// // 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 } // Called when the user taps the screen @IBAction func didTap(_ sender: UITapGestureRecognizer) { privyet.rotateShape() } // Called when the user slides their finger across the screen @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 } } // Called when the user swipes the screen in a downward direction @IBAction func didSwipe(_ sender: UISwipeGestureRecognizer) { privyet.dropShape() } // Used to allow multiple gesture recognizers to be used simultaneously func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool { return true } // Used to prioritize one gesture recognizer over another 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 } // Called once per game tick (interval over which blocks drop) func didTick() { privyet.letShapeFall() } // Advances the "next' and "falling" shapes and places them on the screen 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() } } // Called when the game starts 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() } } // Called when the game ends 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() } } // Called when the game advances in level (gets faster) 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") } // Called when a shape is "dropped" func gameShapeDidDrop(privyet: Privyet) { scene.stopTicking() scene.redrawShape(shape: privyet.fallingShape!) { privyet.letShapeFall() } scene.playSound(sound: "Sounds/drop.mp3") } // Called when a shape "lands" on top of existing blocks or at the bottom of the bucket 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() } } // Called when a shape moves on the screen func gameShapeDidMove(privyet: Privyet) { scene.redrawShape(shape: privyet.fallingShape!) { } } }