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GameScene where health icon does not move to location
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import Foundation | |
import SpriteKit | |
enum PhysicCategory: UInt32 { | |
case player = 1 | |
case bullet = 2 | |
case none = 4 | |
} | |
class RecreateGameScene: SKScene, SKPhysicsContactDelegate { | |
var player: SKShapeNode! | |
var enemy: SKShapeNode! | |
var healthBar: SKShapeNode! | |
var healthBorder: SKShapeNode! | |
let kMaxNumHealth = 10 | |
var health: Int! | |
var detectionCircle: SKShapeNode! | |
var collisionDetected = false | |
var isShooting = false | |
var nextPosition: CGPoint! | |
var findDifference: Double! { | |
var firstPositionDiff = 0.0 | |
var secondPositionDiff = 0.0 | |
firstPositionDiff = healthBar.position.y - player.position.y | |
secondPositionDiff = nextPosition.y + player.frame.size.height / 2 + healthBar.frame.size.height - nextPosition.y | |
return firstPositionDiff - secondPositionDiff | |
} | |
override func didMove(to view: SKView) { | |
self.physicsWorld.contactDelegate = self | |
createPlayer(view: view) | |
createPlayerHealthBar() | |
createEnemy(view: view) | |
} | |
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { | |
for touch in touches { | |
let location = touch.location(in: self) | |
movePlayer(location: location) | |
} | |
} | |
func didBegin(_ contact: SKPhysicsContact) { | |
var body1 = SKPhysicsBody() | |
var body2 = SKPhysicsBody() | |
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask { | |
body1 = contact.bodyA | |
body2 = contact.bodyB | |
} else { | |
body1 = contact.bodyB | |
body2 = contact.bodyA | |
} | |
if body1.categoryBitMask == PhysicCategory.player.rawValue && body2.categoryBitMask == PhysicCategory.bullet.rawValue { | |
health -= 1 | |
updateHealthBar() | |
if health == 0 { | |
player.removeFromParent() | |
enemy.removeAction(forKey: "fireBullet") | |
} | |
} | |
} | |
override func update(_ currentTime: TimeInterval) { | |
if !collisionDetected { | |
detectCollisions() | |
} else if !isShooting { | |
fireBullets() | |
} | |
} | |
func createPlayer(view: SKView) { | |
player = SKShapeNode(ellipseOf: CGSize(width: 32, height: 32)) | |
player.fillColor = SKColor.white | |
player.position = CGPoint(x: view.frame.midX, y: view.frame.minY + player.frame.size.height) | |
player.zPosition = 1 | |
player.physicsBody = SKPhysicsBody(circleOfRadius: player.frame.size.width / 2) | |
player.physicsBody!.affectedByGravity = false | |
player.physicsBody!.categoryBitMask = PhysicCategory.player.rawValue | |
player.physicsBody!.contactTestBitMask = PhysicCategory.bullet.rawValue | |
player.physicsBody!.collisionBitMask = PhysicCategory.none.rawValue | |
addChild(player) | |
} | |
func createPlayerHealthBar() { | |
health = kMaxNumHealth | |
healthBar = SKShapeNode(rectOf: CGSize(width: player.frame.size.width, height: player.frame.size.height / 4)) | |
healthBar.fillColor = SKColor.yellow | |
healthBar.lineWidth = 0 | |
healthBar.position = CGPoint(x: player.position.x, y: player.position.y + player.frame.size.height) | |
healthBar.zPosition = 1 | |
addChild(healthBar) | |
healthBorder = SKShapeNode(rectOf: CGSize(width: player.frame.size.width, height: player.frame.size.height / 4)) | |
healthBorder.fillColor = SKColor.clear | |
healthBorder.lineWidth = 3 | |
healthBorder.strokeColor = SKColor.white | |
healthBorder.position = CGPoint(x: player.position.x, y: player.position.y + player.frame.size.height) | |
healthBorder.zPosition = 2 | |
healthBorder.alpha = 0.0 | |
addChild(healthBorder) | |
} | |
func createEnemy(view: SKView) { | |
enemy = SKShapeNode(ellipseOf: CGSize(width: 32, height: 32)) | |
enemy.fillColor = SKColor.red | |
enemy.position = CGPoint(x: view.frame.midX, y: view.frame.midY) | |
enemy.zPosition = 1 | |
addChild(enemy) | |
createDetectionCircle() | |
} | |
func createDetectionCircle() { | |
detectionCircle = SKShapeNode(circleOfRadius: 320) | |
detectionCircle.fillColor = SKColor.clear | |
detectionCircle.strokeColor = SKColor.clear | |
detectionCircle.position = enemy.position | |
detectionCircle.zPosition = 1 | |
addChild(detectionCircle) | |
} | |
func detectCollisions() { | |
if detectionCircle.frame.intersects(player.frame) { | |
collisionDetected = true | |
print("player detected by circle") | |
} | |
} | |
func updateHealthBar() { | |
let lastPosition = healthBar.position.x | |
let lastWidth = healthBar.frame.width | |
let lostLife = healthBorder.frame.width / CGFloat(kMaxNumHealth) | |
healthBar.removeFromParent() | |
healthBar = SKShapeNode(rectOf: CGSize(width: lastWidth - lostLife, height: player.frame.size.height / 4)) | |
healthBar.position.x = lastPosition - lostLife / 2 | |
healthBar.position.y = healthBorder.position.y | |
healthBar.lineWidth = 0 | |
healthBar.zPosition = 1 | |
healthBar.fillColor = SKColor.yellow | |
addChild(healthBar) | |
} | |
func createBullets() -> SKShapeNode { | |
var bullet: SKShapeNode | |
bullet = SKShapeNode(ellipseOf: CGSize(width: 8, height: 8)) | |
bullet.fillColor = SKColor.red | |
bullet.position = enemy.position | |
bullet.zPosition = 0 | |
bullet.physicsBody = SKPhysicsBody(circleOfRadius: bullet.frame.size.width / 2) | |
bullet.physicsBody!.affectedByGravity = false | |
bullet.physicsBody!.categoryBitMask = PhysicCategory.bullet.rawValue | |
bullet.physicsBody!.contactTestBitMask = PhysicCategory.player.rawValue | |
bullet.physicsBody!.collisionBitMask = PhysicCategory.none.rawValue | |
addChild(bullet) | |
return bullet | |
} | |
func fireBullets() { | |
var fireBulletAction: SKAction | |
fireBulletAction = SKAction.run { | |
let bullet = self.createBullets() | |
let moveBullet = SKAction.move(to: self.player.position, duration: 1) | |
let deleteBullet = SKAction.removeFromParent() | |
let bulletSequence = SKAction.sequence([moveBullet, deleteBullet]) | |
bullet.run(bulletSequence) | |
} | |
var waitForDuration: SKAction | |
waitForDuration = SKAction.wait(forDuration: 1) | |
let bulletSequence = SKAction.sequence([fireBulletAction, waitForDuration]) | |
let repeatBulletSequence = SKAction.repeatForever(bulletSequence) | |
enemy.run(repeatBulletSequence, withKey: "fireBullet") | |
isShooting = true | |
} | |
func distanceBetween(point p1:CGPoint, andPoint p2:CGPoint) -> CGFloat { | |
return sqrt(pow((p2.x - p1.x), 2) + pow((p2.y - p1.y), 2)) | |
} | |
func movePlayer(location: CGPoint) { | |
let speed: CGFloat = 80.0 | |
var duration: CGFloat = 0.0 | |
nextPosition = location | |
duration = distanceBetween(point: nextPosition, andPoint: player.position) / speed | |
let moveAction = SKAction.move(to: nextPosition, duration: duration) | |
let healthMoveAction = SKAction.move(to: CGPoint(x: nextPosition.x, y: nextPosition.y + player.frame.size.height), duration: duration) | |
player.run(moveAction) | |
healthBar.run(healthMoveAction) | |
healthBorder.run(healthMoveAction) | |
} | |
} |
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