├── GameDoneSwift-iPhone ├── GameDoneSwift │ ├── Assets.xcassets │ │ ├── Contents.json │ │ ├── unicorn.imageset │ │ │ ├── unicorn.png │ │ │ └── Contents.json │ │ ├── background.imageset │ │ │ ├── background.png │ │ │ └── Contents.json │ │ └── AppIcon.appiconset │ │ │ └── Contents.json │ ├── GameScene.sks │ ├── sickBeats.mp3 │ ├── PhysicsBitMasks.swift │ ├── Info.plist │ ├── GameViewController.swift │ ├── Base.lproj │ │ ├── Main.storyboard │ │ └── LaunchScreen.storyboard │ ├── AppDelegate.swift │ └── GameScene.swift └── GameDoneSwift.xcodeproj │ ├── project.xcworkspace │ └── contents.xcworkspacedata │ └── project.pbxproj ├── .gitignore ├── README.md └── LICENSE /GameDoneSwift-iPhone/GameDoneSwift/Assets.xcassets/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "info" : { 3 | "version" : 1, 4 | "author" : "xcode" 5 | } 6 | } -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/GameScene.sks: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IBM-MIL/GameDoneSwift/HEAD/GameDoneSwift-iPhone/GameDoneSwift/GameScene.sks -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/sickBeats.mp3: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IBM-MIL/GameDoneSwift/HEAD/GameDoneSwift-iPhone/GameDoneSwift/sickBeats.mp3 -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/Assets.xcassets/unicorn.imageset/unicorn.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IBM-MIL/GameDoneSwift/HEAD/GameDoneSwift-iPhone/GameDoneSwift/Assets.xcassets/unicorn.imageset/unicorn.png -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/Assets.xcassets/background.imageset/background.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IBM-MIL/GameDoneSwift/HEAD/GameDoneSwift-iPhone/GameDoneSwift/Assets.xcassets/background.imageset/background.png -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift.xcodeproj/project.xcworkspace/contents.xcworkspacedata: -------------------------------------------------------------------------------- 1 | 2 | 4 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/PhysicsBitMasks.swift: -------------------------------------------------------------------------------- 1 | // 2 | // PhysicsBitMasks.swift 3 | // GameDoneSwift 4 | // 5 | // Created by Evan Compton on 2/5/16. 6 | // Copyright © 2016 IBM MIL. All rights reserved. 7 | // 8 | 9 | import UIKit 10 | 11 | class PhysicsBitMasks: NSObject { 12 | static let player: UInt32 = 0x1 << 0 13 | static let ground: UInt32 = 0x1 << 1 14 | } 15 | -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/Assets.xcassets/unicorn.imageset/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "images" : [ 3 | { 4 | "idiom" : "universal", 5 | "filename" : "unicorn.png", 6 | "scale" : "1x" 7 | }, 8 | { 9 | "idiom" : "universal", 10 | "scale" : "2x" 11 | }, 12 | { 13 | "idiom" : "universal", 14 | "scale" : "3x" 15 | } 16 | ], 17 | "info" : { 18 | "version" : 1, 19 | "author" : "xcode" 20 | } 21 | } -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/Assets.xcassets/background.imageset/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "images" : [ 3 | { 4 | "idiom" : "universal", 5 | "filename" : "background.png", 6 | "scale" : "1x" 7 | }, 8 | { 9 | "idiom" : "universal", 10 | "scale" : "2x" 11 | }, 12 | { 13 | "idiom" : "universal", 14 | "scale" : "3x" 15 | } 16 | ], 17 | "info" : { 18 | "version" : 1, 19 | "author" : "xcode" 20 | } 21 | } -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/Assets.xcassets/AppIcon.appiconset/Contents.json: -------------------------------------------------------------------------------- 1 | { 2 | "images" : [ 3 | { 4 | "idiom" : "iphone", 5 | "size" : "29x29", 6 | "scale" : "2x" 7 | }, 8 | { 9 | "idiom" : "iphone", 10 | "size" : "29x29", 11 | "scale" : "3x" 12 | }, 13 | { 14 | "idiom" : "iphone", 15 | "size" : "40x40", 16 | "scale" : "2x" 17 | }, 18 | { 19 | "idiom" : "iphone", 20 | "size" : "40x40", 21 | "scale" : "3x" 22 | }, 23 | { 24 | "idiom" : "iphone", 25 | "size" : "60x60", 26 | "scale" : "2x" 27 | }, 28 | { 29 | "idiom" : "iphone", 30 | "size" : "60x60", 31 | "scale" : "3x" 32 | } 33 | ], 34 | "info" : { 35 | "version" : 1, 36 | "author" : "xcode" 37 | } 38 | } -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/Info.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleDevelopmentRegion 6 | en 7 | CFBundleExecutable 8 | $(EXECUTABLE_NAME) 9 | CFBundleIdentifier 10 | $(PRODUCT_BUNDLE_IDENTIFIER) 11 | CFBundleInfoDictionaryVersion 12 | 6.0 13 | CFBundleName 14 | $(PRODUCT_NAME) 15 | CFBundlePackageType 16 | APPL 17 | CFBundleShortVersionString 18 | 1.0 19 | CFBundleSignature 20 | ???? 21 | CFBundleVersion 22 | 1 23 | LSRequiresIPhoneOS 24 | 25 | UILaunchStoryboardName 26 | LaunchScreen 27 | UIMainStoryboardFile 28 | Main 29 | UIRequiredDeviceCapabilities 30 | 31 | armv7 32 | 33 | UIStatusBarHidden 34 | 35 | UISupportedInterfaceOrientations 36 | 37 | UIInterfaceOrientationLandscapeLeft 38 | UIInterfaceOrientationLandscapeRight 39 | 40 | 41 | 42 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Xcode 2 | # 3 | # gitignore contributors: remember to update Global/Xcode.gitignore, Objective-C.gitignore & Swift.gitignore 4 | 5 | ## Build generated 6 | build/ 7 | DerivedData 8 | 9 | ## Various settings 10 | *.pbxuser 11 | !default.pbxuser 12 | *.mode1v3 13 | !default.mode1v3 14 | *.mode2v3 15 | !default.mode2v3 16 | *.perspectivev3 17 | !default.perspectivev3 18 | xcuserdata 19 | 20 | ## Other 21 | *.xccheckout 22 | *.moved-aside 23 | *.xcuserstate 24 | *.xcscmblueprint 25 | 26 | ## Obj-C/Swift specific 27 | *.hmap 28 | *.ipa 29 | 30 | ## Playgrounds 31 | timeline.xctimeline 32 | playground.xcworkspace 33 | 34 | # Swift Package Manager 35 | # 36 | # Add this line if you want to avoid checking in source code from Swift Package Manager dependencies. 37 | # Packages/ 38 | .build/ 39 | 40 | # CocoaPods 41 | # 42 | # We recommend against adding the Pods directory to your .gitignore. However 43 | # you should judge for yourself, the pros and cons are mentioned at: 44 | # https://guides.cocoapods.org/using/using-cocoapods.html#should-i-check-the-pods-directory-into-source-control 45 | # 46 | # Pods/ 47 | 48 | # Carthage 49 | # 50 | # Add this line if you want to avoid checking in source code from Carthage dependencies. 51 | # Carthage/Checkouts 52 | 53 | Carthage/Build 54 | 55 | # fastlane 56 | # 57 | # It is recommended to not store the screenshots in the git repo. Instead, use fastlane to re-generate the 58 | # screenshots whenever they are needed. 59 | # For more information about the recommended setup visit: 60 | # https://github.com/fastlane/fastlane/blob/master/docs/Gitignore.md 61 | 62 | fastlane/report.xml 63 | fastlane/screenshots 64 | -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/GameViewController.swift: -------------------------------------------------------------------------------- 1 | // 2 | // GameViewController.swift 3 | // GameDoneSwift 4 | // 5 | // Created by Kyle Craig on 1/29/16. 6 | // Copyright (c) 2016 IBM MIL. All rights reserved. 7 | // 8 | 9 | import UIKit 10 | import SpriteKit 11 | 12 | class GameViewController: UIViewController { 13 | 14 | override func viewDidLoad() { 15 | super.viewDidLoad() 16 | 17 | if let scene = GameScene(fileNamed:"GameScene") { 18 | // Configure the view. 19 | let skView = self.view as! SKView 20 | skView.showsFPS = true 21 | skView.showsNodeCount = true 22 | 23 | /* Sprite Kit applies additional optimizations to improve rendering performance */ 24 | skView.ignoresSiblingOrder = true 25 | 26 | /* Set the scale mode to scale to fit the window */ 27 | scene.scaleMode = .aspectFill 28 | 29 | scene.sceneController = self 30 | 31 | skView.presentScene(scene) 32 | } 33 | } 34 | 35 | override var shouldAutorotate : Bool { 36 | return true 37 | } 38 | 39 | override var supportedInterfaceOrientations : UIInterfaceOrientationMask { 40 | if UIDevice.current.userInterfaceIdiom == .phone { 41 | return .allButUpsideDown 42 | } else { 43 | return .all 44 | } 45 | } 46 | 47 | override func didReceiveMemoryWarning() { 48 | super.didReceiveMemoryWarning() 49 | // Release any cached data, images, etc that aren't in use. 50 | } 51 | 52 | override var prefersStatusBarHidden : Bool { 53 | return true 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/Base.lproj/Main.storyboard: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/Base.lproj/LaunchScreen.storyboard: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/AppDelegate.swift: -------------------------------------------------------------------------------- 1 | // 2 | // AppDelegate.swift 3 | // GameDoneSwift 4 | // 5 | // Created by Kyle Craig on 1/29/16. 6 | // Copyright © 2016 IBM MIL. All rights reserved. 7 | // 8 | 9 | import UIKit 10 | 11 | @UIApplicationMain 12 | class AppDelegate: UIResponder, UIApplicationDelegate { 13 | 14 | var window: UIWindow? 15 | 16 | 17 | func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool { 18 | // Override point for customization after application launch. 19 | return true 20 | } 21 | 22 | func applicationWillResignActive(_ application: UIApplication) { 23 | // Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state. 24 | // Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game. 25 | } 26 | 27 | func applicationDidEnterBackground(_ application: UIApplication) { 28 | // Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later. 29 | // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits. 30 | } 31 | 32 | func applicationWillEnterForeground(_ application: UIApplication) { 33 | // Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background. 34 | } 35 | 36 | func applicationDidBecomeActive(_ application: UIApplication) { 37 | // Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface. 38 | } 39 | 40 | func applicationWillTerminate(_ application: UIApplication) { 41 | // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:. 42 | } 43 | 44 | 45 | } 46 | 47 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # GameDoneSwift 2 | 3 | Welcome to *GameDoneSwift*! Our first project tutorial on github! 4 | 5 | ## How This Works 6 | 7 | All the branches in this repo are set up as different sections of a tutorial series with the final 8 | product of creating a basic game in swift. The branches are as follows: 9 | 10 | 1. [Brand-New-Project](https://github.com/IBM-MIL/GameDoneSwift/tree/Brand-New-Project) 11 | - Where to go if you want to start the whole journey from the beginning. 12 | 2. [Reticulating-Splines](https://github.com/IBM-MIL/GameDoneSwift/tree/Reticulating-Splines) 13 | - Details how to setup and link the game scene. 14 | 3. [Lets-Get-Physical](https://github.com/IBM-MIL/GameDoneSwift/tree/Lets-Get-Physical) 15 | - Setting up the physics of the game. 16 | 4. [As-The-World-Turns](https://github.com/IBM-MIL/GameDoneSwift/tree/As-The-World-Turns) 17 | - Generating random infinite content. 18 | 5. [Game-Over](https://github.com/IBM-MIL/GameDoneSwift/tree/Game-Over) 19 | - Adding final touches like music and reset. 20 | 21 | This branch (master) contains the full completed game. 22 | 23 | ## What To Expect 24 | 25 | A simple introduction on how to use SpriteKit and Swift. Some basic Swift features such as `guard` 26 | statements and `do-try-catch` blocks will be used throughout the tutorial. You'll also learn 27 | the basics of the SpriteKit physics engine and how to add physics bodies to your sprites. The 28 | SpriteKit scene editor will be used, and instructions on how to set up a game scene using it will 29 | be detailed. We'll also give a very basic explanation on how game scenes work. 30 | 31 | ## What Not To Expect 32 | 33 | In general the code was written to be easy to follow, so a lot of higher level functionality available 34 | in Swift, iOS, and even SpriteKit won't be used. This also means that all code won't be optimized or 35 | written as modualar as possible (seriously, `GameScene.swift` gets pretty large by the end). 36 | Functions are seperated out in a logical way, but not necessarily the way they would be for a 37 | release candidate project. It is also assumed that you know how to use git. We don't plan on teaching 38 | how to navigate branches. If any of this bothers you, this probably isn't the tutorial you're 39 | looking for. 40 | 41 | However, if all you want is a quick and dirty dive into SpriteKit then welcome aboard! You can start 42 | the tutorial over in the [Brand-New-Project](https://github.com/IBM-MIL/GameDoneSwift/tree/Brand-New-Project) 43 | branch. 44 | 45 | ## Time To Complete 46 | 47 | Depending on how serious you take the tutorial, it should only take ~1 hour from start to finish. 48 | 49 | ## Credits 50 | 51 | - *Author:* Kyle Craig 52 | - *Co-Author and Tester:* Evan Compton 53 | - *Music:* Evan Compton 54 | - *Unicorn:* Jacob Cummings 55 | -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift/GameScene.swift: -------------------------------------------------------------------------------- 1 | // 2 | // GameScene.swift 3 | // GameDoneSwift 4 | // 5 | // Created by Kyle Craig on 1/29/16. 6 | // Copyright (c) 2016 IBM MIL. All rights reserved. 7 | // 8 | 9 | import SpriteKit 10 | import AVFoundation 11 | 12 | class GameScene: SKScene { 13 | 14 | let kingSpriteName = "king" 15 | let groundSpriteName = "ground" 16 | let backgroundSpriteName = "background" 17 | 18 | var king: SKSpriteNode! 19 | var ground: SKSpriteNode! 20 | var background: SKSpriteNode! 21 | 22 | var onGround = true 23 | 24 | var backgrounds: [SKSpriteNode] = [] 25 | 26 | let backgroundTime: CFTimeInterval = 1.0 27 | var previousTime: CFTimeInterval = 0 28 | var backgroundTimeCount: CFTimeInterval = 0 29 | 30 | var platforms: [SKShapeNode] = [] 31 | 32 | // Platform Configuration 33 | let platformStartX: CGFloat = 2900.0 34 | let platformHeight: CGFloat = 100.0 35 | let minPlatformWidth: UInt32 = 100 36 | let platformMaxWidthChange: UInt32 = 700 37 | let minPlatformY: UInt32 = 200 38 | let platformMaxYChange: UInt32 = 200 39 | let platformSpacing: CGFloat = 450.0 40 | 41 | let platformTime: CFTimeInterval = 0.5 42 | var platformTimeCount: CFTimeInterval = 0 43 | 44 | var player: AVAudioPlayer! 45 | 46 | var sceneController: GameViewController! 47 | var score = 0 48 | 49 | override func didMove(to view: SKView) { 50 | /* Setup your scene here */ 51 | guard let king = self.childNode(withName: kingSpriteName) as? SKSpriteNode, 52 | let ground = self.childNode(withName: groundSpriteName) as? SKSpriteNode, 53 | let background = self.childNode(withName: backgroundSpriteName) as? SKSpriteNode 54 | else { 55 | print("Sprites not found.") 56 | return 57 | } 58 | 59 | self.king = king 60 | self.ground = ground 61 | self.background = background 62 | 63 | setPhysicsBitMasks() 64 | self.physicsWorld.contactDelegate = self 65 | 66 | backgrounds.append(self.background) 67 | addNextBG() 68 | 69 | do { 70 | let sickBeats = URL(fileURLWithPath: Bundle.main.path(forResource: "sickBeats", ofType: "mp3")!) 71 | player = try AVAudioPlayer(contentsOf: sickBeats) 72 | player.numberOfLoops = -1 73 | player.play() 74 | } catch { 75 | print("Failed to load audio.") 76 | } 77 | 78 | } 79 | 80 | override func touchesBegan(_ touches: Set, with event: UIEvent?) { 81 | /* Called when a touch begins */ 82 | jump() 83 | } 84 | 85 | override func update(_ currentTime: TimeInterval) { 86 | /* Called before each frame is rendered */ 87 | platformTimeCount += currentTime - previousTime 88 | 89 | if platformTimeCount > platformTime { 90 | self.addPlatform() 91 | platformTimeCount = 0 92 | } 93 | backgroundTimeCount += currentTime - previousTime 94 | 95 | if backgroundTimeCount > backgroundTime { 96 | self.addNextBG() 97 | backgroundTimeCount = 0 98 | } 99 | 100 | previousTime = currentTime 101 | 102 | 103 | } 104 | 105 | override func didFinishUpdate() { 106 | /* Called after each update */ 107 | 108 | movePlayer() 109 | if king.position.y < -200 { 110 | gameOver() 111 | } 112 | score += 1 113 | } 114 | 115 | func gameOver() { 116 | self.isPaused = true 117 | presentScore() 118 | } 119 | 120 | func presentScore() { 121 | let alert = UIAlertController(title: "Game Over!", message:"Your final score was \(score).", preferredStyle: .alert) 122 | alert.addAction(UIAlertAction(title: "Try Again!", style: .default) { _ in 123 | self.reset() 124 | }) 125 | sceneController.present(alert, animated: true){} 126 | 127 | } 128 | 129 | func reset() { 130 | self.removeAllChildren() 131 | self.addChild(background) 132 | self.addChild(ground) 133 | self.addChild(king) 134 | 135 | self.king.position = CGPoint(x: 200, y: 220) 136 | moveCameraWith(king, offset: 350) 137 | 138 | platforms = [] 139 | backgrounds = [] 140 | backgrounds.append(background) 141 | addNextBG() 142 | 143 | score = 0 144 | 145 | self.isPaused = false 146 | } 147 | 148 | func setPhysicsBitMasks() { 149 | /* Sets up the SKSpriteNode bit masks so they can interact in the physics engine */ 150 | 151 | self.king.physicsBody?.categoryBitMask = PhysicsBitMasks.player 152 | self.king.physicsBody?.collisionBitMask = PhysicsBitMasks.ground 153 | self.king.physicsBody?.contactTestBitMask = PhysicsBitMasks.ground 154 | 155 | self.ground.physicsBody?.categoryBitMask = PhysicsBitMasks.ground 156 | self.ground.physicsBody?.collisionBitMask = PhysicsBitMasks.player 157 | self.ground.physicsBody?.contactTestBitMask = PhysicsBitMasks.player 158 | 159 | } 160 | 161 | func jump() { 162 | /* Applies a y velocity to the player character */ 163 | 164 | if onGround { 165 | self.king.physicsBody?.applyImpulse(CGVector(dx: 200.0, dy: 1000.0)) 166 | onGround = false 167 | } 168 | 169 | } 170 | 171 | func movePlayer() { 172 | /* Sets the x velocity of the player character */ 173 | 174 | self.king.physicsBody?.velocity.dx = 1000.0 175 | moveCameraWith(self.king, offset: 350) 176 | 177 | } 178 | 179 | func moveCameraWith(_ node: SKNode, offset: CGFloat) { 180 | /* Moves the camera along the x-axis with a specified node and offset */ 181 | 182 | guard let camera = self.camera else { 183 | print("No camera.") 184 | return 185 | } 186 | 187 | camera.position = CGPoint(x: node.position.x + offset, y: 375) 188 | 189 | } 190 | 191 | func addNextBG() { 192 | /* Adds a new background sprite to backgrounds. */ 193 | 194 | let nextBG = SKSpriteNode(imageNamed: "background") 195 | nextBG.size = CGSize(width: 1920.0, height: 1080.0) 196 | nextBG.anchorPoint = CGPoint(x: 0.0, y: 0.0) 197 | nextBG.position.x = backgrounds.last!.position.x + backgrounds.last!.frame.width 198 | 199 | backgrounds.append(nextBG) 200 | addChild(nextBG) 201 | if backgrounds.count > 100 { 202 | backgrounds.first?.removeFromParent() 203 | backgrounds.removeFirst() 204 | } 205 | 206 | } 207 | 208 | func platformWithRect(_ rect: CGRect) -> SKShapeNode { 209 | /* Create a new platform node and its physics body. */ 210 | 211 | let platform = SKShapeNode(rect: rect) 212 | platform.name = "platform" 213 | platform.fillColor = UIColor(red: 206/256, green: 229/256, blue: 139/256, alpha: 1.0) 214 | platform.zPosition = 1 215 | 216 | let center = CGPoint(x: platform.frame.origin.x + platform.frame.width/2, y: platform.frame.origin.y + platform.frame.height/2) 217 | platform.physicsBody = SKPhysicsBody(rectangleOf: rect.size, center: center) 218 | platform.physicsBody?.affectedByGravity = false 219 | platform.physicsBody?.allowsRotation = false 220 | platform.physicsBody?.isDynamic = false 221 | platform.physicsBody?.pinned = true 222 | platform.physicsBody?.categoryBitMask = PhysicsBitMasks.ground 223 | platform.physicsBody?.collisionBitMask = PhysicsBitMasks.player 224 | platform.physicsBody?.contactTestBitMask = PhysicsBitMasks.player 225 | 226 | return platform 227 | 228 | } 229 | 230 | func addPlatform() { 231 | /* Add a new platform to the game. */ 232 | 233 | var x: CGFloat = platformStartX 234 | let y = CGFloat(arc4random_uniform(platformMaxYChange)+minPlatformY) 235 | let width = CGFloat(arc4random_uniform(platformMaxWidthChange)+minPlatformWidth) 236 | 237 | if platforms.count > 0 { 238 | let previous = platforms.last! 239 | x = previous.frame.origin.x + previous.frame.width + platformSpacing 240 | } 241 | 242 | let rect = CGRect(x: x, y: y, width: width, height: platformHeight) 243 | 244 | let platform = platformWithRect(rect) 245 | 246 | platforms.append(platform) 247 | addChild(platform) 248 | if platforms.count > 150 { 249 | platforms.first?.removeFromParent() 250 | platforms.removeFirst() 251 | } 252 | 253 | } 254 | 255 | } 256 | 257 | extension GameScene: SKPhysicsContactDelegate { 258 | 259 | func didBegin(_ contact: SKPhysicsContact) { 260 | /* Fires when contact is made between two physics bodies with collision bit masks */ 261 | onGround = true 262 | 263 | } 264 | 265 | } 266 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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The text should be enclosed in the appropriate 184 | comment syntax for the file format. We also recommend that a 185 | file or class name and description of purpose be included on the 186 | same "printed page" as the copyright notice for easier 187 | identification within third-party archives. 188 | 189 | Copyright {yyyy} {name of copyright owner} 190 | 191 | Licensed under the Apache License, Version 2.0 (the "License"); 192 | you may not use this file except in compliance with the License. 193 | You may obtain a copy of the License at 194 | 195 | http://www.apache.org/licenses/LICENSE-2.0 196 | 197 | Unless required by applicable law or agreed to in writing, software 198 | distributed under the License is distributed on an "AS IS" BASIS, 199 | WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 200 | See the License for the specific language governing permissions and 201 | limitations under the License. 202 | -------------------------------------------------------------------------------- /GameDoneSwift-iPhone/GameDoneSwift.xcodeproj/project.pbxproj: -------------------------------------------------------------------------------- 1 | // !$*UTF8*$! 2 | { 3 | archiveVersion = 1; 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