Created
October 30, 2015 17:19
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SpriteKit update function
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-(void)update:(CFTimeInterval)currentTime { | |
static CFTimeInterval lastObstacleAt = 1; | |
static CFTimeInterval pausedLoopAt; | |
if (self.paused) { | |
if (!pausedLoopAt) { | |
pausedLoopAt = currentTime; | |
} | |
return; | |
} else if (pausedLoopAt) { | |
lastObstacleAt += currentTime - pausedLoopAt; | |
pausedLoopAt = 0; | |
} | |
// Corgi sometimes gets stuck hovering... | |
if (self.corgi.isJumping && self.corgi.physicsBody.isResting) { | |
// ...so we nudge it a bit so the physics simulator comes back to life. | |
[self.corgi.physicsBody applyImpulse:CGVectorMake(0, -1)]; | |
} | |
// Update score | |
_gameState.score += roundf(0.5 * _gameState.speed); | |
self.scoreLabel.text = [NSString stringWithFormat:@"%lupts", (unsigned long)_gameState.score]; | |
// Base movement rate for background & obstacles | |
float xMovement = _gameState.movementRate * _gameState.speed; | |
// Move background | |
[_bgSprites enumerateObjectsUsingBlock:^(SKSpriteNode *bgSprite, NSUInteger idx, BOOL *stop) { | |
// There are two copies of each background layer, offset by 0.5 their width to allow for continuous scrolling | |
NSUInteger layerIdx = floor(idx / 2.0); // This converts array index to logical layer index | |
CGPoint bgPos = bgSprite.position; | |
// The background layers move at different rates to give a parallax effect | |
bgPos.x -= xMovement * [_layerProcessionRates[layerIdx] floatValue]; | |
if (bgPos.x + bgSprite.size.width / 2.0 <= 0) { | |
// If the layer has moved off to the left, put it back on the right side so we can keep scrolling | |
bgPos.x += bgSprite.size.width * 2; | |
} | |
bgSprite.position = bgPos; | |
}]; | |
// Move extant obstacles | |
[self.foreground enumerateChildNodesWithName:kObstacleNodeName usingBlock:^(SKNode *obs, BOOL *stop) { | |
obs.position = CGPointMake(obs.position.x - xMovement, obs.position.y); | |
if (obs.position.x < 0) { | |
[obs removeFromParent]; | |
} | |
}]; | |
// Spawn new obstacles | |
if (currentTime > lastObstacleAt + ((2 + arc4random() % 5) / _gameState.speed)) { | |
SKSpriteNode *obstacle = [sharedObstacle copy]; | |
obstacle.position = CGPointMake(CGRectGetMaxX(self.frame) - obstacle.size.width / 2, | |
_groundTop + obstacle.size.height); | |
[self.foreground addChild:obstacle]; | |
lastObstacleAt = currentTime; | |
} | |
} | |
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