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Configuration
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Configuration
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//
// Configuration.swift
// Physics Breaker
//
// Created by Charlie Bushman on 1/23/16.
// Copyright © 2016 imaginary inc. All rights reserved.
//
import Foundation
import UIKit
import SpriteKit
class Configuration {
var physicsObject: SKSpriteNode
var tempObj: PhysicsObject
var nodesInRegion: [SKSpriteNode]
var physicsNodes: [SKSpriteNode]
init (physicsObj: String, rotation: CGFloat, position: CGPoint, physicsNodesX: [SKSpriteNode]){
tempObj = PhysicsObject(objectType: physicsObj)
physicsObject = tempObj.getPhysicsObject()
physicsObject.name = physicsObj
let rotateToAngle = SKAction.rotateToAngle(rotation, duration: 0.0)
physicsObject.runAction(rotateToAngle)
physicsObject.position = position
nodesInRegion = [SKSpriteNode(imageNamed: "Imaginary Inc")]
physicsNodes = physicsNodesX
if(physicsObj == "Frictionless Mass"){
configFrictionlessMass()
}else if(physicsObj == "Angular Mass"){
configAngularMass()
}else if(physicsObj == "Focal Point"){
configFocalPoint()
}else if(physicsObj == "Flat Surface"){
configFlatSurface()
}else if(physicsObj == "Inclined Plane"){
configInclinedPlane()
}else if(physicsObj == "Drop Off"){
configDropOff()
}else if(physicsObj == "Rise"){
configRise()
}else if(physicsObj == "Wall"){
configWall()
}else if(physicsObj == "Force Vector"){
configForceVector()
}else if(physicsObj == "Weight"){
configWeight()
}else if(physicsObj == "Friction"){
configFriction()
}else if(physicsObj == "Normal Force"){
configNormalForce()
}else if(physicsObj == "String"){
configString()
}else if(physicsObj == "Glue"){
configGlue()
}else if(physicsObj == "Putty"){
configPutty()
}else if(physicsObj == "Spring"){
configSpring()
}else{
}
}
func getPhysicsObject() ->SKSpriteNode{
return physicsObject
}
func configFrictionlessMass(){
let region = SKRegion(radius: 10.0)
// Set nodesInRegion[] to hold all physics objects close to the node
//INITIALIZE REGION NEAR NODE!!!
var counter = 0
for node in physicsNodes{
/*
** Test if they're in region
** Make sure to account for different shapes and which parts should be in region
*/
var inRegion = false
if(node.name == "Flat Surface" || node.name == "Inclined Plane" || node.name == "Cliff" || node.name == "Rise" || node.name == "String" || node.name == "Spring"){
if(node.name == "Flat Surface" || node.name == "Rise"){
// If physicsObject is close to node make inRegion true
inRegion = region.containsPoint(node.position)
print("Horray!")
}else if(node.name == "Cliff"){
inRegion = region.containsPoint(CGPoint(x: node.position.x, y: node.position.y+5))
}else if(node.name == "Inclined Plane" || node.name == "String" || node.name == "Spring"){
inRegion = region.containsPoint(CGPoint(x: node.position.x+5, y: node.position.y+5))
}
}
if(inRegion){
nodesInRegion[counter] = node
nodesInRegion[counter].name = node.name
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
physicsObject.position = obj.position
print("It's working")
}else if obj.name == "Inclined Plane" {
physicsObject.position = obj.position
}else if obj.name == "Cliff" {
physicsObject.position = obj.position
}else if obj.name == "Rise" {
physicsObject.position = obj.position
}else if obj.name == "String" {
physicsObject.position = obj.position
}else if obj.name == "Spring" {
physicsObject.position = obj.position
}
}
}
func configAngularMass(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == "Flat Surface" || node.name == "Inclined Plane" || node.name == "Cliff" || node.name == "Rise" || node.name == "String" || node.name == "Spring"){
if(node.name == "Flat Surface" || node.name == "Rise"){
inRegion = region.containsPoint(node.position)
}else if(node.name == "Cliff"){
inRegion = region.containsPoint(CGPoint(x: node.position.x, y: node.position.y+5))
}else if(node.name == "Inclined Plane" || node.name == "String" || node.name == "Spring"){
inRegion = region.containsPoint(CGPoint(x: node.position.x+5, y: node.position.y+5))
}
}
if(inRegion){
nodesInRegion[counter] = node
nodesInRegion[counter].name = node.name
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
physicsObject.position = obj.position
}else if obj.name == "Inclined Plane" {
physicsObject.position = obj.position
}else if obj.name == "Cliff" {
physicsObject.position = obj.position
}else if obj.name == "Rise" {
physicsObject.position = obj.position
}else if obj.name == "String" {
physicsObject.position = obj.position
}else if obj.name == "Spring" {
physicsObject.position = obj.position
}
}
}
func configFocalPoint(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configFlatSurface(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configInclinedPlane(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configDropOff(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configRise(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configWall(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configForceVector(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configWeight(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configFriction(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configNormalForce(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configString(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configGlue(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configPutty(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
func configSpring(){
let region = SKRegion(radius: 10.0)
var counter = 0
for node in physicsNodes{
var inRegion = false
if(node.name == ""){
}
if(inRegion){
nodesInRegion[counter] = node
counter += 1
}
}
if(counter == 0){
nodesInRegion[0] = SKSpriteNode(imageNamed: "Imaginary Inc")
nodesInRegion[0].name = "Empty"
}
for obj in nodesInRegion{
if obj.name == "Flat Surface" {
//blah blah blah
}
}
}
}