cleaned up some stuff and added more documentation to the existing code
This commit is contained in:
parent
f0d0dd0051
commit
3a15dae884
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@ -14,7 +14,8 @@
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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="414" height="896"/>
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<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
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<color key="backgroundColor" systemColor="systemOrangeColor" red="1" green="0.58431372550000005" blue="0.0" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
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<color key="backgroundColor" red="0.0" green="0.16078431372549018" blue="0.83921568627450982" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
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<color key="tintColor" white="0.0" alpha="0.0" colorSpace="custom" customColorSpace="genericGamma22GrayColorSpace"/>
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<viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/>
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</view>
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</viewController>
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@ -11,6 +11,7 @@ import SpriteKit
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let NumberOfColors: UInt32 = 6
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// Colors that may be applied to blocks (whcih controls the sprite image they use)
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enum BlockColor: Int, CustomStringConvertible {
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case Blue = 0, Orange, Purple, Red, Teal, Yellow
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@ -40,6 +41,7 @@ enum BlockColor: Int, CustomStringConvertible {
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}
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}
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// Represents a single block in the game.
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class Block: Hashable, CustomStringConvertible {
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// Constants
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let color: BlockColor
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@ -54,15 +54,17 @@ class GameScene: SKScene {
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shapeLayer.addChild(gameBoard)
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gameLayer.addChild(shapeLayer)
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// Set the theme music to play infinitely.
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run(SKAction.repeatForever(SKAction.playSoundFileNamed("Sounds/theme.mp3", waitForCompletion: true)))
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}
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// Convenience function to play a sound file.
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func playSound(sound: String) {
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run(SKAction.playSoundFileNamed(sound, waitForCompletion: false))
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}
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// Called once per frame by the framework, before it's rendered.
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override func update(_ currentTime: TimeInterval) {
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// Called before each frame is rendered
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guard let lastTick = lastTick else {
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return
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}
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@ -71,23 +73,26 @@ class GameScene: SKScene {
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self.lastTick = NSDate()
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tick?()
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}
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}
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// Starts the game tick going.
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func startTicking() {
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lastTick = NSDate()
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}
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// Stops the game tick.
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func stopTicking() {
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lastTick = nil
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}
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// Convert bucket row/column coordinates to display coordinates.
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func pointForColumn(column: Int, row: Int) -> CGPoint {
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let x = LayerPosition.x + (CGFloat(column) * BlockSize) + (BlockSize / 2)
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let y = LayerPosition.y - ((CGFloat(row) * BlockSize) + (BlockSize / 2))
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return CGPoint(x: x, y: y)
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}
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// Add the "preview" shape to the current scene. This also "rezzes in" a shape's block sprites.
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func addPreviewShapeToScene(shape: Shape, completion: @escaping () -> ()) {
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for block in shape.blocks {
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var texture = textureCache[block.spriteName]
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@ -115,6 +120,7 @@ class GameScene: SKScene {
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run(SKAction.sequence([waitAction, completeAction]))
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}
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// Move the "preview" shape into position so it becomes the new "falling" shape.
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func movePreviewShape(shape: Shape, completion: @escaping () -> ()) {
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for block in shape.blocks {
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let sprite = block.sprite!
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@ -128,6 +134,7 @@ class GameScene: SKScene {
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run(SKAction.sequence([waitAction, completeAction]))
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}
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// Redraw the falling shape by shifting the position of its component blocks.
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func redrawShape(shape: Shape, completion: @escaping () -> ()) {
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for block in shape.blocks {
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let sprite = block.sprite!
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@ -141,9 +148,11 @@ class GameScene: SKScene {
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}
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}
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// Animate the removed lines "exploding" and the remaining blocks dropping into place.
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func animateCollapsingLines(linesToRemove: Array<Array<Block>>, fallenBlocks: Array<Array<Block>>, completion: @escaping () -> ()) {
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var longestDuration: TimeInterval = 0
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// Animate the falling blocks dropping into place
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for (columnIdx, column) in fallenBlocks.enumerated() {
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for (blockIdx, block) in column.enumerated() {
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let newPosition = pointForColumn(column: block.column, row: block.row)
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@ -158,6 +167,7 @@ class GameScene: SKScene {
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}
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}
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// Animate the "removed" blocks "exploding"
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for rowToRemove in linesToRemove {
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for block in rowToRemove {
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let randomRadius = CGFloat(UInt(arc4random_uniform(400) + 100))
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@ -43,10 +43,12 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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return true
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}
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// Called when the user taps the screen
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@IBAction func didTap(_ sender: UITapGestureRecognizer) {
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privyet.rotateShape()
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}
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// Called when the user slides their finger across the screen
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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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@ -64,14 +66,17 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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}
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}
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// Called when the user swipes the screen in a downward direction
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@IBAction func didSwipe(_ sender: UISwipeGestureRecognizer) {
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privyet.dropShape()
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}
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// Used to allow multiple gesture recognizers to be used simultaneously
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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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// Used to prioritize one gesture recognizer over another
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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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@ -85,10 +90,12 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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return false
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}
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// Called once per game tick (interval over which blocks drop)
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func didTick() {
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privyet.letShapeFall()
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}
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// Advances the "next' and "falling" shapes and places them on the screen
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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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@ -101,6 +108,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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}
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}
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// Called when the game starts
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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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@ -116,6 +124,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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}
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}
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// Called when the game ends
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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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@ -125,6 +134,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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}
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}
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// Called when the game advances in level (gets faster)
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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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@ -135,6 +145,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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scene.playSound(sound: "Sounds/levelup.mp3")
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}
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// Called when a shape is "dropped"
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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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@ -143,6 +154,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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scene.playSound(sound: "Sounds/drop.mp3")
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}
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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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func gameShapeDidLand(privyet: Privyet) {
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scene.stopTicking()
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self.view.isUserInteractionEnabled = false
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@ -158,6 +170,7 @@ class GameViewController: UIViewController, PrivyetDelegate, UIGestureRecognizer
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}
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}
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// Called when a shape moves on the screen
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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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@ -41,7 +41,7 @@ protocol PrivyetDelegate {
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}
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class Privyet {
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var blockArray: Array2D<Block>
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var bucket: Array2D<Block>
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var nextShape: Shape?
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var fallingShape: Shape?
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var delegate: PrivyetDelegate?
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init() {
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fallingShape = nil
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nextShape = nil
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blockArray = Array2D<Block>(columns: NumColumns, rows: NumRows)
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bucket = Array2D<Block>(columns: NumColumns, rows: NumRows)
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}
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// Starts the game by initializing game data
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func beginGame() {
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if (nextShape == nil) {
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nextShape = Shape.random(startingColumn: PreviewColumn, startingRow: PreviewRow)
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delegate?.gameDidBegin(privyet: self)
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}
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// Advances the current falling shape and the "next" shape. Returns both these shapes as a tuple.
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func newShape() -> (fallingShape: Shape?, nextShape: Shape?) {
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fallingShape = nextShape
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nextShape = Shape.random(startingColumn: PreviewColumn, startingRow: PreviewRow)
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return (fallingShape, nextShape)
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}
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// Returns true if the falling shape is in an "illegal" placement (outside bucket bounds or "colliding"
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// with existing blocks in the bucket).
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func detectIllegalPlacement() -> Bool {
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guard let shape = fallingShape else {
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return false
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@ -84,82 +88,93 @@ class Privyet {
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for block in shape.blocks {
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if block.column < 0 || block.column >= NumColumns || block.row < 0 || block.row >= NumRows {
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return true
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} else if blockArray[block.column, block.row] != nil {
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} else if bucket[block.column, block.row] != nil {
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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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// "Settle" the falling shape by transferring its blocks to the bucket.
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func settleShape() {
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guard let shape = fallingShape else {
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return
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}
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for block in shape.blocks {
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blockArray[block.column, block.row] = block
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bucket[block.column, block.row] = block
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}
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fallingShape = nil
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delegate?.gameShapeDidLand(privyet: self)
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}
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// Returns true if the falling block is "landing" (at the bottom of the bucket or directly above existing blocks)
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func detectTouch() -> Bool {
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guard let shape = fallingShape else {
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return false
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}
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for bottomBlock in shape.bottomBlocks {
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if bottomBlock.row == NumRows - 1 || blockArray[bottomBlock.column, bottomBlock.row + 1] != nil {
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if bottomBlock.row == NumRows - 1 || bucket[bottomBlock.column, bottomBlock.row + 1] != nil {
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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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// Ends the current game
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func endGame() {
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score = 0
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level = 1
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delegate?.gameDidEnd(privyet: self)
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}
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// Detect and remove completed lines. Returns a tuple of two arrays of arrays:
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// linesRemoved - The blocks that will be removed as a result of completed lines.
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// fallenBlocks - The blocks that will drop to a lower line in the bucket when the above blocks are removed.
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// If no lines are to be removed, returns a pair of empty lists.
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func removeCompletedLines() -> (linesRemoved: Array<Array<Block>>, fallenBlocks: Array<Array<Block>>) {
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var removedLines = Array<Array<Block>>()
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for row in (1..<NumRows).reversed() {
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var rowOfBlocks = Array<Block>()
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for column in 0..<NumColumns {
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guard let block = blockArray[column, row] else {
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guard let block = bucket[column, row] else {
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continue
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}
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rowOfBlocks.append(block)
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}
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if rowOfBlocks.count == NumColumns {
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// filled line detected, remove it
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removedLines.append(rowOfBlocks)
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for block in rowOfBlocks {
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blockArray[block.column, block.row] = nil
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bucket[block.column, block.row] = nil
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}
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}
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}
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if removedLines.count == 0 {
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return ([], [])
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return ([], []) // no lines filled
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}
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// Advance score and game level as appropriate
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let pointsEarned = removedLines.count * PointsPerLine * level
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score += pointsEarned
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if score >= level * LevelThreshold {
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level += 1
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delegate?.gameDidLevelUp(privyet: self)
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}
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var fallenBlocks = Array<Array<Block>>()
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for column in 0..<NumColumns {
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var fallenBlocksArray = Array<Block>()
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for row in (1..<removedLines[0][0].row).reversed() {
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guard let block = blockArray[column, row] else {
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guard let block = bucket[column, row] else {
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continue
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}
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var newRow = row
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while (newRow < NumRows - 1 && blockArray[column, newRow + 1] == nil) {
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while (newRow < NumRows - 1 && bucket[column, newRow + 1] == nil) {
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newRow += 1
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}
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block.row = newRow
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blockArray[column, row] = nil
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blockArray[column, newRow] = block
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bucket[column, row] = nil
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bucket[column, newRow] = block
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fallenBlocksArray.append(block)
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}
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if fallenBlocksArray.count > 0 {
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return (removedLines, fallenBlocks)
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}
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// Removes all blocks from the bucket (at end of game). Returns all the removed blocks.
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func removeAllBlocks() -> Array<Array<Block>> {
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var allBlocks = Array<Array<Block>>()
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for row in 0..<NumRows {
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var rowOfBlocks = Array<Block>()
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for column in 0..<NumColumns {
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guard let block = blockArray[column, row] else {
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guard let block = bucket[column, row] else {
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continue
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}
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rowOfBlocks.append(block)
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blockArray[column, row] = nil
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bucket[column, row] = nil
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}
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allBlocks.append(rowOfBlocks)
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}
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return allBlocks
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}
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// Drop the falling shape down as far as it will go.
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func dropShape() {
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guard let shape = fallingShape else {
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return
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@ -196,6 +213,7 @@ class Privyet {
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delegate?.gameShapeDidDrop(privyet: self)
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}
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// Let the falling shape fall by one row.
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func letShapeFall() {
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guard let shape = fallingShape else {
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return
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@ -204,9 +222,9 @@ class Privyet {
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if detectIllegalPlacement() {
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shape.raiseShapeByOneRow()
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if detectIllegalPlacement() {
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endGame()
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endGame() // shape was in illegal place to start, this ends the game
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} else {
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settleShape()
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settleShape() // shape can land
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}
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} else {
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delegate?.gameShapeDidMove(privyet: self)
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@ -216,6 +234,7 @@ class Privyet {
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}
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}
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// Rotate the falling shape clockwise by 90 degrees.
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func rotateShape() {
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guard let shape = fallingShape else {
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return
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@ -228,6 +247,7 @@ class Privyet {
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delegate?.gameShapeDidMove(privyet: self)
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}
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// Move the falling shape left by one column.
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func moveShapeLeft() {
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guard let shape = fallingShape else {
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return
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@ -240,6 +260,7 @@ class Privyet {
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delegate?.gameShapeDidMove(privyet: self)
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}
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// Move the falling shape right by one column.
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func moveShapeRight() {
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guard let shape = fallingShape else {
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return
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@ -251,5 +272,4 @@ class Privyet {
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}
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delegate?.gameShapeDidMove(privyet: self)
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}
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}
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@ -11,6 +11,7 @@ import SpriteKit
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let NumOrientations: UInt32 = 4
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// Represents the orientation of a shape in increments of 90 degrees
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enum Orientation: Int, CustomStringConvertible {
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case Zero = 0, Ninety, OneEighty, TwoSeventy
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@ -31,6 +32,7 @@ enum Orientation: Int, CustomStringConvertible {
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return Orientation(rawValue:Int(arc4random_uniform(NumOrientations)))!
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}
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// Returns the orientation resulting from a rotation in either direction.
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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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@ -51,6 +53,8 @@ let SecondBlockIdx: Int = 1
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let ThirdBlockIdx: Int = 2
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let FourthBlockIdx: Int = 3
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// Base class representing a shape consisting of four blocks. Derived classes represent the different
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// tetramino shapes.
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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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@ -65,15 +69,18 @@ class Shape: Hashable, CustomStringConvertible {
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// Required overrides
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// Subclasses must override this property
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// Returns the relative positions of the shape blocks based on the shape orientation
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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
|
||||
// Returns the blocks in a shape that are "on the bottom" based on the shape orientation
|
||||
var bottomBlocksForOrientations: [Orientation: Array<Block>] {
|
||||
return [:]
|
||||
}
|
||||
|
||||
// Returns the blocks in this shape that are currently "on the bottom"
|
||||
var bottomBlocks: Array<Block> {
|
||||
guard let bottomBlocks = bottomBlocksForOrientations[orientation] else {
|
||||
return []
|
||||
|
@ -110,6 +117,7 @@ class Shape: Hashable, CustomStringConvertible {
|
|||
self.init(column: column, row: row, color: BlockColor.random(), orientation: Orientation.random())
|
||||
}
|
||||
|
||||
// Initialize the blocks of the shape based on the current position, color, and orientation.
|
||||
final func initializeBlocks() {
|
||||
guard let blockRowColumnTranslations = blockRowColumnPositions[orientation] else {
|
||||
return
|
||||
|
@ -120,6 +128,7 @@ class Shape: Hashable, CustomStringConvertible {
|
|||
}
|
||||
}
|
||||
|
||||
// Rotate the blocks in this shape to a new orientation.
|
||||
final func rotateBlocks(orientation: Orientation) {
|
||||
guard let blockRowColumnTranslation: Array<(columnDiff: Int, rowDiff: Int)> = blockRowColumnPositions[orientation] else {
|
||||
return
|
||||
|
@ -130,34 +139,41 @@ class Shape: Hashable, CustomStringConvertible {
|
|||
}
|
||||
}
|
||||
|
||||
// Rotate the blocks in this shape clockwise.
|
||||
final func rotateClockwise() {
|
||||
let newOrientation = Orientation.rotate(orientation: orientation, clockwise: true)
|
||||
rotateBlocks(orientation: newOrientation)
|
||||
orientation = newOrientation
|
||||
}
|
||||
|
||||
// Rotate the blocks in this shape counterclockwise.
|
||||
final func rotateCounterClockwise() {
|
||||
let newOrientation = Orientation.rotate(orientation: orientation, clockwise: false)
|
||||
rotateBlocks(orientation: newOrientation)
|
||||
orientation = newOrientation
|
||||
}
|
||||
|
||||
// Updates block positions in this shape to one row down.
|
||||
final func lowerShapeByOneRow() {
|
||||
shiftBy(columns: 0, rows: 1)
|
||||
}
|
||||
|
||||
// Updates block positions in this shape to one row up.
|
||||
final func raiseShapeByOneRow() {
|
||||
shiftBy(columns: 0, rows: -1)
|
||||
}
|
||||
|
||||
// Updates block positions in this shape to one colukmn to the right.
|
||||
final func shiftRightByOneColumn() {
|
||||
shiftBy(columns: 1, rows: 0)
|
||||
}
|
||||
|
||||
// Updates block positions in this shape to one column to the left.
|
||||
final func shiftLeftByOneColumn() {
|
||||
shiftBy(columns: -1, rows: 0)
|
||||
}
|
||||
|
||||
// Shifts plock positions in this shape in a relative fashion.
|
||||
final func shiftBy(columns: Int, rows: Int) {
|
||||
self.column += columns
|
||||
self.row += rows
|
||||
|
@ -167,12 +183,14 @@ class Shape: Hashable, CustomStringConvertible {
|
|||
}
|
||||
}
|
||||
|
||||
// Moves the shape to an absolute position.
|
||||
final func moveTo(column: Int, row: Int) {
|
||||
self.column = column
|
||||
self.row = row
|
||||
rotateBlocks(orientation: orientation)
|
||||
}
|
||||
|
||||
// Generates a random shape.
|
||||
final class func random(startingColumn: Int, startingRow: Int) -> Shape {
|
||||
switch Int(arc4random_uniform(NumShapeTypes)) {
|
||||
case 0:
|
||||
|
|
Loading…
Reference in New Issue
Block a user