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Lesson8 #9

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41 changes: 41 additions & 0 deletions lesson8/AppDelegate.swift
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//
// AppDelegate.swift
// lesson8
//
// Created by Vladislav Elkin on 07.08.2020.
// Copyright © 2020 Vladislav Elkin. All rights reserved.
//

import UIKit

@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {

var window: UIWindow?


func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}

func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}

func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
}

func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}

func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}


}

98 changes: 98 additions & 0 deletions lesson8/Assets.xcassets/AppIcon.appiconset/Contents.json
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{
"images" : [
{
"idiom" : "iphone",
"scale" : "2x",
"size" : "20x20"
},
{
"idiom" : "iphone",
"scale" : "3x",
"size" : "20x20"
},
{
"idiom" : "iphone",
"scale" : "2x",
"size" : "29x29"
},
{
"idiom" : "iphone",
"scale" : "3x",
"size" : "29x29"
},
{
"idiom" : "iphone",
"scale" : "2x",
"size" : "40x40"
},
{
"idiom" : "iphone",
"scale" : "3x",
"size" : "40x40"
},
{
"idiom" : "iphone",
"scale" : "2x",
"size" : "60x60"
},
{
"idiom" : "iphone",
"scale" : "3x",
"size" : "60x60"
},
{
"idiom" : "ipad",
"scale" : "1x",
"size" : "20x20"
},
{
"idiom" : "ipad",
"scale" : "2x",
"size" : "20x20"
},
{
"idiom" : "ipad",
"scale" : "1x",
"size" : "29x29"
},
{
"idiom" : "ipad",
"scale" : "2x",
"size" : "29x29"
},
{
"idiom" : "ipad",
"scale" : "1x",
"size" : "40x40"
},
{
"idiom" : "ipad",
"scale" : "2x",
"size" : "40x40"
},
{
"idiom" : "ipad",
"scale" : "1x",
"size" : "76x76"
},
{
"idiom" : "ipad",
"scale" : "2x",
"size" : "76x76"
},
{
"idiom" : "ipad",
"scale" : "2x",
"size" : "83.5x83.5"
},
{
"idiom" : "ios-marketing",
"scale" : "1x",
"size" : "1024x1024"
}
],
"info" : {
"author" : "xcode",
"version" : 1
}
}
6 changes: 6 additions & 0 deletions lesson8/Assets.xcassets/Contents.json
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{
"info" : {
"author" : "xcode",
"version" : 1
}
}
25 changes: 25 additions & 0 deletions lesson8/Base.lproj/LaunchScreen.storyboard
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="13122.16" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="13104.12"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" xcode11CocoaTouchSystemColor="systemBackgroundColor" cocoaTouchSystemColor="whiteColor"/>
<viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="53" y="375"/>
</scene>
</scenes>
</document>
24 changes: 24 additions & 0 deletions lesson8/Base.lproj/Main.storyboard
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<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="13122.16" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="BV1-FR-VrT">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="13104.12"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--Game View Controller-->
<scene sceneID="tXr-a1-R10">
<objects>
<viewController id="BV1-FR-VrT" customClass="GameViewController" customModuleProvider="target" sceneMemberID="viewController">
<view key="view" multipleTouchEnabled="YES" contentMode="scaleToFill" id="3se-qz-xqx" customClass="SKView">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" xcode11CocoaTouchSystemColor="systemBackgroundColor" cocoaTouchSystemColor="whiteColor"/>
<viewLayoutGuide key="safeArea" id="4qk-I5-YsI"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
</document>
Binary file added lesson8/GameScene.sks
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187 changes: 187 additions & 0 deletions lesson8/GameScene.swift
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//
// GameScene.swift
// lesson8
//
// Created by Vladislav Elkin on 07.08.2020.
// Copyright © 2020 Vladislav Elkin. All rights reserved.
//

import SpriteKit
import GameplayKit

class GameScene: SKScene {
// наша змея
var snake: Snake?

// вызывается при первом запуске сцены
override func didMove(to view: SKView) {
// цвет фона сцены
backgroundColor = SKColor.black
// вектор и сила гравитации
self.physicsWorld.gravity = CGVector(dx: 0, dy: 0)
// добавляем поддержку физики
self.physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
// выключаем внешние воздействия на игру
self.physicsBody?.allowsRotation = false
// включаем отображение отладочной информации
view.showsPhysics = true
// поворот против часовой стрелки
// создаем ноду(объект)

setupButton()

self.physicsWorld.contactDelegate = self
// устанавливаем категорию взаимодействия с другими объектами
self.physicsBody?.categoryBitMask = CollisionCategories.EdgeBody
// устанавливаем категории, с которыми будут пересекаться края сцены
self.physicsBody?.collisionBitMask = CollisionCategories.Snake | CollisionCategories.SnakeHead


createApple()

// создаем змею по центру экрана и добавляем ее на сцену
snake = Snake(atPoint: CGPoint(x: view.scene!.frame.midX, y: view.scene!.frame.midY))
self.addChild(snake!)


}

private func setupButton() {
let counterClockwiseButton = SKShapeNode()
// задаем форму круга
counterClockwiseButton.path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: 45, height: 45)).cgPath
// указываем координаты размещения
counterClockwiseButton.position = CGPoint(x: self.scene!.frame.minX+30, y: self.scene!.frame.minY+30)
// цвет заливки
counterClockwiseButton.fillColor = UIColor.gray
// цвет рамки
counterClockwiseButton.strokeColor = UIColor.gray
// толщина рамки
counterClockwiseButton.lineWidth = 10
// имя объекта для взаимодействия
counterClockwiseButton.name = "counterClockwiseButton"
// Добавляем на сцену
self.addChild(counterClockwiseButton)
// Поворот по часовой стрелке
let clockwiseButton = SKShapeNode()
clockwiseButton.path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: 45, height: 45)).cgPath
clockwiseButton.position = CGPoint(x: self.scene!.frame.maxX-80, y: self.scene!.frame.minY+30)
clockwiseButton.fillColor = UIColor.gray
clockwiseButton.strokeColor = UIColor.gray
clockwiseButton.lineWidth = 10
clockwiseButton.name = "clockwiseButton"
self.addChild(clockwiseButton)
}

// вызывается при нажатии на экран
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// перебираем все точки, куда прикоснулся палец
for touch in touches {
// определяем координаты касания для точки
let touchLocation = touch.location(in: self)
// проверяем, есть ли объект по этим координатам, и если есть, то не наша ли это кнопка
guard let touchedNode = self.atPoint(touchLocation) as? SKShapeNode,
touchedNode.name == "counterClockwiseButton" || touchedNode.name == "clockwiseButton" else {
return
}
// если это наша кнопка, заливаем ее зеленым
touchedNode.fillColor = .green


if touchedNode.name == "counterClockwiseButton" {
snake!.moveCounterClockwise()
} else if touchedNode.name == "clockwiseButton" {
snake!.moveClockwise()
}
}

}
// вызывается при прекращении нажатия на экран
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// повторяем все то же самое для действия, когда палец отрывается от экрана
for touch in touches {
let touchLocation = touch.location(in: self)

guard let touchedNode = self.atPoint(touchLocation) as? SKShapeNode,
touchedNode.name == "counterClockwiseButton" || touchedNode.name == "clockwiseButton" else {
return
}
// но делаем цвет снова серым
touchedNode.fillColor = UIColor.gray
}

}
// вызывается при обрыве нажатия на экран, например, если телефон примет звонок и свернет приложение
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
}
// вызывается при обработке кадров сцены
override func update(_ currentTime: TimeInterval) {
snake?.move()
}

private func gameOver() {
snake = nil
self.removeAllChildren()
reStart()

}

private func reStart(){
setupButton()

snake = Snake(atPoint: CGPoint(x: self.scene!.frame.midX, y: self.scene!.frame.midY))
self.addChild(snake!)

createApple()
}


func createApple(){
// Случайная точка на экране
let randX = CGFloat(arc4random_uniform(UInt32(view!.scene!.frame.maxX-5)) + 1)
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устраевший способ получения random

let randY = CGFloat(arc4random_uniform(UInt32(view!.scene!.frame.maxY-5)) + 1)
// Создаем яблоко
let apple = Apple(position: CGPoint(x: randX, y: randY))
// Добавляем яблоко на сцену
self.addChild(apple)
}

}

extension GameScene: SKPhysicsContactDelegate {
// Добавляем метод отслеживания начала столкновения
func didBegin(_ contact: SKPhysicsContact) {
// логическая сумма масок соприкоснувшихся объектов
let bodyes = contact.bodyA.categoryBitMask | contact.bodyB.categoryBitMask
// вычитаем из суммы голову змеи, и у нас остается маска второго объекта
let collisionObject = bodyes ^ CollisionCategories.SnakeHead
// проверяем, что это за второй объект
switch collisionObject {
case CollisionCategories.Apple: // проверяем, что это яблоко
// яблоко – это один из двух объектов, которые соприкоснулись. Используем тернарный оператор, чтобы вычислить, какой именно
let apple = contact.bodyA.node is Apple ? contact.bodyA.node : contact.bodyB.node
// добавляем к змее еще одну секцию
snake?.addBodyPart()
// удаляем съеденное яблоко со сцены
apple?.removeFromParent()
// создаем новое яблоко
createApple()
case CollisionCategories.EdgeBody: // проверяем, что это стенка экрана
gameOver() // соприкосновение со стеной будет домашним заданием
default:
break
}
}
}

// Категория пересечения объектов
struct CollisionCategories {
// Тело змеи
static let Snake: UInt32 = 0x1 << 0
// Голова змеи
static let SnakeHead: UInt32 = 0x1 << 1
// Яблоко
static let Apple: UInt32 = 0x1 << 2
// Край сцены (экрана)
static let EdgeBody: UInt32 = 0x1 << 3
}
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