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@johnlinvc
Created April 11, 2016 15:58
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basket ball shooting in spritekit
//: Playground - noun: a place where people can play
/*
README
just copy & paste the code into an iOS playground of Xcode 7.3+
click display timeline to play in the liveview
*/
import UIKit
import SpriteKit
import XCPlayground
struct CollisionMask {
static let None : UInt32 = 0
static let Ball : UInt32 = 0b1
static let Basket : UInt32 = 0b10
static let Sensor : UInt32 = 0b100
}
class BasketBallNode : SKLabelNode {
var dragStart:CGPoint?
override init() {
super.init()
text = "🏀"
fontColor = UIColor.blackColor()
fontSize = 200
physicsBody = SKPhysicsBody(circleOfRadius: 95, center: CGPointMake(0, 75))
physicsBody?.affectedByGravity = false
physicsBody?.restitution = 0.8
physicsBody?.categoryBitMask = CollisionMask.Ball
physicsBody?.collisionBitMask = CollisionMask.Basket
appearBeforeRing = true
}
var appearBeforeRing:Bool {
set { zPosition = newValue ? 1 : -1 }
get { return zPosition == 1 }
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
touches
guard dragStart == nil else { return }
dragStart = touches.first?.locationInNode(self)
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
guard let start = dragStart else { return }
let end = touches.first!.locationInNode(self)
shoot(start, to: end)
dragStart = nil
}
func shoot(from:CGPoint, to:CGPoint){
let dx = (to.x-from.x)/2.5
let dy = to.y-from.y
let norm = sqrt(pow(dx, 2) + pow(dy, 2))
let base:CGFloat = 2000
physicsBody?.affectedByGravity = true
let impulse = CGVectorMake(base * (dx/norm), base * (dy/norm))
physicsBody?.applyImpulse(impulse)
let scale:CGFloat = 0.5
let scaleDuration:NSTimeInterval = 1.1
runAction(SKAction.scaleBy(scale, duration: scaleDuration))
}
func reset(pos:CGPoint){
physicsBody?.affectedByGravity = false
physicsBody?.velocity = CGVectorMake(0, 0)
physicsBody?.angularVelocity = 0
zPosition = 1
zRotation = 0
position = pos
xScale = 1
yScale = 1
appearBeforeRing = true
}
}
class Basket:SKNode {
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
let rad:CGFloat = 200
let h:CGFloat = 10
var ring:SKShapeNode?
override init() {
super.init()
initRing()
initScoreSensor()
}
var sensor:SKNode?
func initScoreSensor() {
sensor = SKNode()
let phy = SKPhysicsBody(circleOfRadius: 3*h, center: CGPointMake(rad/2, -rad/2))
phy.affectedByGravity = false
phy.dynamic = false
phy.collisionBitMask = CollisionMask.None
phy.contactTestBitMask = CollisionMask.Ball
phy.categoryBitMask = CollisionMask.Sensor
sensor!.physicsBody = phy
addChild(sensor!)
}
func initRing() {
ring = SKShapeNode(rect: CGRectMake(0, 0, rad, 2*h))
ring!.fillColor = UIColor.redColor()
let l = SKPhysicsBody(edgeFromPoint: CGPointMake(0, 2*h), toPoint: CGPointMake(3*h, 2*h))
let r = SKPhysicsBody(edgeFromPoint: CGPointMake(rad-3*h, 2*h), toPoint: CGPointMake(rad, 2*h))
ring!.physicsBody = SKPhysicsBody(bodies: [l,r])
ring!.physicsBody?.affectedByGravity = false
ring!.physicsBody?.dynamic = false
ringEnabled = false
addChild(ring!)
}
var ringEnabled:Bool {
set {
ring?.physicsBody?.collisionBitMask = newValue ? CollisionMask.Ball : CollisionMask.None
ring?.physicsBody?.categoryBitMask = newValue ? CollisionMask.Basket : CollisionMask.None
}
get {
return ring?.physicsBody?.collisionBitMask == CollisionMask.Ball
}
}
}
class BasketBallScene: SKScene, SKPhysicsContactDelegate {
var contentCreated:Bool = false
var ball:BasketBallNode?
var basket:Basket?
var scoreText:SKLabelNode?
var score:Int = 0 {
didSet {
scoreText?.text = "Score: \(score)"
}
}
override func didMoveToView(view: SKView) {
guard !contentCreated else { return }
createContent()
contentCreated = true
}
func createContent(){
backgroundColor = SKColor.whiteColor()
self.scaleMode = .AspectFit
addChild(newBallNode())
addChild(newBasketNode())
addChild(newScoreText())
physicsWorld.contactDelegate = self
}
func ballPosition() -> CGPoint {
return CGPointMake(CGRectGetMidX(frame), 50)
}
func newScoreText() -> SKLabelNode {
let n = SKLabelNode()
scoreText = n
n.fontSize = 70
n.fontName = "helvetica"
n.fontColor = UIColor.blackColor()
n.text = "Score: 0"
n.zPosition = -2
n.position = CGPointMake(CGRectGetMidX(frame), 500)
return n
}
func newBasketNode() -> Basket {
let basket = Basket()
self.basket = basket
basket.position = CGPointMake(CGRectGetMidX(frame) - basket.rad/2, 700)
return basket
}
func newBallNode() -> SKLabelNode {
let node = BasketBallNode()
ball = node
node.position = ballPosition()
node.userInteractionEnabled = true
return node
}
func resetBall() {
ball?.reset(ballPosition())
basket?.ringEnabled = false
}
func ballAboveRing()->Bool {
return basket?.position.y < ball?.position.y
}
override func update(currentTime: NSTimeInterval) {
if ballAboveRing() {
basket?.ringEnabled = true
ball?.appearBeforeRing = false
}
if ball?.position.y < -300 {
resetBall()
}
}
func didEndContact(contact: SKPhysicsContact) {
guard basket!.ringEnabled else { return }
score += 1
}
}
class BasketBallController: UIViewController {
}
var vc = BasketBallController()
let view = SKView(frame: vc.view.frame)
vc.view = view
vc.view.backgroundColor = UIColor.whiteColor()
XCPlaygroundPage.currentPage.liveView = vc
view.showsFPS = true
view.showsNodeCount = true
view.showsPhysics = true
let size = CGSizeMake(768,1024)
let scene = BasketBallScene(size: size)
view.presentScene(scene)
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