Effects
|
||||
private func showCollectEffect(at position: CGPoint, color: SKColor, text: String) {
|
||||
guard let scene = getScene() else { return }
|
||||
|
||||
// Particle burst
|
||||
let emitter = SKEmitterNode()
|
||||
emitter.particleTexture = nil
|
||||
emitter.particleBirthRate = 50
|
||||
emitter.numParticlesToEmit = 20
|
||||
emitter.particleLifetime = 0.5
|
||||
emitter.particleSpeed = 100
|
||||
emitter.particleSpeedRange = 50
|
||||
emitter.emissionAngleRange = .pi * 2
|
||||
emitter.particleScale = 0.3
|
||||
emitter.particleScaleRange = 0.2
|
||||
emitter.particleColor = color
|
||||
emitter.particleColorBlendFactor = 1.0
|
||||
emitter.position = position
|
||||
emitter.zPosition = Constants.ZPosition.ui - 1
|
||||
|
||||
// Create a simple circle shape for particles
|
||||
let shape = SKShapeNode(circleOfRadius: 5)
|
||||
shape.fillColor = color
|
||||
shape.strokeColor = .clear
|
||||
if let texture = scene.view?.texture(from: shape) {
|
||||
emitter.particleTexture = texture
|
||||
}
|
||||
|
||||
scene.addChild(emitter)
|
||||
|
||||
let waitAction = SKAction.wait(forDuration: 1.0)
|
||||
let removeAction = SKAction.removeFromParent()
|
||||
emitter.run(SKAction.sequence([waitAction, removeAction]))
|
||||
|
||||
// Floating text
|
||||
let label = SKLabelNode(text: text)
|
||||
label.fontName = "AvenirNext-Bold"
|
||||
label.fontSize = 24
|
||||
label.fontColor = color
|
||||
label.position = position
|
||||
label.zPosition = Constants.ZPosition.ui
|
||||
|
||||
scene.addChild(label)
|
||||
|
||||
let moveUp = SKAction.moveBy(x: 0, y: 50, 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]))
|
||||
}
|
||||
|
||||
private func showDamageEffect(at position: CGPoint) {
|
||||
guard let scene = getScene() else { return }
|
||||
|
||||
// Red flash
|
||||
let flash = SKShapeNode(circleOfRadius: 30)
|
||||
flash.fillColor = .red
|
||||
flash.strokeColor = .clear
|
||||
flash.alpha = 0.7
|
||||
flash.position = position
|
||||
flash.zPosition = Constants.ZPosition.ui - 1
|
||||
|
||||
scene.addChild(flash)
|
||||
|
||||
let scaleUp = SKAction.scale(to: 2.0, duration: 0.2)
|
||||
let fadeOut = SKAction.fadeOut(withDuration: 0.2)
|
||||
let group = SKAction.group([scaleUp, fadeOut])
|
||||
let remove = SKAction.removeFromParent()
|
||||
flash.run(SKAction.sequence([group, remove]))
|
||||
|
||||
// Floating text
|
||||
let label = SKLabelNode(text: "-1 ❤️")
|
||||
label.fontName = "AvenirNext-Bold"
|
||||
label.fontSize = 24
|
||||
label.fontColor = .red
|
||||
label.position = position
|
||||
label.zPosition = Constants.ZPosition.ui
|
||||
|
||||
scene.addChild(label)
|
||||
|
||||
let moveUp = SKAction.moveBy(x: 0, y: 50, duration: 0.5)
|
||||
let labelFadeOut = SKAction.fadeOut(withDuration: 0.5)
|
||||
let labelGroup = SKAction.group([moveUp, labelFadeOut])
|
||||
let labelRemove = SKAction.removeFromParent()
|
||||
label.run(SKAction.sequence([labelGroup, labelRemove]))
|
||||
}
|
||||
|
||||
private func getScene() -> SKScene? {
|
||||
// This would typically be set via dependency injection
|
||||
// For simplicity, we'll use the notification pattern
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Scene Reference Extension
|
||||
extension CollisionManager {
|
||||
private static var sceneReference: SKScene?
|
||||
|
||||
func setScene(_ scene: SKScene) {
|
||||
CollisionManager.sceneReference = scene
|
||||
}
|
||||
|
||||
private func getSceneFromReference() -> SKScene? {
|
||||
return CollisionManager.sceneReference
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,91 @@
|
||||
//
|
||||
// ScoreManager.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import Foundation
|
||||
|
||||
/// Manages high scores and game statistics
|
||||
class ScoreManager {
|
||||
|
||||
// MARK: - Singleton
|
||||
static let shared = ScoreManager()
|
||||
|
||||
// MARK: - UserDefaults Keys
|
||||
private let highScoreKey = "RollkofferSimulator.HighScore"
|
||||
private let gamesPlayedKey = "RollkofferSimulator.GamesPlayed"
|
||||
private let totalDogsCollectedKey = "RollkofferSimulator.TotalDogsCollected"
|
||||
private let totalHumansCollectedKey = "RollkofferSimulator.TotalHumansCollected"
|
||||
private let victoriesKey = "RollkofferSimulator.Victories"
|
||||
|
||||
// MARK: - Properties
|
||||
private let defaults = UserDefaults.standard
|
||||
|
||||
var highScore: Int {
|
||||
get { defaults.integer(forKey: highScoreKey) }
|
||||
set { defaults.set(newValue, forKey: highScoreKey) }
|
||||
}
|
||||
|
||||
var gamesPlayed: Int {
|
||||
get { defaults.integer(forKey: gamesPlayedKey) }
|
||||
set { defaults.set(newValue, forKey: gamesPlayedKey) }
|
||||
}
|
||||
|
||||
var totalDogsCollected: Int {
|
||||
get { defaults.integer(forKey: totalDogsCollectedKey) }
|
||||
set { defaults.set(newValue, forKey: totalDogsCollectedKey) }
|
||||
}
|
||||
|
||||
var totalHumansCollected: Int {
|
||||
get { defaults.integer(forKey: totalHumansCollectedKey) }
|
||||
set { defaults.set(newValue, forKey: totalHumansCollectedKey) }
|
||||
}
|
||||
|
||||
var victories: Int {
|
||||
get { defaults.integer(forKey: victoriesKey) }
|
||||
set { defaults.set(newValue, forKey: victoriesKey) }
|
||||
}
|
||||
|
||||
// MARK: - Initialization
|
||||
private init() {}
|
||||
|
||||
// MARK: - Public Methods
|
||||
func recordGameEnd(score: Int, dogsCollected: Int, humansCollected: Int, didWin: Bool) {
|
||||
gamesPlayed += 1
|
||||
totalDogsCollected += dogsCollected
|
||||
totalHumansCollected += humansCollected
|
||||
|
||||
if score > highScore {
|
||||
highScore = score
|
||||
}
|
||||
|
||||
if didWin {
|
||||
victories += 1
|
||||
}
|
||||
}
|
||||
|
||||
func isNewHighScore(_ score: Int) -> Bool {
|
||||
return score > highScore
|
||||
}
|
||||
|
||||
func resetStatistics() {
|
||||
highScore = 0
|
||||
gamesPlayed = 0
|
||||
totalDogsCollected = 0
|
||||
totalHumansCollected = 0
|
||||
victories = 0
|
||||
}
|
||||
|
||||
// MARK: - Formatted Statistics
|
||||
func getStatisticsText() -> String {
|
||||
return """
|
||||
High Score: \(highScore)
|
||||
Games Played: \(gamesPlayed)
|
||||
Victories: \(victories)
|
||||
Total Dogs: \(totalDogsCollected)
|
||||
Total Humans: \(totalHumansCollected)
|
||||
"""
|
||||
}
|
||||
}
|
||||
@@ -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)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
//
|
||||
// EntityType.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import Foundation
|
||||
|
||||
/// Types of dogs in the game
|
||||
enum DogType {
|
||||
case smallGood // 40x40, gold brown, +10 points
|
||||
case bigGood // 70x70, gold brown, +25 points
|
||||
case bad // 55x55, red outlined, -1 life
|
||||
|
||||
var points: Int {
|
||||
switch self {
|
||||
case .smallGood: return Constants.pointsSmallGoodDog
|
||||
case .bigGood: return Constants.pointsBigGoodDog
|
||||
case .bad: return 0
|
||||
}
|
||||
}
|
||||
|
||||
var isHarmful: Bool {
|
||||
return self == .bad
|
||||
}
|
||||
|
||||
var countsTowardGoal: Bool {
|
||||
return self == .smallGood || self == .bigGood
|
||||
}
|
||||
}
|
||||
|
||||
/// Types of humans in the game
|
||||
enum HumanType {
|
||||
case green // 50x80, green, +15 points
|
||||
case gray // 50x80, gray, -1 life
|
||||
|
||||
var points: Int {
|
||||
switch self {
|
||||
case .green: return Constants.pointsGreenHuman
|
||||
case .gray: return 0
|
||||
}
|
||||
}
|
||||
|
||||
var isHarmful: Bool {
|
||||
return self == .gray
|
||||
}
|
||||
|
||||
var countsTowardGoal: Bool {
|
||||
return self == .green
|
||||
}
|
||||
}
|
||||
|
||||
/// All entity types for spawn system
|
||||
enum EntityType {
|
||||
case dog(DogType)
|
||||
case human(HumanType)
|
||||
}
|
||||
@@ -0,0 +1,103 @@
|
||||
//
|
||||
// GameState.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import Foundation
|
||||
|
||||
/// Possible game states
|
||||
enum GameStateType {
|
||||
case startScreen
|
||||
case playing
|
||||
case paused
|
||||
case gameOver
|
||||
case victory
|
||||
}
|
||||
|
||||
/// Manages the current game state and statistics
|
||||
class GameState {
|
||||
|
||||
// MARK: - Properties
|
||||
private(set) var currentState: GameStateType = .startScreen
|
||||
private(set) var score: Int = 0
|
||||
private(set) var lives: Int = Constants.startLives
|
||||
private(set) var dogsCollected: Int = 0
|
||||
private(set) var humansCollected: Int = 0
|
||||
private(set) var timeRemaining: TimeInterval = Constants.gameTime
|
||||
|
||||
var isInvincible: Bool = false
|
||||
|
||||
// MARK: - Computed Properties
|
||||
var hasWon: Bool {
|
||||
return dogsCollected >= Constants.targetDogs &&
|
||||
humansCollected >= Constants.targetHumans
|
||||
}
|
||||
|
||||
var hasLost: Bool {
|
||||
return lives <= 0 || (timeRemaining <= 0 && !hasWon)
|
||||
}
|
||||
|
||||
// MARK: - State Management
|
||||
func setState(_ state: GameStateType) {
|
||||
currentState = state
|
||||
}
|
||||
|
||||
func reset() {
|
||||
score = 0
|
||||
lives = Constants.startLives
|
||||
dogsCollected = 0
|
||||
humansCollected = 0
|
||||
timeRemaining = Constants.gameTime
|
||||
isInvincible = false
|
||||
currentState = .playing
|
||||
}
|
||||
|
||||
// MARK: - Score Management
|
||||
func addPoints(_ points: Int) {
|
||||
score += points
|
||||
}
|
||||
|
||||
func collectDog() {
|
||||
dogsCollected += 1
|
||||
}
|
||||
|
||||
func collectHuman() {
|
||||
humansCollected += 1
|
||||
}
|
||||
|
||||
// MARK: - Lives Management
|
||||
func loseLife() -> Bool {
|
||||
guard !isInvincible else { return false }
|
||||
lives -= 1
|
||||
return true
|
||||
}
|
||||
|
||||
// MARK: - Time Management
|
||||
func updateTime(delta: TimeInterval) {
|
||||
timeRemaining = max(0, timeRemaining - delta)
|
||||
}
|
||||
|
||||
// MARK: - Formatted Strings
|
||||
var formattedTime: String {
|
||||
let seconds = Int(timeRemaining)
|
||||
return "\(seconds)s"
|
||||
}
|
||||
|
||||
var formattedScore: String {
|
||||
return "SCORE: \(score)"
|
||||
}
|
||||
|
||||
var formattedDogs: String {
|
||||
return "🐕 \(dogsCollected)/\(Constants.targetDogs)"
|
||||
}
|
||||
|
||||
var formattedHumans: String {
|
||||
return "👤 \(humansCollected)/\(Constants.targetHumans)"
|
||||
}
|
||||
|
||||
var formattedLives: String {
|
||||
return String(repeating: "❤️", count: lives)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,162 @@
|
||||
//
|
||||
// DogNode.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
/// A dog entity node
|
||||
class DogNode: SKNode {
|
||||
|
||||
// MARK: - Properties
|
||||
let dogType: DogType
|
||||
private let bodyNode: SKShapeNode
|
||||
|
||||
// MARK: - Initialization
|
||||
init(type: DogType) {
|
||||
self.dogType = type
|
||||
|
||||
let size: CGSize
|
||||
let color: SKColor
|
||||
let hasRedOutline: Bool
|
||||
|
||||
switch type {
|
||||
case .smallGood:
|
||||
size = Constants.smallDogSize
|
||||
color = Constants.Colors.goodDogColor
|
||||
hasRedOutline = false
|
||||
case .bigGood:
|
||||
size = Constants.bigDogSize
|
||||
color = Constants.Colors.goodDogColor
|
||||
hasRedOutline = false
|
||||
case .bad:
|
||||
size = Constants.badDogSize
|
||||
color = Constants.Colors.goodDogColor
|
||||
hasRedOutline = true
|
||||
}
|
||||
|
||||
// Create dog body (simple oval shape)
|
||||
let bodyPath = CGMutablePath()
|
||||
bodyPath.addEllipse(in: CGRect(x: -size.width / 2, y: -size.height / 2,
|
||||
width: size.width, height: size.height * 0.7))
|
||||
bodyNode = SKShapeNode(path: bodyPath)
|
||||
bodyNode.fillColor = color
|
||||
bodyNode.strokeColor = hasRedOutline ? Constants.Colors.badDogColor : SKColor(white: 0.3, alpha: 1.0)
|
||||
bodyNode.lineWidth = hasRedOutline ? 4 : 2
|
||||
|
||||
super.init()
|
||||
|
||||
addChild(bodyNode)
|
||||
|
||||
// Add head
|
||||
let headSize = size.width * 0.5
|
||||
let head = SKShapeNode(circleOfRadius: headSize / 2)
|
||||
head.position = CGPoint(x: 0, y: size.height * 0.25)
|
||||
head.fillColor = color
|
||||
head.strokeColor = hasRedOutline ? Constants.Colors.badDogColor : SKColor(white: 0.3, alpha: 1.0)
|
||||
head.lineWidth = hasRedOutline ? 3 : 1.5
|
||||
addChild(head)
|
||||
|
||||
// Add ears
|
||||
let earSize = headSize * 0.4
|
||||
for xOffset in [-headSize * 0.4, headSize * 0.4] {
|
||||
let ear = SKShapeNode(ellipseOf: CGSize(width: earSize, height: earSize * 1.5))
|
||||
ear.position = CGPoint(x: xOffset, y: size.height * 0.25 + headSize * 0.35)
|
||||
ear.fillColor = color.withAlphaComponent(0.8)
|
||||
ear.strokeColor = hasRedOutline ? Constants.Colors.badDogColor : SKColor(white: 0.3, alpha: 1.0)
|
||||
ear.lineWidth = hasRedOutline ? 2 : 1
|
||||
addChild(ear)
|
||||
}
|
||||
|
||||
// Add eyes
|
||||
let eyeSize: CGFloat = headSize * 0.15
|
||||
for xOffset in [-headSize * 0.15, headSize * 0.15] {
|
||||
let eye = SKShapeNode(circleOfRadius: eyeSize)
|
||||
eye.position = CGPoint(x: xOffset, y: size.height * 0.28)
|
||||
eye.fillColor = hasRedOutline ? .red : .black
|
||||
eye.strokeColor = .clear
|
||||
addChild(eye)
|
||||
}
|
||||
|
||||
// Add nose
|
||||
let nose = SKShapeNode(circleOfRadius: headSize * 0.1)
|
||||
nose.position = CGPoint(x: 0, y: size.height * 0.18)
|
||||
nose.fillColor = .black
|
||||
nose.strokeColor = .clear
|
||||
addChild(nose)
|
||||
|
||||
// Add tail
|
||||
let tailPath = CGMutablePath()
|
||||
tailPath.move(to: CGPoint(x: 0, y: -size.height * 0.25))
|
||||
tailPath.addQuadCurve(to: CGPoint(x: size.width * 0.3, y: -size.height * 0.1),
|
||||
control: CGPoint(x: size.width * 0.4, y: -size.height * 0.3))
|
||||
let tail = SKShapeNode(path: tailPath)
|
||||
tail.strokeColor = color
|
||||
tail.lineWidth = size.width * 0.1
|
||||
tail.lineCap = .round
|
||||
addChild(tail)
|
||||
|
||||
// Add legs
|
||||
let legWidth = size.width * 0.12
|
||||
let legHeight = size.height * 0.25
|
||||
let legPositions: [CGFloat] = [-size.width * 0.25, -size.width * 0.1,
|
||||
size.width * 0.1, size.width * 0.25]
|
||||
for xPos in legPositions {
|
||||
let leg = SKShapeNode(rect: CGRect(x: xPos - legWidth / 2,
|
||||
y: -size.height * 0.35 - legHeight,
|
||||
width: legWidth, height: legHeight),
|
||||
cornerRadius: legWidth / 2)
|
||||
leg.fillColor = color
|
||||
leg.strokeColor = hasRedOutline ? Constants.Colors.badDogColor : SKColor(white: 0.3, alpha: 1.0)
|
||||
leg.lineWidth = hasRedOutline ? 2 : 1
|
||||
addChild(leg)
|
||||
}
|
||||
|
||||
// Add angry expression for bad dogs
|
||||
if hasRedOutline {
|
||||
let browPath = CGMutablePath()
|
||||
browPath.move(to: CGPoint(x: -headSize * 0.3, y: size.height * 0.35))
|
||||
browPath.addLine(to: CGPoint(x: -headSize * 0.05, y: size.height * 0.32))
|
||||
let leftBrow = SKShapeNode(path: browPath)
|
||||
leftBrow.strokeColor = .black
|
||||
leftBrow.lineWidth = 2
|
||||
addChild(leftBrow)
|
||||
|
||||
let browPath2 = CGMutablePath()
|
||||
browPath2.move(to: CGPoint(x: headSize * 0.3, y: size.height * 0.35))
|
||||
browPath2.addLine(to: CGPoint(x: headSize * 0.05, y: size.height * 0.32))
|
||||
let rightBrow = SKShapeNode(path: browPath2)
|
||||
rightBrow.strokeColor = .black
|
||||
rightBrow.lineWidth = 2
|
||||
addChild(rightBrow)
|
||||
}
|
||||
|
||||
setupPhysics(size: size)
|
||||
self.zPosition = Constants.ZPosition.entities
|
||||
self.name = type.isHarmful ? "badDog" : "goodDog"
|
||||
}
|
||||
|
||||
required init?(coder aDecoder: NSCoder) {
|
||||
fatalError("init(coder:) has not been implemented")
|
||||
}
|
||||
|
||||
// MARK: - Physics Setup
|
||||
private func setupPhysics(size: CGSize) {
|
||||
let radius = min(size.width, size.height) / 2
|
||||
physicsBody = SKPhysicsBody(circleOfRadius: radius)
|
||||
physicsBody?.isDynamic = true
|
||||
physicsBody?.affectedByGravity = false
|
||||
physicsBody?.allowsRotation = false
|
||||
|
||||
if dogType.isHarmful {
|
||||
physicsBody?.categoryBitMask = Constants.PhysicsCategory.badDog
|
||||
} else {
|
||||
physicsBody?.categoryBitMask = Constants.PhysicsCategory.goodDog
|
||||
}
|
||||
|
||||
physicsBody?.contactTestBitMask = Constants.PhysicsCategory.suitcase
|
||||
physicsBody?.collisionBitMask = Constants.PhysicsCategory.none
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,176 @@
|
||||
//
|
||||
// HumanNode.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
/// A human entity node
|
||||
class HumanNode: SKNode {
|
||||
|
||||
// MARK: - Properties
|
||||
let humanType: HumanType
|
||||
private let bodyNode: SKShapeNode
|
||||
|
||||
// MARK: - Initialization
|
||||
init(type: HumanType) {
|
||||
self.humanType = type
|
||||
|
||||
let size = Constants.humanSize
|
||||
let color: SKColor
|
||||
|
||||
switch type {
|
||||
case .green:
|
||||
color = Constants.Colors.greenHumanColor
|
||||
case .gray:
|
||||
color = Constants.Colors.grayHumanColor
|
||||
}
|
||||
|
||||
// Create body (torso)
|
||||
let torsoHeight = size.height * 0.4
|
||||
let torsoWidth = size.width * 0.6
|
||||
let torsoRect = CGRect(x: -torsoWidth / 2, y: -size.height * 0.1,
|
||||
width: torsoWidth, height: torsoHeight)
|
||||
bodyNode = SKShapeNode(rect: torsoRect, cornerRadius: 5)
|
||||
bodyNode.fillColor = color
|
||||
bodyNode.strokeColor = color.withAlphaComponent(0.7)
|
||||
bodyNode.lineWidth = 2
|
||||
|
||||
super.init()
|
||||
|
||||
addChild(bodyNode)
|
||||
|
||||
// Add head
|
||||
let headRadius = size.width * 0.25
|
||||
let head = SKShapeNode(circleOfRadius: headRadius)
|
||||
head.position = CGPoint(x: 0, y: size.height * 0.35)
|
||||
head.fillColor = SKColor(red: 1.0, green: 0.87, blue: 0.77, alpha: 1.0) // Skin tone
|
||||
head.strokeColor = SKColor(red: 0.9, green: 0.75, blue: 0.65, alpha: 1.0)
|
||||
head.lineWidth = 1
|
||||
addChild(head)
|
||||
|
||||
// Add eyes
|
||||
let eyeSize: CGFloat = 3
|
||||
for xOffset in [-headRadius * 0.35, headRadius * 0.35] {
|
||||
let eye = SKShapeNode(circleOfRadius: eyeSize)
|
||||
eye.position = CGPoint(x: xOffset, y: size.height * 0.37)
|
||||
eye.fillColor = .black
|
||||
eye.strokeColor = .clear
|
||||
addChild(eye)
|
||||
}
|
||||
|
||||
// Add mouth/expression
|
||||
if type == .green {
|
||||
// Happy smile
|
||||
let smilePath = CGMutablePath()
|
||||
smilePath.addArc(center: CGPoint(x: 0, y: size.height * 0.32),
|
||||
radius: headRadius * 0.3,
|
||||
startAngle: .pi * 0.2,
|
||||
endAngle: .pi * 0.8,
|
||||
clockwise: true)
|
||||
let smile = SKShapeNode(path: smilePath)
|
||||
smile.strokeColor = .black
|
||||
smile.lineWidth = 2
|
||||
smile.lineCap = .round
|
||||
addChild(smile)
|
||||
} else {
|
||||
// Neutral/frowning expression
|
||||
let frownPath = CGMutablePath()
|
||||
frownPath.move(to: CGPoint(x: -headRadius * 0.25, y: size.height * 0.3))
|
||||
frownPath.addLine(to: CGPoint(x: headRadius * 0.25, y: size.height * 0.3))
|
||||
let frown = SKShapeNode(path: frownPath)
|
||||
frown.strokeColor = .black
|
||||
frown.lineWidth = 2
|
||||
addChild(frown)
|
||||
}
|
||||
|
||||
// Add arms
|
||||
let armWidth: CGFloat = 6
|
||||
let armLength = size.height * 0.3
|
||||
for xOffset in [-torsoWidth / 2 - armWidth / 2, torsoWidth / 2 + armWidth / 2] {
|
||||
let arm = SKShapeNode(rect: CGRect(x: xOffset - armWidth / 2,
|
||||
y: size.height * 0.05,
|
||||
width: armWidth, height: armLength),
|
||||
cornerRadius: armWidth / 2)
|
||||
arm.fillColor = color
|
||||
arm.strokeColor = color.withAlphaComponent(0.7)
|
||||
arm.lineWidth = 1
|
||||
addChild(arm)
|
||||
|
||||
// Add hand
|
||||
let hand = SKShapeNode(circleOfRadius: armWidth * 0.8)
|
||||
hand.position = CGPoint(x: xOffset, y: size.height * 0.05)
|
||||
hand.fillColor = SKColor(red: 1.0, green: 0.87, blue: 0.77, alpha: 1.0)
|
||||
hand.strokeColor = .clear
|
||||
addChild(hand)
|
||||
}
|
||||
|
||||
// Add legs
|
||||
let legWidth: CGFloat = 10
|
||||
let legHeight = size.height * 0.35
|
||||
for xOffset in [-torsoWidth * 0.25, torsoWidth * 0.25] {
|
||||
let leg = SKShapeNode(rect: CGRect(x: xOffset - legWidth / 2,
|
||||
y: -size.height * 0.45,
|
||||
width: legWidth, height: legHeight),
|
||||
cornerRadius: legWidth / 2)
|
||||
leg.fillColor = SKColor(red: 0.2, green: 0.2, blue: 0.4, alpha: 1.0) // Pants color
|
||||
leg.strokeColor = SKColor(red: 0.15, green: 0.15, blue: 0.3, alpha: 1.0)
|
||||
leg.lineWidth = 1
|
||||
addChild(leg)
|
||||
|
||||
// Add shoe
|
||||
let shoe = SKShapeNode(rect: CGRect(x: xOffset - legWidth * 0.6,
|
||||
y: -size.height * 0.48,
|
||||
width: legWidth * 1.2, height: 6),
|
||||
cornerRadius: 2)
|
||||
shoe.fillColor = .black
|
||||
shoe.strokeColor = .clear
|
||||
addChild(shoe)
|
||||
}
|
||||
|
||||
// Add indicator icon for type
|
||||
if type == .green {
|
||||
let checkmark = SKLabelNode(text: "✓")
|
||||
checkmark.fontSize = 16
|
||||
checkmark.fontColor = .white
|
||||
checkmark.position = CGPoint(x: 0, y: size.height * 0.1)
|
||||
checkmark.verticalAlignmentMode = .center
|
||||
addChild(checkmark)
|
||||
} else {
|
||||
let xMark = SKLabelNode(text: "✗")
|
||||
xMark.fontSize = 16
|
||||
xMark.fontColor = .white
|
||||
xMark.position = CGPoint(x: 0, y: size.height * 0.1)
|
||||
xMark.verticalAlignmentMode = .center
|
||||
addChild(xMark)
|
||||
}
|
||||
|
||||
setupPhysics(size: size)
|
||||
self.zPosition = Constants.ZPosition.entities
|
||||
self.name = type.isHarmful ? "grayHuman" : "greenHuman"
|
||||
}
|
||||
|
||||
required init?(coder aDecoder: NSCoder) {
|
||||
fatalError("init(coder:) has not been implemented")
|
||||
}
|
||||
|
||||
// MARK: - Physics Setup
|
||||
private func setupPhysics(size: CGSize) {
|
||||
physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: size.width * 0.6,
|
||||
height: size.height * 0.8))
|
||||
physicsBody?.isDynamic = true
|
||||
physicsBody?.affectedByGravity = false
|
||||
physicsBody?.allowsRotation = false
|
||||
|
||||
if humanType.isHarmful {
|
||||
physicsBody?.categoryBitMask = Constants.PhysicsCategory.grayHuman
|
||||
} else {
|
||||
physicsBody?.categoryBitMask = Constants.PhysicsCategory.greenHuman
|
||||
}
|
||||
|
||||
physicsBody?.contactTestBitMask = Constants.PhysicsCategory.suitcase
|
||||
physicsBody?.collisionBitMask = Constants.PhysicsCategory.none
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,126 @@
|
||||
//
|
||||
// PlayerNode.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
/// The player-controlled suitcase node
|
||||
class PlayerNode: SKNode {
|
||||
|
||||
// MARK: - Properties
|
||||
private let suitcaseBody: SKShapeNode
|
||||
private let handle: SKShapeNode
|
||||
private let wheels: [SKShapeNode]
|
||||
|
||||
// MARK: - Initialization
|
||||
override init() {
|
||||
let size = Constants.suitcaseSize
|
||||
|
||||
// Create suitcase body (rounded rectangle)
|
||||
let bodyRect = CGRect(x: -size.width / 2, y: -size.height / 2 + 10,
|
||||
width: size.width, height: size.height - 15)
|
||||
suitcaseBody = SKShapeNode(rect: bodyRect, cornerRadius: 8)
|
||||
suitcaseBody.fillColor = Constants.Colors.suitcaseColor
|
||||
suitcaseBody.strokeColor = SKColor(white: 0.2, alpha: 1.0)
|
||||
suitcaseBody.lineWidth = 2
|
||||
|
||||
// Create handle
|
||||
let handlePath = CGMutablePath()
|
||||
handlePath.move(to: CGPoint(x: -10, y: size.height / 2 - 5))
|
||||
handlePath.addLine(to: CGPoint(x: -10, y: size.height / 2 + 15))
|
||||
handlePath.addLine(to: CGPoint(x: 10, y: size.height / 2 + 15))
|
||||
handlePath.addLine(to: CGPoint(x: 10, y: size.height / 2 - 5))
|
||||
handle = SKShapeNode(path: handlePath)
|
||||
handle.strokeColor = SKColor(white: 0.3, alpha: 1.0)
|
||||
handle.lineWidth = 4
|
||||
handle.lineCap = .round
|
||||
|
||||
// Create wheels
|
||||
var tempWheels: [SKShapeNode] = []
|
||||
let wheelPositions = [
|
||||
CGPoint(x: -size.width / 2 + 8, y: -size.height / 2 + 5),
|
||||
CGPoint(x: size.width / 2 - 8, y: -size.height / 2 + 5)
|
||||
]
|
||||
for pos in wheelPositions {
|
||||
let wheel = SKShapeNode(circleOfRadius: 6)
|
||||
wheel.position = pos
|
||||
wheel.fillColor = SKColor.darkGray
|
||||
wheel.strokeColor = SKColor.black
|
||||
wheel.lineWidth = 1
|
||||
tempWheels.append(wheel)
|
||||
}
|
||||
wheels = tempWheels
|
||||
|
||||
super.init()
|
||||
|
||||
// Add decorative stripes
|
||||
let stripe1 = SKShapeNode(rect: CGRect(x: -size.width / 2 + 5, y: 0,
|
||||
width: size.width - 10, height: 3))
|
||||
stripe1.fillColor = SKColor(white: 0.3, alpha: 0.5)
|
||||
stripe1.strokeColor = .clear
|
||||
|
||||
let stripe2 = SKShapeNode(rect: CGRect(x: -size.width / 2 + 5, y: -15,
|
||||
width: size.width - 10, height: 3))
|
||||
stripe2.fillColor = SKColor(white: 0.3, alpha: 0.5)
|
||||
stripe2.strokeColor = .clear
|
||||
|
||||
addChild(suitcaseBody)
|
||||
addChild(handle)
|
||||
addChild(stripe1)
|
||||
addChild(stripe2)
|
||||
for wheel in wheels {
|
||||
addChild(wheel)
|
||||
}
|
||||
|
||||
setupPhysics()
|
||||
self.zPosition = Constants.ZPosition.player
|
||||
self.name = "player"
|
||||
}
|
||||
|
||||
required init?(coder aDecoder: NSCoder) {
|
||||
fatalError("init(coder:) has not been implemented")
|
||||
}
|
||||
|
||||
// MARK: - Physics Setup
|
||||
private func setupPhysics() {
|
||||
let size = Constants.suitcaseSize
|
||||
physicsBody = SKPhysicsBody(rectangleOf: size)
|
||||
physicsBody?.isDynamic = true
|
||||
physicsBody?.affectedByGravity = false
|
||||
physicsBody?.allowsRotation = false
|
||||
physicsBody?.categoryBitMask = Constants.PhysicsCategory.suitcase
|
||||
physicsBody?.contactTestBitMask = Constants.PhysicsCategory.all
|
||||
physicsBody?.collisionBitMask = Constants.PhysicsCategory.none
|
||||
}
|
||||
|
||||
// MARK: - Visual Effects
|
||||
func startBlinking() {
|
||||
let fadeOut = SKAction.fadeAlpha(to: 0.3, duration: Constants.blinkDuration)
|
||||
let fadeIn = SKAction.fadeAlpha(to: 1.0, duration: Constants.blinkDuration)
|
||||
let blink = SKAction.sequence([fadeOut, fadeIn])
|
||||
let blinkRepeat = SKAction.repeat(blink, count: Constants.blinkCount)
|
||||
run(blinkRepeat, withKey: "blink")
|
||||
}
|
||||
|
||||
func stopBlinking() {
|
||||
removeAction(forKey: "blink")
|
||||
alpha = 1.0
|
||||
}
|
||||
|
||||
// MARK: - Movement
|
||||
func constrainToScreen(in frame: CGRect) {
|
||||
let halfWidth = Constants.suitcaseSize.width / 2
|
||||
let halfHeight = Constants.suitcaseSize.height / 2
|
||||
|
||||
let minX = frame.minX + halfWidth + 10
|
||||
let maxX = frame.maxX - halfWidth - 10
|
||||
let minY = frame.minY + halfHeight + 10
|
||||
let maxY = frame.maxY - halfHeight - 100 // Leave space for UI
|
||||
|
||||
position.x = max(minX, min(maxX, position.x))
|
||||
position.y = max(minY, min(maxY, position.y))
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,457 @@
|
||||
// !$*UTF8*$!
|
||||
{
|
||||
archiveVersion = 1;
|
||||
classes = {
|
||||
};
|
||||
objectVersion = 56;
|
||||
objects = {
|
||||
|
||||
/* Begin PBXBuildFile section */
|
||||
001 /* AppDelegate.swift in Sources */ = {isa = PBXBuildFile; fileRef = 101 /* AppDelegate.swift */; };
|
||||
002 /* GameViewController.swift in Sources */ = {isa = PBXBuildFile; fileRef = 102 /* GameViewController.swift */; };
|
||||
003 /* Constants.swift in Sources */ = {isa = PBXBuildFile; fileRef = 103 /* Constants.swift */; };
|
||||
004 /* EntityType.swift in Sources */ = {isa = PBXBuildFile; fileRef = 104 /* EntityType.swift */; };
|
||||
005 /* GameState.swift in Sources */ = {isa = PBXBuildFile; fileRef = 105 /* GameState.swift */; };
|
||||
006 /* PlayerNode.swift in Sources */ = {isa = PBXBuildFile; fileRef = 106 /* PlayerNode.swift */; };
|
||||
007 /* DogNode.swift in Sources */ = {isa = PBXBuildFile; fileRef = 107 /* DogNode.swift */; };
|
||||
008 /* HumanNode.swift in Sources */ = {isa = PBXBuildFile; fileRef = 108 /* HumanNode.swift */; };
|
||||
009 /* SpawnManager.swift in Sources */ = {isa = PBXBuildFile; fileRef = 109 /* SpawnManager.swift */; };
|
||||
010 /* CollisionManager.swift in Sources */ = {isa = PBXBuildFile; fileRef = 110 /* CollisionManager.swift */; };
|
||||
011 /* ScoreManager.swift in Sources */ = {isa = PBXBuildFile; fileRef = 111 /* ScoreManager.swift */; };
|
||||
012 /* MenuScene.swift in Sources */ = {isa = PBXBuildFile; fileRef = 112 /* MenuScene.swift */; };
|
||||
013 /* GameScene.swift in Sources */ = {isa = PBXBuildFile; fileRef = 113 /* GameScene.swift */; };
|
||||
014 /* GameOverScene.swift in Sources */ = {isa = PBXBuildFile; fileRef = 114 /* GameOverScene.swift */; };
|
||||
015 /* VictoryScene.swift in Sources */ = {isa = PBXBuildFile; fileRef = 115 /* VictoryScene.swift */; };
|
||||
016 /* Assets.xcassets in Resources */ = {isa = PBXBuildFile; fileRef = 116 /* Assets.xcassets */; };
|
||||
017 /* Main.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 117 /* Main.storyboard */; };
|
||||
018 /* LaunchScreen.storyboard in Resources */ = {isa = PBXBuildFile; fileRef = 118 /* LaunchScreen.storyboard */; };
|
||||
/* End PBXBuildFile section */
|
||||
|
||||
/* Begin PBXFileReference section */
|
||||
100 /* RollkofferSimulator.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = RollkofferSimulator.app; sourceTree = BUILT_PRODUCTS_DIR; };
|
||||
101 /* AppDelegate.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = AppDelegate.swift; sourceTree = "<group>"; };
|
||||
102 /* GameViewController.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = GameViewController.swift; sourceTree = "<group>"; };
|
||||
103 /* Constants.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = Constants.swift; sourceTree = "<group>"; };
|
||||
104 /* EntityType.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = EntityType.swift; sourceTree = "<group>"; };
|
||||
105 /* GameState.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = GameState.swift; sourceTree = "<group>"; };
|
||||
106 /* PlayerNode.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = PlayerNode.swift; sourceTree = "<group>"; };
|
||||
107 /* DogNode.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = DogNode.swift; sourceTree = "<group>"; };
|
||||
108 /* HumanNode.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = HumanNode.swift; sourceTree = "<group>"; };
|
||||
109 /* SpawnManager.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = SpawnManager.swift; sourceTree = "<group>"; };
|
||||
110 /* CollisionManager.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = CollisionManager.swift; sourceTree = "<group>"; };
|
||||
111 /* ScoreManager.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = ScoreManager.swift; sourceTree = "<group>"; };
|
||||
112 /* MenuScene.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = MenuScene.swift; sourceTree = "<group>"; };
|
||||
113 /* GameScene.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = GameScene.swift; sourceTree = "<group>"; };
|
||||
114 /* GameOverScene.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = GameOverScene.swift; sourceTree = "<group>"; };
|
||||
115 /* VictoryScene.swift */ = {isa = PBXFileReference; lastKnownFileType = sourcecode.swift; path = VictoryScene.swift; sourceTree = "<group>"; };
|
||||
116 /* Assets.xcassets */ = {isa = PBXFileReference; lastKnownFileType = folder.assetcatalog; path = Assets.xcassets; sourceTree = "<group>"; };
|
||||
117 /* Base */ = {isa = PBXFileReference; lastKnownFileType = file.storyboard; name = Base; path = Base.lproj/Main.storyboard; sourceTree = "<group>"; };
|
||||
118 /* Base */ = {isa = PBXFileReference; lastKnownFileType = file.storyboard; name = Base; path = Base.lproj/LaunchScreen.storyboard; sourceTree = "<group>"; };
|
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@@ -0,0 +1,255 @@
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//
|
||||
// GameOverScene.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
class GameOverScene: SKScene {
|
||||
|
||||
// MARK: - Properties
|
||||
var finalScore: Int = 0
|
||||
var dogsCollected: Int = 0
|
||||
var humansCollected: Int = 0
|
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var isNewHighScore: Bool = false
|
||||
|
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private var retryButton: SKShapeNode!
|
||||
private var menuButton: SKShapeNode!
|
||||
|
||||
// MARK: - Scene Lifecycle
|
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override func didMove(to view: SKView) {
|
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setupBackground()
|
||||
setupContent()
|
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setupButtons()
|
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startAnimations()
|
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|
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|
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// MARK: - Setup
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private func setupBackground() {
|
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|
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|
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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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|
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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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|
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addChild(shape)
|
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|
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|
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|
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private func setupContent() {
|
||||
// Game Over title
|
||||
let titleLabel = SKLabelNode(text: "💔 GAME OVER 💔")
|
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titleLabel.fontName = "AvenirNext-Heavy"
|
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titleLabel.fontSize = 42
|
||||
titleLabel.fontColor = .red
|
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titleLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.8)
|
||||
titleLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(titleLabel)
|
||||
|
||||
// Subtitle based on reason
|
||||
let subtitleText: String
|
||||
if dogsCollected < Constants.targetDogs || humansCollected < Constants.targetHumans {
|
||||
subtitleText = "Zeit abgelaufen!"
|
||||
} else {
|
||||
subtitleText = "Keine Leben mehr!"
|
||||
}
|
||||
|
||||
let subtitleLabel = SKLabelNode(text: subtitleText)
|
||||
subtitleLabel.fontName = "AvenirNext-Medium"
|
||||
subtitleLabel.fontSize = 22
|
||||
subtitleLabel.fontColor = SKColor(white: 0.8, alpha: 1.0)
|
||||
subtitleLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.72)
|
||||
subtitleLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(subtitleLabel)
|
||||
|
||||
// Score display
|
||||
let scoreLabel = SKLabelNode(text: "Punkte: \(finalScore)")
|
||||
scoreLabel.fontName = "AvenirNext-Bold"
|
||||
scoreLabel.fontSize = 32
|
||||
scoreLabel.fontColor = .white
|
||||
scoreLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.58)
|
||||
scoreLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(scoreLabel)
|
||||
|
||||
// New high score indicator
|
||||
if isNewHighScore {
|
||||
let highScoreLabel = SKLabelNode(text: "🏆 NEUER HIGHSCORE! 🏆")
|
||||
highScoreLabel.fontName = "AvenirNext-Heavy"
|
||||
highScoreLabel.fontSize = 24
|
||||
highScoreLabel.fontColor = SKColor.yellow
|
||||
highScoreLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.65)
|
||||
highScoreLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(highScoreLabel)
|
||||
|
||||
// Animate high score
|
||||
let scale = SKAction.sequence([
|
||||
SKAction.scale(to: 1.1, duration: 0.5),
|
||||
SKAction.scale(to: 1.0, duration: 0.5)
|
||||
])
|
||||
highScoreLabel.run(SKAction.repeatForever(scale))
|
||||
}
|
||||
|
||||
// Stats display
|
||||
let dogsText = "🐕 \(dogsCollected)/\(Constants.targetDogs)"
|
||||
let humansText = "👤 \(humansCollected)/\(Constants.targetHumans)"
|
||||
|
||||
let statsLabel = SKLabelNode(text: "\(dogsText) | \(humansText)")
|
||||
statsLabel.fontName = "AvenirNext-Medium"
|
||||
statsLabel.fontSize = 24
|
||||
statsLabel.fontColor = SKColor(white: 0.7, alpha: 1.0)
|
||||
statsLabel.position = CGPoint(x: frame.midX, y: frame.height * 0.48)
|
||||
statsLabel.zPosition = Constants.ZPosition.ui
|
||||
addChild(statsLabel)
|
||||
|
||||
// Progress indicators
|
||||
let dogsProgress = min(1.0, CGFloat(dogsCollected) / CGFloat(Constants.targetDogs))
|
||||
let humansProgress = min(1.0, CGFloat(humansCollected) / CGFloat(Constants.targetHumans))
|
||||
|
||||
addProgressBar(at: CGPoint(x: frame.midX - 60, y: frame.height * 0.42),
|
||||
progress: dogsProgress, color: .orange, label: "Hunde")
|
||||
addProgressBar(at: CGPoint(x: frame.midX + 60, y: frame.height * 0.42),
|
||||
progress: humansProgress, color: .green, label: "Menschen")
|
||||
|
||||
// Sad suitcase
|
||||
let sadSuitcase = PlayerNode()
|
||||
sadSuitcase.position = CGPoint(x: frame.midX, y: frame.height * 0.25)
|
||||
sadSuitcase.alpha = 0.6
|
||||
sadSuitcase.setScale(0.8)
|
||||
addChild(sadSuitcase)
|
||||
|
||||
// Sad face on suitcase area
|
||||
let sadFace = SKLabelNode(text: "😢")
|
||||
sadFace.fontSize = 30
|
||||
sadFace.position = CGPoint(x: frame.midX, y: frame.height * 0.25 + 20)
|
||||
sadFace.zPosition = Constants.ZPosition.ui
|
||||
addChild(sadFace)
|
||||
}
|
||||
|
||||
private func addProgressBar(at position: CGPoint, progress: CGFloat, color: SKColor, label: String) {
|
||||
let barWidth: CGFloat = 80
|
||||
let barHeight: CGFloat = 12
|
||||
|
||||
// Background
|
||||
let bg = SKShapeNode(rect: CGRect(x: -barWidth / 2, y: 0, width: barWidth, height: barHeight),
|
||||
cornerRadius: 6)
|
||||
bg.position = position
|
||||
bg.fillColor = SKColor(white: 0.3, alpha: 1.0)
|
||||
bg.strokeColor = .clear
|
||||
bg.zPosition = Constants.ZPosition.ui
|
||||
addChild(bg)
|
||||
|
||||
// Progress fill
|
||||
let fillWidth = barWidth * progress
|
||||
if fillWidth > 0 {
|
||||
let fill = SKShapeNode(rect: CGRect(x: -barWidth / 2, y: 0, width: fillWidth, height: barHeight),
|
||||
cornerRadius: 6)
|
||||
fill.position = position
|
||||
fill.fillColor = progress >= 1.0 ? .green : color
|
||||
fill.strokeColor = .clear
|
||||
fill.zPosition = Constants.ZPosition.ui + 0.1
|
||||
addChild(fill)
|
||||
}
|
||||
}
|
||||
|
||||
private func setupButtons() {
|
||||
// Retry button
|
||||
retryButton = createButton(text: "🔄 Nochmal", color: SKColor(red: 0.2, green: 0.6, blue: 0.2, alpha: 1.0))
|
||||
retryButton.position = CGPoint(x: frame.midX, y: frame.height * 0.15)
|
||||
retryButton.name = "retryButton"
|
||||
addChild(retryButton)
|
||||
|
||||
// Menu button
|
||||
menuButton = createButton(text: "🏠 Menü", color: SKColor(red: 0.3, green: 0.3, blue: 0.5, alpha: 1.0))
|
||||
menuButton.position = CGPoint(x: frame.midX, y: frame.height * 0.08)
|
||||
menuButton.name = "menuButton"
|
||||
addChild(menuButton)
|
||||
}
|
||||
|
||||
private func createButton(text: String, color: SKColor) -> SKShapeNode {
|
||||
let buttonWidth: CGFloat = 180
|
||||
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 = color.withAlphaComponent(0.5)
|
||||
button.lineWidth = 2
|
||||
button.zPosition = Constants.ZPosition.ui
|
||||
|
||||
let label = SKLabelNode(text: text)
|
||||
label.fontName = "AvenirNext-Bold"
|
||||
label.fontSize = 22
|
||||
label.fontColor = .white
|
||||
label.verticalAlignmentMode = .center
|
||||
label.zPosition = 1
|
||||
button.addChild(label)
|
||||
|
||||
return button
|
||||
}
|
||||
|
||||
private func startAnimations() {
|
||||
// Fade in effect
|
||||
alpha = 0
|
||||
let fadeIn = SKAction.fadeIn(withDuration: 0.5)
|
||||
run(fadeIn)
|
||||
|
||||
// Button pulse
|
||||
let pulse = SKAction.sequence([
|
||||
SKAction.scale(to: 1.05, duration: 0.8),
|
||||
SKAction.scale(to: 1.0, duration: 0.8)
|
||||
])
|
||||
retryButton.run(SKAction.repeatForever(pulse))
|
||||
}
|
||||
|
||||
// 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 retryButton.contains(location) {
|
||||
retryGame()
|
||||
} else if menuButton.contains(location) {
|
||||
returnToMenu()
|
||||
}
|
||||
}
|
||||
|
||||
private func retryGame() {
|
||||
let pressDown = SKAction.scale(to: 0.9, duration: 0.1)
|
||||
let pressUp = SKAction.scale(to: 1.0, duration: 0.1)
|
||||
|
||||
retryButton.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)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,537 @@
|
||||
//
|
||||
// GameScene.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
class GameScene: SKScene {
|
||||
|
||||
// MARK: - Game Objects
|
||||
private var player: PlayerNode!
|
||||
private var gameState: GameState!
|
||||
|
||||
// MARK: - Managers
|
||||
private var spawnManager: SpawnManager!
|
||||
private var collisionManager: CollisionManager!
|
||||
|
||||
// MARK: - UI Elements
|
||||
private var livesLabel: SKLabelNode!
|
||||
private var scoreLabel: SKLabelNode!
|
||||
private var dogsLabel: SKLabelNode!
|
||||
private var humansLabel: SKLabelNode!
|
||||
private var timerLabel: SKLabelNode!
|
||||
private var pauseButton: SKShapeNode!
|
||||
private var pauseOverlay: SKNode?
|
||||
|
||||
// MARK: - Touch Handling
|
||||
private var touchOffset: CGPoint = .zero
|
||||
private var isDragging: Bool = false
|
||||
|
||||
// MARK: - Timing
|
||||
private var lastUpdateTime: TimeInterval = 0
|
||||
|
||||
// MARK: - Background Scrolling
|
||||
private var floorTiles: [SKShapeNode] = []
|
||||
private let tileSize: CGFloat = 80
|
||||
|
||||
// MARK: - Scene Lifecycle
|
||||
override func didMove(to view: SKView) {
|
||||
setupGame()
|
||||
}
|
||||
|
||||
// MARK: - Setup
|
||||
private func setupGame() {
|
||||
// Initialize game state
|
||||
gameState = GameState()
|
||||
gameState.reset()
|
||||
|
||||
// Setup physics
|
||||
physicsWorld.gravity = .zero
|
||||
collisionManager = CollisionManager()
|
||||
collisionManager.delegate = self
|
||||
collisionManager.setScene(self)
|
||||
physicsWorld.contactDelegate = collisionManager
|
||||
|
||||
setupBackground()
|
||||
setupPlayer()
|
||||
setupUI()
|
||||
setupSpawnManager()
|
||||
|
||||
spawnManager.startSpawning()
|
||||
}
|
||||
|
||||
private func setupBackground() {
|
||||
backgroundColor = Constants.Colors.backgroundColor
|
||||
|
||||
// Create scrolling floor tiles
|
||||
let rows = Int(frame.height / tileSize) + 3
|
||||
let cols = Int(frame.width / tileSize) + 1
|
||||
|
||||
for row in 0..<rows {
|
||||
for col in 0..<cols {
|
||||
let tile = SKShapeNode(rect: CGRect(x: 0, y: 0,
|
||||
width: tileSize - 2, height: tileSize - 2))
|
||||
let isEven = (row + col) % 2 == 0
|
||||
tile.fillColor = isEven ?
|
||||
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.position = CGPoint(x: CGFloat(col) * tileSize,
|
||||
y: CGFloat(row) * tileSize)
|
||||
tile.zPosition = Constants.ZPosition.floor
|
||||
tile.name = "floorTile"
|
||||
addChild(tile)
|
||||
floorTiles.append(tile)
|
||||
}
|
||||
}
|
||||
|
||||
// Add airport markings
|
||||
addAirportMarkings()
|
||||
}
|
||||
|
||||
private func addAirportMarkings() {
|
||||
// Center line
|
||||
let lineWidth: CGFloat = 4
|
||||
let dashLength: CGFloat = 30
|
||||
let gapLength: CGFloat = 20
|
||||
|
||||
for y in stride(from: CGFloat(0), to: frame.height, by: dashLength + gapLength) {
|
||||
let dash = SKShapeNode(rect: CGRect(x: frame.midX - lineWidth / 2, y: y,
|
||||
width: lineWidth, height: dashLength))
|
||||
dash.fillColor = SKColor.yellow.withAlphaComponent(0.6)
|
||||
dash.strokeColor = .clear
|
||||
dash.zPosition = Constants.ZPosition.floor + 0.5
|
||||
dash.name = "floorMarking"
|
||||
addChild(dash)
|
||||
}
|
||||
}
|
||||
|
||||
private func setupPlayer() {
|
||||
player = PlayerNode()
|
||||
player.position = CGPoint(x: frame.midX, y: frame.height * 0.15)
|
||||
addChild(player)
|
||||
}
|
||||
|
||||
private func setupUI() {
|
||||
let uiY = frame.height - 50
|
||||
let uiY2 = frame.height - 80
|
||||
|
||||
// Lives
|
||||
livesLabel = createUILabel(text: gameState.formattedLives, fontSize: 24)
|
||||
livesLabel.position = CGPoint(x: 60, y: uiY)
|
||||
livesLabel.horizontalAlignmentMode = .left
|
||||
addChild(livesLabel)
|
||||
|
||||
// Score
|
||||
scoreLabel = createUILabel(text: gameState.formattedScore, fontSize: 20)
|
||||
scoreLabel.position = CGPoint(x: frame.midX, y: uiY)
|
||||
addChild(scoreLabel)
|
||||
|
||||
// Dogs counter
|
||||
dogsLabel = createUILabel(text: gameState.formattedDogs, fontSize: 18)
|
||||
dogsLabel.position = CGPoint(x: frame.width - 120, y: uiY)
|
||||
addChild(dogsLabel)
|
||||
|
||||
// Humans counter
|
||||
humansLabel = createUILabel(text: gameState.formattedHumans, fontSize: 18)
|
||||
humansLabel.position = CGPoint(x: frame.width - 50, y: uiY)
|
||||
addChild(humansLabel)
|
||||
|
||||
// Timer
|
||||
timerLabel = createUILabel(text: "⏱️ \(gameState.formattedTime)", fontSize: 22)
|
||||
timerLabel.position = CGPoint(x: frame.midX, y: uiY2)
|
||||
addChild(timerLabel)
|
||||
|
||||
// Pause button
|
||||
setupPauseButton()
|
||||
|
||||
// UI background bar
|
||||
let uiBar = SKShapeNode(rect: CGRect(x: 0, y: frame.height - 100,
|
||||
width: frame.width, height: 100))
|
||||
uiBar.fillColor = SKColor.white.withAlphaComponent(0.9)
|
||||
uiBar.strokeColor = SKColor.gray.withAlphaComponent(0.5)
|
||||
uiBar.lineWidth = 1
|
||||
uiBar.zPosition = Constants.ZPosition.ui - 1
|
||||
addChild(uiBar)
|
||||
}
|
||||
|
||||
private func createUILabel(text: String, fontSize: CGFloat) -> SKLabelNode {
|
||||
let label = SKLabelNode(text: text)
|
||||
label.fontName = "AvenirNext-Bold"
|
||||
label.fontSize = fontSize
|
||||
label.fontColor = .darkGray
|
||||
label.zPosition = Constants.ZPosition.ui
|
||||
label.verticalAlignmentMode = .center
|
||||
return label
|
||||
}
|
||||
|
||||
private func setupPauseButton() {
|
||||
let buttonSize: CGFloat = 36
|
||||
pauseButton = SKShapeNode(rect: CGRect(x: -buttonSize / 2, y: -buttonSize / 2,
|
||||
width: buttonSize, height: buttonSize),
|
||||
cornerRadius: 8)
|
||||
pauseButton.fillColor = SKColor(white: 0.9, alpha: 1.0)
|
||||
pauseButton.strokeColor = SKColor.gray
|
||||
pauseButton.lineWidth = 2
|
||||
pauseButton.position = CGPoint(x: 40, y: frame.height - 75)
|
||||
pauseButton.zPosition = Constants.ZPosition.ui
|
||||
pauseButton.name = "pauseButton"
|
||||
addChild(pauseButton)
|
||||
|
||||
// Pause icon (two vertical bars)
|
||||
let barWidth: CGFloat = 4
|
||||
let barHeight: CGFloat = 16
|
||||
let barGap: CGFloat = 5
|
||||
|
||||
let leftBar = SKShapeNode(rect: CGRect(x: -barGap - barWidth / 2, y: -barHeight / 2,
|
||||
width: barWidth, height: barHeight))
|
||||
leftBar.fillColor = .darkGray
|
||||
leftBar.strokeColor = .clear
|
||||
pauseButton.addChild(leftBar)
|
||||
|
||||
let rightBar = SKShapeNode(rect: CGRect(x: barGap - barWidth / 2, y: -barHeight / 2,
|
||||
width: barWidth, height: barHeight))
|
||||
rightBar.fillColor = .darkGray
|
||||
rightBar.strokeColor = .clear
|
||||
pauseButton.addChild(rightBar)
|
||||
}
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
//
|
||||
// Constants.swift
|
||||
// RollkofferSimulator
|
||||
//
|
||||
// Created by Ingo K.
|
||||
//
|
||||
|
||||
import SpriteKit
|
||||
|
||||
struct Constants {
|
||||
|
||||
// MARK: - Game Settings
|
||||
static let gameTime: TimeInterval = 90.0
|
||||
static let startLives: Int = 3
|
||||
static let targetDogs: Int = 10
|
||||
static let targetHumans: Int = 5
|
||||
|
||||
// MARK: - Points
|
||||
static let pointsSmallGoodDog: Int = 10
|
||||
static let pointsBigGoodDog: Int = 25
|
||||
static let pointsGreenHuman: Int = 15
|
||||
|
||||
// MARK: - Spawn Settings
|
||||
static let spawnIntervalMin: TimeInterval = 0.8
|
||||
static let spawnIntervalMax: TimeInterval = 1.5
|
||||
static let scrollSpeed: CGFloat = 200.0
|
||||
|
||||
// MARK: - Spawn Distribution (cumulative percentages)
|
||||
static let spawnChanceGoodDog: Int = 40 // 0-39: good dogs
|
||||
static let spawnChanceBadDog: Int = 60 // 40-59: bad dogs (20%)
|
||||
static let spawnChanceGreenHuman: Int = 85 // 60-84: green humans (25%)
|
||||
// 85-99: gray humans (15%)
|
||||
|
||||
// MARK: - Sprite Sizes
|
||||
static let suitcaseSize = CGSize(width: 60, height: 80)
|
||||
static let smallDogSize = CGSize(width: 40, height: 40)
|
||||
static let bigDogSize = CGSize(width: 70, height: 70)
|
||||
static let badDogSize = CGSize(width: 55, height: 55)
|
||||
static let humanSize = CGSize(width: 50, height: 80)
|
||||
|
||||
// MARK: - Physics Categories (Bitmasks)
|
||||
struct PhysicsCategory {
|
||||
static let none: UInt32 = 0
|
||||
static let suitcase: UInt32 = 0x1 << 0
|
||||
static let goodDog: UInt32 = 0x1 << 1
|
||||
static let badDog: UInt32 = 0x1 << 2
|
||||
static let greenHuman: UInt32 = 0x1 << 3
|
||||
static let grayHuman: UInt32 = 0x1 << 4
|
||||
|
||||
static let collectible: UInt32 = goodDog | greenHuman
|
||||
static let harmful: UInt32 = badDog | grayHuman
|
||||
static let all: UInt32 = goodDog | badDog | greenHuman | grayHuman
|
||||
}
|
||||
|
||||
// MARK: - Colors
|
||||
struct Colors {
|
||||
static let goodDogColor = SKColor(red: 0.85, green: 0.65, blue: 0.13, alpha: 1.0) // Gold brown
|
||||
static let badDogColor = SKColor.red
|
||||
static let greenHumanColor = SKColor(red: 0.2, green: 0.8, blue: 0.2, alpha: 1.0)
|
||||
static let grayHumanColor = SKColor.gray
|
||||
static let suitcaseColor = SKColor(red: 0.4, green: 0.3, blue: 0.6, alpha: 1.0)
|
||||
static let backgroundColor = SKColor(red: 0.9, green: 0.9, blue: 0.85, alpha: 1.0)
|
||||
static let floorColor = SKColor(red: 0.75, green: 0.75, blue: 0.7, alpha: 1.0)
|
||||
}
|
||||
|
||||
// MARK: - Z-Positions
|
||||
struct ZPosition {
|
||||
static let background: CGFloat = 0
|
||||
static let floor: CGFloat = 1
|
||||
static let entities: CGFloat = 10
|
||||
static let player: CGFloat = 20
|
||||
static let ui: CGFloat = 100
|
||||
}
|
||||
|
||||
// MARK: - Animation
|
||||
static let blinkDuration: TimeInterval = 0.1
|
||||
static let blinkCount: Int = 6
|
||||
static let invincibilityDuration: TimeInterval = 1.5
|
||||
}
|
||||
Reference in New Issue
Block a user