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@ -8,35 +8,95 @@
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import Foundation
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import Foundation
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import SpriteKit
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import SpriteKit
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func actionEndGame(scene : SKScene) {
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func actionEndGame(scene: SKScene, message: String) {
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let size = scene.size
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let size = scene.size
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var delay: TimeInterval = 0.0
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for _ in 0..<5 {
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for _ in 0..<5 {
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// Créer un effet de particule pour les feux d'artifice
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// Créer un effet de particule pour le lancement
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if let fireworkEmitter = SKEmitterNode(fileNamed: "Spark.sks") {
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if let launchEmitter = SKEmitterNode(fileNamed: "FireworkLaunch.sks") {
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// Position aléatoire pour chaque feu d'artifice
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// Position de départ en bas de la scène
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let randomX = CGFloat.random(in: 0..<size.width)
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let startX: CGFloat = 0.0
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let randomY = CGFloat.random(in: 0..<size.height / 2) + size.height / 2
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let startY: CGFloat = (-size.height/2)
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fireworkEmitter.position = CGPoint(x: randomX, y: randomY)
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launchEmitter.position = CGPoint(x: startX, y: startY)
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scene.addChild(launchEmitter)
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// Changer la couleur des particules
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// Action de montée
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fireworkEmitter.particleColor = randomColor()
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let moveUp = SKAction.moveBy(x: CGFloat.random(in: -(size.width/3)...(size.width/3)), y: CGFloat.random(in: (size.height/2)...(size.height/1.25)), duration: 2.0)
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fireworkEmitter.particleColorBlendFactor = 1.0
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scene.addChild(fireworkEmitter)
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// Action de grossissement et de rapetissement
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let scaleUp = SKAction.scale(to: 1.5, duration: 1.0)
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let scaleDown = SKAction.scale(to: 1.0, duration: 1.0)
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let scaleSequence = SKAction.sequence([scaleUp, scaleDown])
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// Retirer le feu d'artifice après une courte durée
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let moveAndScale = SKAction.group([moveUp, scaleSequence])
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let wait = SKAction.wait(forDuration: 2.0)
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let remove = SKAction.removeFromParent()
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// Action pour déclencher l'explosion
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let sequence = SKAction.sequence([wait, remove])
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let explode = SKAction.run {
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fireworkEmitter.run(sequence)
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createExplosion(at: launchEmitter.position, scene: scene)
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launchEmitter.removeFromParent()
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}
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let wait = SKAction.wait(forDuration: delay)
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// Séquence de montée puis explosion
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let sequence = SKAction.sequence([wait,moveAndScale, explode])
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launchEmitter.run(sequence)
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delay += CGFloat.random(in: 0.3...0.6)
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}
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}
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}
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}
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showWinningMessage(scene: scene, message: message)
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}
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func createExplosion(at position: CGPoint, scene: SKScene) {
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// Créer un effet de particule pour l'explosion
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if let explosionEmitter = SKEmitterNode(fileNamed: "Fireworks.sks") {
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explosionEmitter.position = position
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// Changer la couleur des particules
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explosionEmitter.particleColor = randomColor()
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explosionEmitter.particleColorBlendFactor = 1.0
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scene.addChild(explosionEmitter)
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// Retirer l'explosion après une courte durée
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let wait = SKAction.wait(forDuration: 2.0)
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let remove = SKAction.removeFromParent()
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let sequence = SKAction.sequence([wait, remove])
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explosionEmitter.run(sequence)
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}
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}
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func showWinningMessage(scene: SKScene, message: String) {
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let size = scene.size
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let letters = Array(message)
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let letterSpacing: CGFloat = 40.0
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let totalWidth = CGFloat(letters.count) * letterSpacing
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let startX = (0.0 - totalWidth) / 2
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let startY = 0.0
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for (index, letter) in letters.enumerated() {
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let letterNode = SKLabelNode(text: String(letter))
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letterNode.fontName = "Helvetica-Bold"
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letterNode.fontSize = 50
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letterNode.fontColor = .white
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letterNode.position = CGPoint(x: startX + CGFloat(index) * letterSpacing, y: startY)
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letterNode.alpha = 0
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scene.addChild(letterNode)
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let delay = SKAction.wait(forDuration: Double(index) * 0.1)
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let fadeIn = SKAction.fadeIn(withDuration: 0.5)
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let scaleUp = SKAction.scale(to: 1.5, duration: 0.25)
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let scaleDown = SKAction.scale(to: 1.0, duration: 0.25)
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let scaleSequence = SKAction.sequence([scaleUp, scaleDown])
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let group = SKAction.group([fadeIn, scaleSequence])
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let sequence = SKAction.sequence([delay, group])
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letterNode.run(sequence)
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}
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}
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}
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func randomColor() -> UIColor {
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func randomColor() -> UIColor {
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let red = CGFloat.random(in: 0...1)
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let red = CGFloat.random(in: 0...1)
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let green = CGFloat.random(in: 0...1)
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let green = CGFloat.random(in: 0...1)
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let blue = CGFloat.random(in: 0...1)
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let blue = CGFloat.random(in: 0...1)
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return UIColor(red: red, green: green, blue: blue, alpha: 1.0)
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return UIColor(red: red, green: green, blue: blue, alpha: 1.0)
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}
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}
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