privyet/Privyet/GameViewController.swift

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Swift
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//
// GameViewController.swift
// Privyet
//
// Created by Amy Bowersox on 5/23/20.
// Copyright © 2020 Erbosoft Metaverse Design Solutions. All rights reserved.
//
import UIKit
import SpriteKit
import GameplayKit
class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizerDelegate {
var scene: GameScene!
var privyet: Privyet!
var panPointReference: CGPoint?
@IBOutlet weak var scoreLabel: UILabel!
@IBOutlet weak var levelLabel: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Configure the view
let skView = view as! SKView
skView.isMultipleTouchEnabled = false
// Create and configure the scene
scene = GameScene(size: skView.bounds.size)
scene.scaleMode = .aspectFill
scene.tick = didTick
privyet = Privyet()
privyet.delegate = self
privyet.beginGame()
// Present the scene
skView.presentScene(scene)
}
override var prefersStatusBarHidden: Bool {
return true
}
@IBAction func didTap(_ sender: UITapGestureRecognizer) {
privyet.rotateShape()
}
@IBAction func didPan(_ sender: UIPanGestureRecognizer) {
let currentPoint = sender.translation(in: self.view)
if let originalPoint = panPointReference {
if abs(currentPoint.x - originalPoint.x) > (BlockSize * 0.9) {
if sender.velocity(in: self.view).x > CGFloat(0) {
privyet.moveShapeRight()
panPointReference = currentPoint
} else {
privyet.moveShapeLeft()
panPointReference = currentPoint
}
}
} else if sender.state == .began {
panPointReference = currentPoint
}
}
@IBAction func didSwipe(_ sender: UISwipeGestureRecognizer) {
privyet.dropShape()
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRequireFailureOf otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer is UISwipeGestureRecognizer {
if otherGestureRecognizer is UIPanGestureRecognizer {
return true
}
} else if gestureRecognizer is UIPanGestureRecognizer {
if otherGestureRecognizer is UITapGestureRecognizer {
return true
}
}
return false
}
func didTick() {
privyet.letShapeFall()
}
func nextShape() {
let newShapes = privyet.newShape()
guard let fallingShape = newShapes.fallingShape else {
return
}
self.scene.addPreviewShapeToScene(shape: newShapes.nextShape!) { }
self.scene.movePreviewShape(shape: fallingShape) {
self.view.isUserInteractionEnabled = true
self.scene.startTicking()
}
}
func gameDidBegin(privyet: Privyet) {
levelLabel.text = "\(privyet.level)"
scoreLabel.text = "\(privyet.score)"
scene.tickLengthMillis = TickLengthLevelOne
// The following is false when restarting a new game
if privyet.nextShape != nil && privyet.nextShape!.blocks[0].sprite == nil {
scene.addPreviewShapeToScene(shape: privyet.nextShape!) {
self.nextShape()
}
} else {
nextShape()
}
}
func gameDidEnd(privyet: Privyet) {
view.isUserInteractionEnabled = false
scene.stopTicking()
scene.playSound(sound: "Sounds/gameover.mp3")
scene.animateCollapsingLines(linesToRemove: privyet.removeAllBlocks(), fallenBlocks: privyet.removeAllBlocks()) {
privyet.beginGame()
}
}
func gameDidLevelUp(privyet: Privyet) {
levelLabel.text = "\(privyet.level)"
if scene.tickLengthMillis >= 100 {
scene.tickLengthMillis -= 100
} else if scene.tickLengthMillis >= 50 {
scene.tickLengthMillis -= 50
}
scene.playSound(sound: "Sounds/levelup.mp3")
}
func gameShapeDidDrop(privyet: Privyet) {
scene.stopTicking()
scene.redrawShape(shape: privyet.fallingShape!) {
privyet.letShapeFall()
}
scene.playSound(sound: "Sounds/drop.mp3")
}
func gameShapeDidLand(privyet: Privyet) {
scene.stopTicking()
self.view.isUserInteractionEnabled = false
let removedLines = privyet.removeCompletedLines()
if removedLines.linesRemoved.count > 0 {
self.scoreLabel.text = "\(privyet.score)"
scene.animateCollapsingLines(linesToRemove: removedLines.linesRemoved, fallenBlocks: removedLines.fallenBlocks) {
self.gameShapeDidLand(privyet: privyet)
}
self.scene.playSound(sound: "Sounds/bomb.mp3")
} else {
nextShape()
}
}
func gameShapeDidMove(privyet: Privyet) {
scene.redrawShape(shape: privyet.fallingShape!) { }
}
}