Files
Claude 9e501cc4e8 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
2025-12-19 16:47:49 +00:00

177 lines
6.5 KiB
Swift

//
// 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
}
}