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Entity.swift
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Entity.swift
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//
// Entity.swift
// Bomberman
//
// Created by Wolfgang Schreurs on 27/04/16.
//
//
import GameplayKit
import SpriteKit
protocol EntityDelegate: class {
func entityWillSpawn(_ entity: Entity)
func entityDidSpawn(_ entity: Entity)
func entityWillDestroy(_ entity: Entity)
func entityDidDestroy(_ entity: Entity)
func entityDidAttack(_ entity: Entity)
func entityDidFloat(_ entity: Entity)
func entityDidHit(_ entity: Entity)
func entityDidCheer(_ entity: Entity)
func entityDidDecay(_ entity: Entity)
}
class Entity: GKEntity {
fileprivate (set) var uuid = UUID().uuidString
var gridPosition = Point(x: 0, y: 0)
var value: PointsType?
var spawnTimeAdjustment: TimeInterval = 0.0
// The movement direction of the creature.
var direction = Direction.none
weak var game: Game?
weak var delegate: EntityDelegate?
var frame: CGRect {
var frame = CGRect.null
if let visualComponent = component(ofType: VisualComponent.self) {
frame = visualComponent.spriteNode.frame
}
return frame.integral
}
var speed: CGFloat {
var speed: CGFloat = 1.0
if let configComponent = component(ofType: ConfigComponent.self) {
speed = configComponent.speed
}
return speed
}
var canRoam: Bool {
var canRoam = false
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
canRoam = stateMachineComponent.canRoam
}
return canRoam
}
var canAttack: Bool {
var canAttack = false
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
canAttack = stateMachineComponent.canAttack
}
return canAttack
}
var isDestroyed: Bool {
var isDestroyed = false
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
isDestroyed = stateMachineComponent.currentState is DestroyState
}
return isDestroyed
}
var isControllable: Bool {
var isControllable = false
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
isControllable = stateMachineComponent.currentState is ControlState
}
return isControllable
}
var isHit: Bool {
var isHit = false
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
isHit = stateMachineComponent.currentState is HitState
}
return isHit
}
init(visualComponent: VisualComponent) {
super.init()
addComponent(visualComponent)
visualComponent.spriteNode.entity = self
}
init(forGame game: Game,
configComponent: ConfigComponent,
gridPosition: Point = Point(x: 0, y: 0),
createPhysicsBody: Bool = true) {
super.init()
self.gridPosition = gridPosition
self.game = game
addComponent(configComponent)
var texture: SKTexture
// TODO: when game starts for first time, just copy files in bundle to assets directory
// and read from this location always. Or keep this code only for debug / devel purposes?
let filePath = configComponent.configFilePath.stringByAppendingPathComponent(configComponent.textureFile)
let imageData = try? Data(contentsOf: URL(fileURLWithPath: filePath))
let image = Image(data: imageData!)
texture = SKTexture(image: image!)
let sprites = SpriteLoader.spritesFromTexture(texture, withSpriteSize: configComponent.spriteSize)
let wu_size = configComponent.wuSize
let visualComponent = VisualComponent(sprites: sprites, createPhysicsBody: createPhysicsBody, wu_size: wu_size)
visualComponent.spriteNode.speed = configComponent.speed
addComponent(visualComponent)
visualComponent.spriteNode.entity = self
if let states = configComponent.states {
let stateMachineComponent = StateMachineComponent(game: game, entity: self, states: states)
addComponent(stateMachineComponent)
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func removePhysicsBody() {
if let visualComponent = component(ofType: VisualComponent.self) {
visualComponent.spriteNode.physicsBody = nil
}
}
func destroy() {
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterDestroyState()
}
}
func hit(_ damage: Int = 1) {
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterHitState(damage)
}
}
func cheer() {
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterCheerState()
}
}
func float() {
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterFloatState()
}
}
func decay() {
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterDecayState()
}
}
func spawn() {
if let stateMachineComponent = self.component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterSpawnState()
}
}
func control() {
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterControlState()
}
}
func roam() {
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterRoamState()
}
}
func attack() {
if let stateMachineComponent = component(ofType: StateMachineComponent.self) {
stateMachineComponent.enterAttackState()
}
}
}