2020-05-24 21:56:11 -06:00
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//
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// GameViewController.swift
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// Privyet
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//
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// Created by Amy Bowersox on 5/23/20.
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// Copyright © 2020 Erbosoft Metaverse Design Solutions. All rights reserved.
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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, PrivyetDelegate, UIGestureRecognizerDelegate {
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var scene: GameScene!
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var privyet: Privyet!
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var panPointReference: CGPoint?
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@IBOutlet weak var scoreLabel: UILabel!
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@IBOutlet weak var levelLabel: UILabel!
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override func viewDidLoad() {
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super.viewDidLoad()
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// Configure the view
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let skView = view as! SKView
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skView.isMultipleTouchEnabled = false
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// Create and configure the scene
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scene = GameScene(size: skView.bounds.size)
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scene.scaleMode = .aspectFill
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scene.tick = didTick
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privyet = Privyet()
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privyet.delegate = self
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privyet.beginGame()
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// Present the scene
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skView.presentScene(scene)
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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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2020-05-27 11:10:50 -06:00
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// Called when the user taps the screen
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2020-05-24 21:56:11 -06:00
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@IBAction func didTap(_ sender: UITapGestureRecognizer) {
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privyet.rotateShape()
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}
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2020-05-27 11:10:50 -06:00
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// Called when the user slides their finger across the screen
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2020-05-24 21:56:11 -06:00
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@IBAction func didPan(_ sender: UIPanGestureRecognizer) {
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let currentPoint = sender.translation(in: self.view)
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if let originalPoint = panPointReference {
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if abs(currentPoint.x - originalPoint.x) > (BlockSize * 0.9) {
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if sender.velocity(in: self.view).x > CGFloat(0) {
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privyet.moveShapeRight()
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panPointReference = currentPoint
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} else {
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privyet.moveShapeLeft()
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panPointReference = currentPoint
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}
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}
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} else if sender.state == .began {
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panPointReference = currentPoint
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}
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}
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2020-05-27 11:10:50 -06:00
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// Called when the user swipes the screen in a downward direction
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2020-05-24 21:56:11 -06:00
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@IBAction func didSwipe(_ sender: UISwipeGestureRecognizer) {
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privyet.dropShape()
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}
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2020-05-27 11:10:50 -06:00
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// Used to allow multiple gesture recognizers to be used simultaneously
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2020-05-24 21:56:11 -06:00
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func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
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return true
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}
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2020-05-27 11:10:50 -06:00
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// Used to prioritize one gesture recognizer over another
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2020-05-24 21:56:11 -06:00
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func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRequireFailureOf otherGestureRecognizer: UIGestureRecognizer) -> Bool {
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if gestureRecognizer is UISwipeGestureRecognizer {
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if otherGestureRecognizer is UIPanGestureRecognizer {
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return true
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}
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} else if gestureRecognizer is UIPanGestureRecognizer {
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if otherGestureRecognizer is UITapGestureRecognizer {
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return true
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}
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}
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return false
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}
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2020-05-27 11:10:50 -06:00
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// Called once per game tick (interval over which blocks drop)
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2020-05-24 21:56:11 -06:00
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func didTick() {
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privyet.letShapeFall()
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}
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2020-05-27 11:10:50 -06:00
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// Advances the "next' and "falling" shapes and places them on the screen
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2020-05-24 21:56:11 -06:00
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func nextShape() {
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let newShapes = privyet.newShape()
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guard let fallingShape = newShapes.fallingShape else {
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return
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}
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self.scene.addPreviewShapeToScene(shape: newShapes.nextShape!) { }
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self.scene.movePreviewShape(shape: fallingShape) {
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self.view.isUserInteractionEnabled = true
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self.scene.startTicking()
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}
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}
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2020-05-27 11:10:50 -06:00
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// Called when the game starts
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2020-05-24 21:56:11 -06:00
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func gameDidBegin(privyet: Privyet) {
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levelLabel.text = "\(privyet.level)"
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scoreLabel.text = "\(privyet.score)"
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scene.tickLengthMillis = TickLengthLevelOne
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// The following is false when restarting a new game
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if privyet.nextShape != nil && privyet.nextShape!.blocks[0].sprite == nil {
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scene.addPreviewShapeToScene(shape: privyet.nextShape!) {
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self.nextShape()
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}
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} else {
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nextShape()
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}
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}
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2020-05-27 11:10:50 -06:00
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// Called when the game ends
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2020-05-24 21:56:11 -06:00
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func gameDidEnd(privyet: Privyet) {
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view.isUserInteractionEnabled = false
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scene.stopTicking()
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scene.playSound(sound: "Sounds/gameover.mp3")
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scene.animateCollapsingLines(linesToRemove: privyet.removeAllBlocks(), fallenBlocks: privyet.removeAllBlocks()) {
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privyet.beginGame()
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}
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}
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2020-05-27 11:10:50 -06:00
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// Called when the game advances in level (gets faster)
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2020-05-24 21:56:11 -06:00
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func gameDidLevelUp(privyet: Privyet) {
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levelLabel.text = "\(privyet.level)"
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if scene.tickLengthMillis >= 100 {
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scene.tickLengthMillis -= 100
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} else if scene.tickLengthMillis >= 50 {
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scene.tickLengthMillis -= 50
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}
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scene.playSound(sound: "Sounds/levelup.mp3")
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}
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2020-05-27 11:10:50 -06:00
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// Called when a shape is "dropped"
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2020-05-24 21:56:11 -06:00
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func gameShapeDidDrop(privyet: Privyet) {
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scene.stopTicking()
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scene.redrawShape(shape: privyet.fallingShape!) {
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privyet.letShapeFall()
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}
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scene.playSound(sound: "Sounds/drop.mp3")
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}
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2020-05-27 11:10:50 -06:00
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// Called when a shape "lands" on top of existing blocks or at the bottom of the bucket
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2020-05-24 21:56:11 -06:00
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func gameShapeDidLand(privyet: Privyet) {
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scene.stopTicking()
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self.view.isUserInteractionEnabled = false
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let removedLines = privyet.removeCompletedLines()
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if removedLines.linesRemoved.count > 0 {
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self.scoreLabel.text = "\(privyet.score)"
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scene.animateCollapsingLines(linesToRemove: removedLines.linesRemoved, fallenBlocks: removedLines.fallenBlocks) {
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self.gameShapeDidLand(privyet: privyet)
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}
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self.scene.playSound(sound: "Sounds/bomb.mp3")
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} else {
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nextShape()
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}
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}
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2020-05-27 11:10:50 -06:00
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// Called when a shape moves on the screen
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2020-05-24 21:56:11 -06:00
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func gameShapeDidMove(privyet: Privyet) {
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scene.redrawShape(shape: privyet.fallingShape!) { }
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}
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}
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