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//
// SpriteMoople.swift
// ArkitDoushiQi
//
// Created by Enzo JOLYS on 27/05/2024.
//
import Foundation
import SpriteKit
import DouShouQiModel
class SpriteMoople : SKNode {
static let offset = CGPoint(x: -400, y: -300 )
static let direction = CGVector(dx: 100, dy: 100)
let image:SKSpriteNode
let ellipse:SKShapeNode = SKShapeNode(circleOfRadius: 40)
weak var refGameScene:GameScene?
var cellPosition:CGPoint = CGPoint(x: 0, y: 0) {
didSet {
self.position.x = SpriteMoople.offset.x + SpriteMoople.direction.dx * cellPosition.x
self.position.y = SpriteMoople.offset.y + SpriteMoople.direction.dy * cellPosition.y
}
}
init(nameImage:String,couleur:UIColor){
ellipse.fillColor = couleur
image = SKSpriteNode(imageNamed: nameImage)
super.init()
self.addChild(ellipse)
self.addChild(image)
}
override var isUserInteractionEnabled: Bool {
get { return refGameScene?.isGameOver == false }
set { }
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if isUserInteractionEnabled == false { return }
let movePoss: [ Move ] = refGameScene!.game.rules.getMoves(in: refGameScene!.game.board,of:refGameScene!.game.rules.getNextPlayer(),fromRow: Int(self.cellPosition.x),andColumn: Int(self.cellPosition.y))
for pos in movePoss {
let rect = SKShapeNode(rectOf: CGSize(width: 90, height: 90))
rect.position = returnPositionByCellPos(cellX:pos.rowDestination,cellY:pos.columnDestination)
rect.fillColor = .red
rect.zPosition = 1
refGameScene!.deplacementPossible.append(rect)
refGameScene!.addChild(rect)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if isUserInteractionEnabled == false { return }
self.position = touches.first?.location(in: parent!) ?? CGPoint(x: 0, y: 0)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if isUserInteractionEnabled == false { return }
let localisation = touches.first?.location(in: parent!)
// Clean rect
refGameScene!.removeChildren(in: refGameScene!.deplacementPossible)
if let localisation = localisation {
print(localisation)
if (localisation.x > 450 || localisation.x < -450 || localisation.y < -350 || localisation.y > 350){
print("Hors limite !")
self.position = returnPositionByCellPos(cellX:Int(self.cellPosition.x),cellY:Int(self.cellPosition.y))
return
}
let posX = Int(round((localisation.x - (-400)) / 100))
let posY = Int(round((localisation.y - (-300)) / 100))
// Récupéré le joueur qui doit jouer
let owner = refGameScene!.game.rules.getNextPlayer()
let player = refGameScene!.game.players[owner]!
if ( owner == refGameScene!.game.board.grid[Int(self.cellPosition.x)][Int(self.cellPosition.y)].piece!.owner ){
if player is HumanPlayer { // Player humain
Task {
try! await (player as! HumanPlayer).chooseMove(Move(of: owner, fromRow:Int(self.cellPosition.x), andFromColumn: Int(self.cellPosition.y), toRow: posX, andToColumn: posY))
}
}
}
else {
// Ce n'est pas la bonne personne, reset position
self.position = returnPositionByCellPos(cellX:Int(self.cellPosition.x),cellY:Int(self.cellPosition.y))
}
return
}
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func returnPositionByCellPos(cellX:Int,cellY:Int) -> CGPoint {
return CGPoint(x: SpriteMoople.offset.x + SpriteMoople.direction.dx * CGFloat(cellX),y: SpriteMoople.offset.y + SpriteMoople.direction.dy * CGFloat(cellY))
}
}