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Processing Style Test - Swift
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import Cocoa | |
import SpriteKit | |
class AppDelegate: NSObject, NSApplicationDelegate { | |
@IBOutlet var window: NSWindow | |
@IBOutlet var skView: SKView | |
func applicationDidFinishLaunching(aNotification: NSNotification?) { | |
let scene = GameScene(size:self.skView.bounds.size) | |
scene.scaleMode = .AspectFill | |
self.skView!.presentScene(scene) | |
} | |
func applicationShouldTerminateAfterLastWindowClosed(sender: NSApplication) -> Bool { | |
return true; | |
} | |
} |
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//Source : http://www.gamefromscratch.com/post/2014/06/13/Game-development-tutorial-Swift-and-SpriteKit-Part-2-Using-Sprites-and-by-default-SKNodes.aspx | |
import SpriteKit | |
class GameScene: SKScene { | |
var shipSpeed = CGFloat() | |
let sprite = SKSpriteNode(imageNamed: "sprite1") | |
override func didMoveToView(view: SKView) { | |
let backGroundSprite = SKSpriteNode(imageNamed: "background") | |
backGroundSprite.position = CGPoint(x:0,y:0) | |
backGroundSprite.anchorPoint = CGPoint(x:0.0,y:0.0) | |
backGroundSprite.size = view.bounds.size | |
self.addChild(backGroundSprite) | |
sprite.anchorPoint = CGPoint(x:0.5,y:0.5) | |
sprite.position.x = 100; | |
sprite.position.y = 100; | |
sprite.xScale = 1 | |
sprite.yScale = 1 | |
self.addChild(sprite) | |
var shapeArr : Array<SKNode> = [] | |
for index in 0...5 { | |
var shapeE = RectE().simpleView(CGFloat(index)*100) | |
shapeArr.append(shapeE) | |
self.addChild(shapeArr[index]) | |
} | |
} | |
override func update(currentTime: NSTimeInterval) { | |
if ((sprite.position.x>0)&&(sprite.position.x < view.bounds.width)) { | |
shipSpeed = 5 | |
} else { | |
shipSpeed = 0 | |
sprite.position.x = 0 | |
} | |
sprite.position.x += shipSpeed | |
} | |
override func mouseDown(theEvent: NSEvent!) { | |
self.sprite.position = CGPoint(x:theEvent.locationInWindow.x,y:theEvent.locationInWindow.y) | |
} | |
} | |
class RectE: SKScene { | |
let shapeEle = SKSpriteNode() | |
func simpleView(_x: CGFloat) -> SKNode { | |
shapeEle.color = SKColor.redColor() | |
shapeEle.position = CGPointMake(_x, 400) | |
shapeEle.size = CGSizeMake(50, 50) | |
return shapeEle | |
} | |
} |
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