195 lines
5.7 KiB
Swift
195 lines
5.7 KiB
Swift
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//
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// Shape.swift
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// Privyet
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//
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// Created by Amy Bowersox on 5/24/20.
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// Copyright © 2020 Erbosoft Metaverse Design Solutions. All rights reserved.
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//
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import Foundation
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import SpriteKit
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let NumOrientations: UInt32 = 4
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enum Orientation: Int, CustomStringConvertible {
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case Zero = 0, Ninety, OneEighty, TwoSeventy
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var description: String {
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switch self {
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case .Zero:
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return "0"
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case .Ninety:
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return "90"
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case .OneEighty:
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return "180"
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case .TwoSeventy:
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return "270"
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}
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}
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static func random() -> Orientation {
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return Orientation(rawValue:Int(arc4random_uniform(NumOrientations)))!
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}
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static func rotate(orientation: Orientation, clockwise: Bool) -> Orientation {
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var rotated = orientation.rawValue + (clockwise ? 1 : -1)
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if rotated > Orientation.TwoSeventy.rawValue {
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rotated = Orientation.Zero.rawValue
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} else if rotated < 0 {
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rotated = Orientation.TwoSeventy.rawValue
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}
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return Orientation(rawValue:rotated)!
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}
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}
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// The number of total shape varieties
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let NumShapeTypes: UInt32 = 7
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// Shape indexes
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let FirstBlockIdx: Int = 0
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let SecondBlockIdx: Int = 1
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let ThirdBlockIdx: Int = 2
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let FourthBlockIdx: Int = 3
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class Shape: Hashable, CustomStringConvertible {
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// The color of the shape
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let color: BlockColor
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// The blocks comprising the shape
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var blocks = Array<Block>()
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// The current orientation of the shape
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var orientation: Orientation
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// The column and row representing the shape's anchor point
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var column, row: Int
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// Required overrides
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// Subclasses must override this property
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var blockRowColumnPositions: [Orientation: Array<(columnDiff: Int, rowDiff: Int)>] {
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return [:]
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}
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// Subclasses must override this property
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var bottomBlocksForOrientations: [Orientation: Array<Block>] {
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return [:]
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}
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var bottomBlocks: Array<Block> {
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guard let bottomBlocks = bottomBlocksForOrientations[orientation] else {
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return []
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}
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return bottomBlocks
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}
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// Equatable
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static func == (lhs: Shape, rhs: Shape) -> Bool {
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return lhs.row == rhs.row && lhs.column == rhs.column
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}
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// Hashable
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func hash(into hasher: inout Hasher) {
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blocks.forEach {b in
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hasher.combine(b.hashValue)
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}
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}
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// CustomStringConvertible
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var description: String {
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return "\(color) block facing \(orientation): \(blocks[FirstBlockIdx]), \(blocks[SecondBlockIdx]), \(blocks[ThirdBlockIdx]), \(blocks[FourthBlockIdx])"
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}
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init(column: Int, row: Int, color: BlockColor, orientation: Orientation) {
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self.color = color
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self.column = column
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self.row = row
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self.orientation = orientation
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initializeBlocks()
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}
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convenience init(column: Int, row: Int) {
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self.init(column: column, row: row, color: BlockColor.random(), orientation: Orientation.random())
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}
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final func initializeBlocks() {
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guard let blockRowColumnTranslations = blockRowColumnPositions[orientation] else {
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return
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}
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blocks = blockRowColumnTranslations.map { (diff) -> Block in
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return Block(column: column + diff.columnDiff, row: row + diff.rowDiff, color: color)
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}
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}
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final func rotateBlocks(orientation: Orientation) {
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guard let blockRowColumnTranslation: Array<(columnDiff: Int, rowDiff: Int)> = blockRowColumnPositions[orientation] else {
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return
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}
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for (idx, diff) in blockRowColumnTranslation.enumerated() {
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blocks[idx].column = column + diff.columnDiff
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blocks[idx].row = row + diff.rowDiff
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}
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}
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final func rotateClockwise() {
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let newOrientation = Orientation.rotate(orientation: orientation, clockwise: true)
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rotateBlocks(orientation: newOrientation)
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orientation = newOrientation
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}
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final func rotateCounterClockwise() {
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let newOrientation = Orientation.rotate(orientation: orientation, clockwise: false)
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rotateBlocks(orientation: newOrientation)
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orientation = newOrientation
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}
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final func lowerShapeByOneRow() {
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shiftBy(columns: 0, rows: 1)
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}
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final func raiseShapeByOneRow() {
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shiftBy(columns: 0, rows: -1)
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}
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final func shiftRightByOneColumn() {
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shiftBy(columns: 1, rows: 0)
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}
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final func shiftLeftByOneColumn() {
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shiftBy(columns: -1, rows: 0)
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}
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final func shiftBy(columns: Int, rows: Int) {
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self.column += columns
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self.row += rows
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for block in blocks {
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block.column += columns
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block.row += rows
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}
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}
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final func moveTo(column: Int, row: Int) {
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self.column = column
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self.row = row
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rotateBlocks(orientation: orientation)
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}
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final class func random(startingColumn: Int, startingRow: Int) -> Shape {
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switch Int(arc4random_uniform(NumShapeTypes)) {
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case 0:
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return SquareShape(column: startingColumn, row: startingRow)
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case 1:
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return LineShape(column: startingColumn, row: startingRow)
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case 2:
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return TShape(column: startingColumn, row: startingRow)
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case 3:
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return LShape(column: startingColumn, row: startingRow)
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case 4:
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return JShape(column: startingColumn, row: startingRow)
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case 5:
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return SShape(column: startingColumn, row: startingRow)
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default:
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return ZShape(column: startingColumn, row: startingRow)
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}
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}
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}
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