├── screenshot
├── rule.png
├── state.png
├── agents.png
├── minmax.png
├── entities.png
├── procedural.png
├── pathfinding.png
└── randomization.png
├── GameplayKitSandbox
├── fire.sks
├── rain.sks
├── spark.png
├── spark.sks
├── HouseState.swift
├── Move.swift
├── HouseDryState.swift
├── Mark.swift
├── HouseBurningState.swift
├── AttackComponent.swift
├── Assets.xcassets
│ └── AppIcon.appiconset
│ │ └── Contents.json
├── ControlComponent.swift
├── HouseWetState.swift
├── VisualComponent.swift
├── NoiseViewController.swift
├── Player.swift
├── RuleViewController.swift
├── AgentsViewController.swift
├── EntitiesViewController.swift
├── PathfindingViewController.swift
├── Info.plist
├── IntelligenceComponent.swift
├── MinmaxViewController.swift
├── ExampleViewController.swift
├── RandomizationViewController.swift
├── Base.lproj
│ └── LaunchScreen.storyboard
├── AgentsScene.swift
├── ExampleScene.swift
├── StateViewController.swift
├── BurnableComponent.swift
├── AgentNode.swift
├── NoiseScene.swift
├── RandomizationScene.swift
├── AppDelegate.swift
├── StateScene.swift
├── EntitiesScene.swift
├── MinmaxScene.swift
├── ExamplesViewController.swift
├── RuleScene.swift
├── Board.swift
└── PathfindingScene.swift
├── GameplayKitSandbox.xcodeproj
├── project.xcworkspace
│ ├── contents.xcworkspacedata
│ └── xcshareddata
│ │ └── IDEWorkspaceChecks.plist
└── project.pbxproj
├── README.md
├── GameplayKitSandboxTests
├── Info.plist
└── GameplayKitSandboxTests.swift
├── GameplayKitSandboxUITests
├── Info.plist
└── GameplayKitSandboxUITests.swift
├── .gitignore
└── LICENSE
/screenshot/rule.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/screenshot/rule.png
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/screenshot/state.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/screenshot/state.png
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/screenshot/agents.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/screenshot/agents.png
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/screenshot/minmax.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/screenshot/minmax.png
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/screenshot/entities.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/screenshot/entities.png
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/screenshot/procedural.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/screenshot/procedural.png
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/GameplayKitSandbox/fire.sks:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/GameplayKitSandbox/fire.sks
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/GameplayKitSandbox/rain.sks:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/GameplayKitSandbox/rain.sks
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/screenshot/pathfinding.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/screenshot/pathfinding.png
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/GameplayKitSandbox/spark.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/GameplayKitSandbox/spark.png
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/GameplayKitSandbox/spark.sks:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/GameplayKitSandbox/spark.sks
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/screenshot/randomization.png:
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https://raw.githubusercontent.com/tnantoka/GameplayKitSandbox/HEAD/screenshot/randomization.png
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/GameplayKitSandbox.xcodeproj/project.xcworkspace/contents.xcworkspacedata:
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1 |
2 |
4 |
6 |
7 |
8 |
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/GameplayKitSandbox.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 | IDEDidComputeMac32BitWarning
6 |
7 |
8 |
9 |
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/GameplayKitSandbox/HouseState.swift:
--------------------------------------------------------------------------------
1 | //
2 | // HouseState.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/22.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import GameplayKit
12 |
13 | class HouseState: GKState {
14 | let entity: GKEntity
15 |
16 | init(entity: GKEntity) {
17 | self.entity = entity
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/Move.swift:
--------------------------------------------------------------------------------
1 | //
2 | // Move.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/25.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import GameplayKit
12 |
13 | class Move: NSObject, GKGameModelUpdate {
14 | var value = 0
15 | var index: Int
16 |
17 | init(index: Int) {
18 | self.index = index
19 | }
20 | }
21 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/HouseDryState.swift:
--------------------------------------------------------------------------------
1 | //
2 | // HouseDryState.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/22.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import GameplayKit
12 |
13 | class HouseDryState: HouseState {
14 | override func didEnter(from previousState: GKState?) {
15 | if let component = entity.component(ofType: BurnableComponent.self) {
16 | component.useDryAppearance()
17 | }
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/Mark.swift:
--------------------------------------------------------------------------------
1 | //
2 | // Mark.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/24.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | enum Mark :Int {
12 | case none
13 | case o
14 | case x
15 |
16 | func text() -> String {
17 | switch self {
18 | case .o:
19 | return "o"
20 | case .x:
21 | return "x"
22 | default:
23 | return ""
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # GameplayKitSandbox
2 |
3 | [GameplayKit](https://developer.apple.com/library/ios/documentation/General/Conceptual/GameplayKit_Guide/) examples with SpriteKit written in Swift.
4 |
5 | Major Feature | Screenshot
6 | --- | ---
7 | Randomization | 
8 | Entities and Components | 
9 | State Machines | 
10 | The Minmax Strategist | 
11 | Pathfinding | 
12 | Agents, Goals, and Behaviors | 
13 | Rule Systems | 
14 | Procedural Generation | 
15 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/HouseBurningState.swift:
--------------------------------------------------------------------------------
1 | //
2 | // HouseBurningState.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/22.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import GameplayKit
12 |
13 | class HouseBurningState: HouseState {
14 | override func isValidNextState(_ stateClass: AnyClass) -> Bool {
15 | return stateClass == HouseWetState.self
16 | }
17 |
18 | override func didEnter(from previousState: GKState?) {
19 | if let component = entity.component(ofType: BurnableComponent.self) {
20 | component.useBurningAppearance()
21 | }
22 | }
23 | }
24 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/AttackComponent.swift:
--------------------------------------------------------------------------------
1 | //
2 | // AttackComponent.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/21.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 | import GLKit
14 |
15 | class AttackComponent: GKComponent {
16 | func attack() {
17 | if let entity = entity {
18 | if let visualComponent = entity.component(ofType: VisualComponent.self) {
19 | let action = SKAction.rotate(byAngle: CGFloat(GLKMathDegreesToRadians(360.0)), duration: 0.3)
20 | visualComponent.sprite.run(action)
21 | }
22 | }
23 | }
24 | }
25 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/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 | }
--------------------------------------------------------------------------------
/GameplayKitSandboxTests/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 | BNDL
17 | CFBundleShortVersionString
18 | 1.0
19 | CFBundleSignature
20 | ????
21 | CFBundleVersion
22 | 1
23 |
24 |
25 |
--------------------------------------------------------------------------------
/GameplayKitSandboxUITests/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 | BNDL
17 | CFBundleShortVersionString
18 | 1.0
19 | CFBundleSignature
20 | ????
21 | CFBundleVersion
22 | 1
23 |
24 |
25 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/ControlComponent.swift:
--------------------------------------------------------------------------------
1 | //
2 | // ControlComponent.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/22.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class ControlComponent: GKComponent {
15 | func touch(_ node: SKNode, location: CGPoint) {
16 | if let entity = entity {
17 | if let visualComponent = entity.component(ofType: VisualComponent.self) {
18 | if node == visualComponent.sprite {
19 | if let attackComponent = entity.component(ofType: AttackComponent.self) {
20 | attackComponent.attack()
21 | }
22 | } else {
23 | visualComponent.moveTo(location)
24 | }
25 | }
26 | }
27 | }
28 | }
29 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/HouseWetState.swift:
--------------------------------------------------------------------------------
1 | //
2 | // HouseWetState.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/22.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import GameplayKit
12 |
13 | class HouseWetState: HouseState {
14 |
15 | var remainingTime: TimeInterval = 0
16 |
17 | override func isValidNextState(_ stateClass: AnyClass) -> Bool {
18 | return stateClass == HouseDryState.self
19 | }
20 |
21 | override func didEnter(from previousState: GKState?) {
22 | if let component = entity.component(ofType: BurnableComponent.self) {
23 | component.useWetAppearance()
24 | remainingTime = 3.0
25 | }
26 | }
27 |
28 | override func update(deltaTime seconds: TimeInterval) {
29 | remainingTime -= seconds
30 | if remainingTime < 0 {
31 | stateMachine?.enter(HouseDryState.self)
32 | }
33 | }
34 | }
35 |
--------------------------------------------------------------------------------
/.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 | # CocoaPods
31 | #
32 | # We recommend against adding the Pods directory to your .gitignore. However
33 | # you should judge for yourself, the pros and cons are mentioned at:
34 | # http://guides.cocoapods.org/using/using-cocoapods.html#should-i-ignore-the-pods-directory-in-source-control
35 | #
36 | # Pods/
37 |
38 | # Carthage
39 | #
40 | # Add this line if you want to avoid checking in source code from Carthage dependencies.
41 | # Carthage/Checkouts
42 |
43 | Carthage/Build
44 |
45 | .DS_Store
46 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2015 Tatsuya Tobioka
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
23 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/VisualComponent.swift:
--------------------------------------------------------------------------------
1 | //
2 | // VisualComponent.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/21.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class VisualComponent: GKComponent {
15 | let sprite: SKSpriteNode
16 |
17 | var position = CGPoint.zero {
18 | didSet {
19 | sprite.position = position
20 | }
21 | }
22 |
23 | init(color: SKColor, size: CGSize) {
24 | sprite = SKSpriteNode(color: color, size: size)
25 | super.init()
26 | }
27 |
28 | required init?(coder aDecoder: NSCoder) {
29 | fatalError("init(coder:) has not been implemented")
30 | }
31 |
32 | func moveTo(_ position: CGPoint) {
33 | let action = SKAction.move(to: position, duration: 0.3)
34 | sprite.run(action, completion: {
35 | self.position = position
36 | })
37 | }
38 |
39 | func moveBy(_ x: CGFloat, _ y: CGFloat) {
40 | let p = CGPoint(x: position.x + x, y: position.y + y)
41 | moveTo(p)
42 | }
43 | }
44 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/NoiseViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // NoiseViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 9/25/16.
6 | // Copyright © 2016 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | class NoiseViewController: ExampleViewController {
12 |
13 | var scene: NoiseScene!
14 |
15 | override func viewDidLoad() {
16 | super.viewDidLoad()
17 |
18 | // Do any additional setup after loading the view.
19 | scene = NoiseScene(size: skView.frame.size)
20 | skView.presentScene(scene)
21 | }
22 |
23 | override func didReceiveMemoryWarning() {
24 | super.didReceiveMemoryWarning()
25 | // Dispose of any resources that can be recreated.
26 | }
27 |
28 |
29 | /*
30 | // MARK: - Navigation
31 |
32 | // In a storyboard-based application, you will often want to do a little preparation before navigation
33 | override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
34 | // Get the new view controller using segue.destinationViewController.
35 | // Pass the selected object to the new view controller.
36 | }
37 | */
38 |
39 | }
40 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/Player.swift:
--------------------------------------------------------------------------------
1 | //
2 | // Player.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/23.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import GameplayKit
12 |
13 | class Player: NSObject, GKGameModelPlayer {
14 | let mark: Mark
15 |
16 | init(mark: Mark) {
17 | self.mark = mark
18 | }
19 |
20 | static var _players = [
21 | Player(mark: .o),
22 | Player(mark: .x),
23 | ]
24 |
25 | class func oPlayer() -> Player {
26 | return _players[Mark.o.rawValue - 1]
27 | }
28 |
29 | class func xPlayer() -> Player {
30 | return _players[Mark.x.rawValue - 1]
31 | }
32 |
33 | class func all() -> [Player] {
34 | return _players
35 | }
36 |
37 | func opponent() -> Player? {
38 | switch mark {
39 | case .o:
40 | return Player.xPlayer()
41 | case .x:
42 | return Player.oPlayer()
43 | default:
44 | return nil
45 | }
46 | }
47 |
48 | // MARK: GKGameModelPlayer
49 |
50 | var playerId: Int {
51 | return mark.rawValue
52 | }
53 | }
54 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/RuleViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // RuleViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | class RuleViewController: ExampleViewController {
12 |
13 | var scene: RuleScene!
14 |
15 | override func viewDidLoad() {
16 | super.viewDidLoad()
17 |
18 | // Do any additional setup after loading the view.
19 | scene = RuleScene(size: skView.frame.size)
20 | skView.presentScene(scene)
21 | }
22 |
23 | override func didReceiveMemoryWarning() {
24 | super.didReceiveMemoryWarning()
25 | // Dispose of any resources that can be recreated.
26 | }
27 |
28 |
29 | /*
30 | // MARK: - Navigation
31 |
32 | // In a storyboard-based application, you will often want to do a little preparation before navigation
33 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
34 | // Get the new view controller using segue.destinationViewController.
35 | // Pass the selected object to the new view controller.
36 | }
37 | */
38 |
39 | }
40 |
--------------------------------------------------------------------------------
/GameplayKitSandboxTests/GameplayKitSandboxTests.swift:
--------------------------------------------------------------------------------
1 | //
2 | // GameplayKitSandboxTests.swift
3 | // GameplayKitSandboxTests
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import XCTest
10 | @testable import GameplayKitSandbox
11 |
12 | class GameplayKitSandboxTests: XCTestCase {
13 |
14 | override func setUp() {
15 | super.setUp()
16 | // Put setup code here. This method is called before the invocation of each test method in the class.
17 | }
18 |
19 | override func tearDown() {
20 | // Put teardown code here. This method is called after the invocation of each test method in the class.
21 | super.tearDown()
22 | }
23 |
24 | func testExample() {
25 | // This is an example of a functional test case.
26 | // Use XCTAssert and related functions to verify your tests produce the correct results.
27 | }
28 |
29 | func testPerformanceExample() {
30 | // This is an example of a performance test case.
31 | self.measure {
32 | // Put the code you want to measure the time of here.
33 | }
34 | }
35 |
36 | }
37 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/AgentsViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // AgentsViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | class AgentsViewController: ExampleViewController {
12 |
13 | var scene: AgentsScene!
14 |
15 | override func viewDidLoad() {
16 | super.viewDidLoad()
17 |
18 | // Do any additional setup after loading the view.
19 | scene = AgentsScene(size: skView.frame.size)
20 | skView.presentScene(scene)
21 | }
22 |
23 | override func didReceiveMemoryWarning() {
24 | super.didReceiveMemoryWarning()
25 | // Dispose of any resources that can be recreated.
26 | }
27 |
28 |
29 | /*
30 | // MARK: - Navigation
31 |
32 | // In a storyboard-based application, you will often want to do a little preparation before navigation
33 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
34 | // Get the new view controller using segue.destinationViewController.
35 | // Pass the selected object to the new view controller.
36 | }
37 | */
38 |
39 | }
40 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/EntitiesViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // EntitiesViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | class EntitiesViewController: ExampleViewController {
12 |
13 | var scene: EntitiesScene!
14 |
15 | override func viewDidLoad() {
16 | super.viewDidLoad()
17 |
18 | // Do any additional setup after loading the view.
19 | scene = EntitiesScene(size: skView.frame.size)
20 | skView.presentScene(scene)
21 | }
22 |
23 | override func didReceiveMemoryWarning() {
24 | super.didReceiveMemoryWarning()
25 | // Dispose of any resources that can be recreated.
26 | }
27 |
28 |
29 | /*
30 | // MARK: - Navigation
31 |
32 | // In a storyboard-based application, you will often want to do a little preparation before navigation
33 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
34 | // Get the new view controller using segue.destinationViewController.
35 | // Pass the selected object to the new view controller.
36 | }
37 | */
38 |
39 | }
40 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/PathfindingViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // PathfindingViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | class PathfindingViewController: ExampleViewController {
12 |
13 | var scene: PathfindingScene!
14 |
15 | override func viewDidLoad() {
16 | super.viewDidLoad()
17 |
18 | // Do any additional setup after loading the view.
19 | scene = PathfindingScene(size: skView.frame.size)
20 | skView.presentScene(scene)
21 | }
22 |
23 | override func didReceiveMemoryWarning() {
24 | super.didReceiveMemoryWarning()
25 | // Dispose of any resources that can be recreated.
26 | }
27 |
28 |
29 | /*
30 | // MARK: - Navigation
31 |
32 | // In a storyboard-based application, you will often want to do a little preparation before navigation
33 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
34 | // Get the new view controller using segue.destinationViewController.
35 | // Pass the selected object to the new view controller.
36 | }
37 | */
38 |
39 | }
40 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/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 | UIRequiredDeviceCapabilities
28 |
29 | armv7
30 |
31 | UISupportedInterfaceOrientations
32 |
33 | UIInterfaceOrientationPortrait
34 | UIInterfaceOrientationLandscapeLeft
35 | UIInterfaceOrientationLandscapeRight
36 |
37 |
38 |
39 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/IntelligenceComponent.swift:
--------------------------------------------------------------------------------
1 | //
2 | // IntelligenceComponent.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/21.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import GameplayKit
12 |
13 | class IntelligenceComponent: GKComponent {
14 |
15 | var waitingMoveTime: TimeInterval = 0
16 | var waitingAttackTime: TimeInterval = 0
17 | let random = GKRandomDistribution(lowestValue: -30, highestValue: 30)
18 |
19 | override func update(deltaTime seconds: TimeInterval) {
20 | waitingMoveTime += seconds
21 | waitingAttackTime += seconds
22 |
23 | if waitingMoveTime > 1 {
24 | let x = CGFloat(random.nextInt())
25 | let y = CGFloat(random.nextInt())
26 | if let entity = entity {
27 | if let visualComponent = entity.component(ofType: VisualComponent.self) {
28 | visualComponent.moveBy(x, y)
29 | }
30 |
31 | }
32 | waitingMoveTime = 0
33 | }
34 | if waitingAttackTime > 3 {
35 | if let entity = entity {
36 | if let attackComponent = entity.component(ofType: AttackComponent.self) {
37 | attackComponent.attack()
38 | }
39 | }
40 | waitingAttackTime = 0
41 | }
42 | }
43 | }
44 |
--------------------------------------------------------------------------------
/GameplayKitSandboxUITests/GameplayKitSandboxUITests.swift:
--------------------------------------------------------------------------------
1 | //
2 | // GameplayKitSandboxUITests.swift
3 | // GameplayKitSandboxUITests
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import XCTest
10 |
11 | class GameplayKitSandboxUITests: XCTestCase {
12 |
13 | override func setUp() {
14 | super.setUp()
15 |
16 | // Put setup code here. This method is called before the invocation of each test method in the class.
17 |
18 | // In UI tests it is usually best to stop immediately when a failure occurs.
19 | continueAfterFailure = false
20 | // UI tests must launch the application that they test. Doing this in setup will make sure it happens for each test method.
21 | XCUIApplication().launch()
22 |
23 | // In UI tests it’s important to set the initial state - such as interface orientation - required for your tests before they run. The setUp method is a good place to do this.
24 | }
25 |
26 | override func tearDown() {
27 | // Put teardown code here. This method is called after the invocation of each test method in the class.
28 | super.tearDown()
29 | }
30 |
31 | func testExample() {
32 | // Use recording to get started writing UI tests.
33 | // Use XCTAssert and related functions to verify your tests produce the correct results.
34 | }
35 |
36 | }
37 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/MinmaxViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // MinmaxViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | class MinmaxViewController: ExampleViewController {
12 |
13 | var scene: MinmaxScene!
14 |
15 | override func viewDidLoad() {
16 | super.viewDidLoad()
17 |
18 | // Do any additional setup after loading the view.
19 | scene = MinmaxScene(size: skView.frame.size)
20 | scene.didGameOver = { scene, message in
21 | let alertController = UIAlertController(title: "Game Over", message: message, preferredStyle: .alert)
22 | let action = UIAlertAction(title: "OK", style: .default) { action in
23 | scene.reset()
24 | }
25 | alertController.addAction(action)
26 | self.present(alertController, animated: true, completion: nil)
27 | }
28 | skView.presentScene(scene)
29 | }
30 |
31 | override func didReceiveMemoryWarning() {
32 | super.didReceiveMemoryWarning()
33 | // Dispose of any resources that can be recreated.
34 | }
35 |
36 |
37 | /*
38 | // MARK: - Navigation
39 |
40 | // In a storyboard-based application, you will often want to do a little preparation before navigation
41 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
42 | // Get the new view controller using segue.destinationViewController.
43 | // Pass the selected object to the new view controller.
44 | }
45 | */
46 |
47 | }
48 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/ExampleViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // ExampleViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 |
13 | class ExampleViewController: UIViewController {
14 |
15 | weak var skView: SKView!
16 |
17 | override func viewDidLoad() {
18 | super.viewDidLoad()
19 |
20 | // Do any additional setup after loading the view.
21 | edgesForExtendedLayout = UIRectEdge()
22 |
23 | var frame = view.bounds
24 | frame.size.height -= navigationController!.navigationBar.frame.height + UIApplication.shared.statusBarFrame.height
25 | let skView = SKView(frame: frame)
26 | view.addSubview(skView)
27 | self.skView = skView
28 |
29 | #if DEBUG
30 | skView.showsDrawCount = true
31 | skView.showsFields = true
32 | skView.showsFPS = true
33 | skView.showsNodeCount = true
34 | skView.showsPhysics = true
35 | skView.showsQuadCount = true
36 | #endif
37 | }
38 |
39 | override func didReceiveMemoryWarning() {
40 | super.didReceiveMemoryWarning()
41 | // Dispose of any resources that can be recreated.
42 | }
43 |
44 |
45 | /*
46 | // MARK: - Navigation
47 |
48 | // In a storyboard-based application, you will often want to do a little preparation before navigation
49 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
50 | // Get the new view controller using segue.destinationViewController.
51 | // Pass the selected object to the new view controller.
52 | }
53 | */
54 |
55 | }
56 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/RandomizationViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // RandomizationViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 |
13 | class RandomizationViewController: ExampleViewController {
14 |
15 | var scene: RandomizationScene!
16 |
17 | override func viewDidLoad() {
18 | super.viewDidLoad()
19 |
20 | // Do any additional setup after loading the view.
21 | scene = RandomizationScene(size: skView.frame.size)
22 | skView.presentScene(scene)
23 |
24 | let segmentedControl = UISegmentedControl(items: ["Random", "Gaussian", "Shuffled"])
25 | segmentedControl.selectedSegmentIndex = 0
26 | segmentedControl.addTarget(self, action: #selector(RandomizationViewController.segmentedControlDidChange(_:)), for: .valueChanged)
27 | navigationItem.titleView = segmentedControl
28 | }
29 |
30 | override func didReceiveMemoryWarning() {
31 | super.didReceiveMemoryWarning()
32 | // Dispose of any resources that can be recreated.
33 | }
34 |
35 |
36 | /*
37 | // MARK: - Navigation
38 |
39 | // In a storyboard-based application, you will often want to do a little preparation before navigation
40 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
41 | // Get the new view controller using segue.destinationViewController.
42 | // Pass the selected object to the new view controller.
43 | }
44 | */
45 |
46 | @objc func segmentedControlDidChange(_ sender: UISegmentedControl) {
47 | scene.distributionIndex = sender.selectedSegmentIndex
48 | }
49 | }
50 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/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 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/AgentsScene.swift:
--------------------------------------------------------------------------------
1 | //
2 | // AgentsScene.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/29.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class AgentsScene: ExampleScene {
15 |
16 | var targetNode: AgentNode!
17 | var agentSystem = GKComponentSystem(componentClass: GKAgent2D.self)
18 |
19 | override func createSceneContents() {
20 | targetNode = AgentNode(color: SKColor.magenta, radius: 30.0, position: center)
21 | addChild(targetNode)
22 |
23 | let goal = GKGoal(toWander: 10.0)
24 | let behavier = GKBehavior(goal: goal, weight: 100.0)
25 | targetNode.agent.behavior = behavier
26 | agentSystem.addComponent(targetNode.agent)
27 | }
28 |
29 | func createBullet() {
30 | let x = GKRandomDistribution(lowestValue: 0, highestValue: Int(frame.maxX)).nextInt()
31 | let y = GKRandomDistribution(lowestValue: 0, highestValue: Int(frame.maxY)).nextInt()
32 | let position = CGPoint(x: CGFloat(x), y: CGFloat(y))
33 |
34 | let bullet = AgentNode(color: SKColor.cyan, radius: 10.0, position: position)
35 | addChild(bullet)
36 |
37 | let goal = GKGoal(toSeekAgent: targetNode.agent)
38 | let behavier = GKBehavior(goal: goal, weight: 100.0)
39 | bullet.agent.behavior = behavier
40 | agentSystem.addComponent(bullet.agent)
41 | }
42 |
43 | override func update(_ currentTime: TimeInterval) {
44 | super.update(currentTime)
45 | agentSystem.update(deltaTime: deltaTime)
46 | }
47 |
48 | override func touchesBegan(_ touches: Set, with event: UIEvent?) {
49 | createBullet()
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/ExampleScene.swift:
--------------------------------------------------------------------------------
1 | //
2 | // ExampleScene.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 |
13 | class ExampleScene: SKScene {
14 |
15 | var contentCreated = false
16 |
17 | var center: CGPoint {
18 | return CGPoint(x: frame.midX, y: frame.midY)
19 | }
20 |
21 | var prevUpdateTime: TimeInterval = -1;
22 | var deltaTime: TimeInterval = 0
23 |
24 | override init(size: CGSize) {
25 | super.init(size: size)
26 | isUserInteractionEnabled = true
27 | }
28 |
29 | required init?(coder aDecoder: NSCoder) {
30 | fatalError("init(coder:) has not been implemented")
31 | }
32 |
33 | override func didMove(to view: SKView) {
34 | if !contentCreated {
35 | createSceneContents()
36 | contentCreated = true
37 | }
38 | }
39 |
40 | func createSceneContents() {
41 | }
42 |
43 | override func update(_ currentTime: TimeInterval) {
44 | if (prevUpdateTime < 0) {
45 | prevUpdateTime = currentTime
46 | }
47 | deltaTime = currentTime - prevUpdateTime
48 | prevUpdateTime = currentTime
49 | }
50 |
51 | func createLabel(_ text: String, color: SKColor, order: Int) {
52 | let label = SKLabelNode(text: text)
53 | label.fontSize = 14.0
54 | label.fontName = UIFont.boldSystemFont(ofSize: UIFont.systemFontSize).fontName
55 | let padding: CGFloat = 10.0
56 | label.position = CGPoint(x: padding, y: frame.maxY - CGFloat(order) * label.fontSize - padding)
57 | label.fontColor = color
58 | label.horizontalAlignmentMode = .left
59 | label.verticalAlignmentMode = .top
60 | addChild(label)
61 | }
62 | }
63 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/StateViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // StateViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | class StateViewController: ExampleViewController {
12 |
13 | var scene: StateScene!
14 |
15 | override func viewDidLoad() {
16 | super.viewDidLoad()
17 |
18 | // Do any additional setup after loading the view.
19 | scene = StateScene(size: skView.frame.size)
20 | skView.presentScene(scene)
21 |
22 | let doubleTapRecognizer = UITapGestureRecognizer(target: self, action: #selector(StateViewController.viewDidDoubleTap(_:)))
23 | doubleTapRecognizer.numberOfTapsRequired = 2
24 | view.addGestureRecognizer(doubleTapRecognizer)
25 |
26 | let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(StateViewController.viewDidTap(_:)))
27 | tapRecognizer.require(toFail: doubleTapRecognizer)
28 | view.addGestureRecognizer(tapRecognizer)
29 | }
30 |
31 | override func didReceiveMemoryWarning() {
32 | super.didReceiveMemoryWarning()
33 | // Dispose of any resources that can be recreated.
34 | }
35 |
36 |
37 | /*
38 | // MARK: - Navigation
39 |
40 | // In a storyboard-based application, you will often want to do a little preparation before navigation
41 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
42 | // Get the new view controller using segue.destinationViewController.
43 | // Pass the selected object to the new view controller.
44 | }
45 | */
46 |
47 | @objc func viewDidDoubleTap(_ sender: UIGestureRecognizer) {
48 | scene.createRain()
49 | }
50 |
51 | @objc func viewDidTap(_ sender: UIGestureRecognizer) {
52 | scene.createSpark()
53 | }
54 | }
55 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/BurnableComponent.swift:
--------------------------------------------------------------------------------
1 | //
2 | // BurnableComponent.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/22.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class BurnableComponent: GKComponent {
15 |
16 | let stateMachine: GKStateMachine
17 | let shapeNode: SKShapeNode
18 | var particleNode: SKEmitterNode?
19 |
20 | init(entity: GKEntity, shapeNode: SKShapeNode) {
21 | let dry = HouseDryState(entity: entity)
22 | let burning = HouseBurningState(entity: entity)
23 | let wet = HouseWetState(entity: entity)
24 | stateMachine = GKStateMachine(states: [dry, burning, wet])
25 |
26 | self.shapeNode = shapeNode
27 | shapeNode.strokeColor = SKColor.clear
28 |
29 | super.init()
30 | }
31 |
32 | required init?(coder aDecoder: NSCoder) {
33 | fatalError("init(coder:) has not been implemented")
34 | }
35 |
36 | func useDryAppearance() {
37 | shapeNode.fillColor = SKColor.white
38 | particleNode?.removeFromParent()
39 | }
40 |
41 | func useBurningAppearance() {
42 | shapeNode.fillColor = SKColor.orange
43 | particleNode?.removeFromParent()
44 | if let firePath = Bundle.main.path(forResource: "fire", ofType: "sks") {
45 | if let fire = NSKeyedUnarchiver.unarchiveObject(withFile: firePath) as? SKEmitterNode {
46 | fire.position = CGPoint(x: 0, y: -30.0)
47 | shapeNode.addChild(fire)
48 | particleNode = fire
49 | }
50 | }
51 | }
52 |
53 | func useWetAppearance() {
54 | shapeNode.fillColor = SKColor.lightGray
55 | particleNode?.removeFromParent()
56 | }
57 |
58 | override func update(deltaTime seconds: TimeInterval) {
59 | stateMachine.update(deltaTime: seconds)
60 | }
61 | }
62 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/AgentNode.swift:
--------------------------------------------------------------------------------
1 | //
2 | // AgentNode.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/29.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GLKit
13 | import GameplayKit
14 |
15 | class AgentNode: SKNode, GKAgentDelegate {
16 |
17 | let agent: GKAgent2D
18 |
19 | init(color: SKColor, radius: CGFloat, position: CGPoint) {
20 | var points = [CGPoint]()
21 |
22 | for degree in [0.0, 120.0, 240.0] as [Float] {
23 | let radian = CGFloat(GLKMathDegreesToRadians(degree))
24 | let x = cos(radian) * radius
25 | let y = sin(radian) * radius
26 | points.append(CGPoint(x: x, y: y))
27 | }
28 |
29 | let shape = SKShapeNode(points: &points, count: points.count)
30 | shape.fillColor = color
31 | shape.strokeColor = SKColor.clear
32 |
33 | let circle = SKShapeNode(circleOfRadius: 2.0)
34 | circle.strokeColor = SKColor.clear
35 | circle.fillColor = SKColor.yellow
36 | circle.position = CGPoint(x: points[0].x, y: points[0].y)
37 |
38 | agent = GKAgent2D()
39 | agent.position = vector_float2(x: Float(position.x), y: Float(position.y))
40 | agent.radius = Float(radius)
41 | agent.maxSpeed = 50.0
42 | agent.maxAcceleration = 20.0
43 |
44 | super.init()
45 | self.position = position
46 |
47 | addChild(shape)
48 | addChild(circle)
49 |
50 | agent.delegate = self
51 | }
52 |
53 | required init?(coder aDecoder: NSCoder) {
54 | fatalError("init(coder:) has not been implemented")
55 | }
56 |
57 | // MARK: - GKAgentDelegate
58 |
59 | func agentWillUpdate(_ agent: GKAgent) {
60 | }
61 |
62 | func agentDidUpdate(_ agent: GKAgent) {
63 | guard let agent = agent as? GKAgent2D else { return }
64 | self.position = CGPoint(x: CGFloat(agent.position.x), y: CGFloat(agent.position.y))
65 | self.zRotation = CGFloat(agent.rotation)
66 |
67 | }
68 | }
69 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/NoiseScene.swift:
--------------------------------------------------------------------------------
1 | //
2 | // NoiseScene.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 9/25/16.
6 | // Copyright © 2016 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 | import GameplayKit
11 |
12 | class NoiseScene: ExampleScene {
13 | override func createSceneContents() {
14 | let noises: [(String, GKNoiseSource)] = [
15 | ("Billow", GKBillowNoiseSource()),
16 | ("Checkerboard", GKCheckerboardNoiseSource(squareSize: 0.1)),
17 | ("Constant", GKConstantNoiseSource()),
18 | ("Cylinders", GKCylindersNoiseSource()),
19 | ("Perlin", GKPerlinNoiseSource()),
20 | ("Ridged", GKRidgedNoiseSource()),
21 | ("Spheres", GKSpheresNoiseSource()),
22 | ("Voronoi", GKVoronoiNoiseSource()),
23 | ]
24 |
25 | let height = frame.height / CGFloat(noises.count / 2)
26 | let width = frame.midX
27 |
28 | for (i, source) in noises.enumerated() {
29 | let y = frame.maxY - height * CGFloat(i / 2)
30 | let x = frame.midX * CGFloat(i % 2)
31 |
32 | let noise = GKNoise(source.1)
33 | let noiseMap = GKNoiseMap(noise)
34 | let texture = SKTexture(noiseMap: noiseMap)
35 | let noiseNode = SKSpriteNode(texture: texture, size: CGSize(width: width, height: height))
36 | noiseNode.position = CGPoint(x: x, y: y)
37 | noiseNode.anchorPoint = CGPoint(x: 0.0, y: 1.0)
38 | addChild(noiseNode)
39 |
40 | let labelNode = SKLabelNode(text: source.0)
41 | labelNode.verticalAlignmentMode = .top
42 | labelNode.horizontalAlignmentMode = .left
43 | labelNode.color = UIColor.white
44 | labelNode.fontSize = 26.0
45 |
46 | let overlayNode = SKSpriteNode(color: UIColor(white: 0.0, alpha: 0.8), size: labelNode.frame.size)
47 | overlayNode.position = CGPoint(x: x, y: y)
48 | overlayNode.anchorPoint = CGPoint(x: 0.0, y: 1.0)
49 | overlayNode.addChild(labelNode)
50 |
51 | addChild(overlayNode)
52 | }
53 | }
54 | }
55 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/RandomizationScene.swift:
--------------------------------------------------------------------------------
1 | //
2 | // RandomizationScene.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class RandomizationScene: ExampleScene {
15 |
16 | let degrees = [Int](0...72).map { $0 * (360 / 72) }
17 | let examples = [
18 | [GKARC4RandomSource.self, SKColor.cyan, "ARC4"],
19 | [GKLinearCongruentialRandomSource.self, SKColor.magenta, "LinearCongruential"],
20 | [GKMersenneTwisterRandomSource.self, SKColor.yellow, "MersenneTwister"],
21 | ]
22 |
23 | var distributionIndex = 0 {
24 | didSet {
25 | removeAllChildren()
26 | createSceneContents()
27 | }
28 | }
29 | var distributions = [
30 | GKRandomDistribution.self,
31 | GKGaussianDistribution.self,
32 | GKShuffledDistribution.self,
33 | ]
34 |
35 | override func createSceneContents() {
36 | for (i, example) in examples.enumerated() {
37 | let type = example[0] as! GKRandomSource.Type
38 | let source = type.sharedRandom()
39 |
40 | let color = example[1] as! UIColor
41 | let radius = frame.width * (0.4 - CGFloat(i) * 0.05)
42 |
43 | draw(distribution(source), color: color, radius: radius)
44 |
45 | let text = "● \(example[2] as! String)"
46 | createLabel(text, color: color, order: i)
47 | }
48 | }
49 |
50 | func distribution(_ source: GKRandomSource) -> GKRandomDistribution {
51 | return distributions[distributionIndex].init(randomSource: source, lowestValue: 0, highestValue: degrees.count - 1)
52 | }
53 |
54 | func draw(_ distribution: GKRandomDistribution, color: SKColor, radius: CGFloat) {
55 | let circle = SKShapeNode(circleOfRadius: radius)
56 | circle.position = center
57 | addChild(circle)
58 |
59 | for _ in 0.. Bool {
18 | // Override point for customization after application launch.
19 | self.window = UIWindow(frame: UIScreen.main.bounds)
20 | let examplesController = ExamplesViewController()
21 | let navController = UINavigationController(rootViewController: examplesController)
22 | self.window?.rootViewController = navController
23 | self.window?.makeKeyAndVisible()
24 | return true
25 | }
26 |
27 | func applicationWillResignActive(_ application: UIApplication) {
28 | // 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.
29 | // 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.
30 | }
31 |
32 | func applicationDidEnterBackground(_ application: UIApplication) {
33 | // 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.
34 | // If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
35 | }
36 |
37 | func applicationWillEnterForeground(_ application: UIApplication) {
38 | // 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.
39 | }
40 |
41 | func applicationDidBecomeActive(_ application: UIApplication) {
42 | // 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.
43 | }
44 |
45 | func applicationWillTerminate(_ application: UIApplication) {
46 | // Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
47 | }
48 |
49 |
50 | }
51 |
52 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/StateScene.swift:
--------------------------------------------------------------------------------
1 | //
2 | // StateScene.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/22.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class StateScene: ExampleScene {
15 |
16 | var house: GKEntity!
17 |
18 | override func createSceneContents() {
19 | house = GKEntity()
20 |
21 | var points = [
22 | CGPoint(x: 0, y: 40.0),
23 | CGPoint(x: -40.0, y: 0),
24 | CGPoint(x: -25.0, y: 0),
25 | CGPoint(x: -25.0, y: -40.0),
26 | CGPoint(x: 25.0, y: -40.0),
27 | CGPoint(x: 25.0, y: 0),
28 | CGPoint(x: 40.0, y: 0),
29 | ]
30 | let shapeNode = SKShapeNode(points: &points, count: points.count)
31 | shapeNode.position = center
32 | addChild(shapeNode)
33 |
34 | let burnableComponent = BurnableComponent(entity: house, shapeNode: shapeNode)
35 | house.addComponent(burnableComponent)
36 | burnableComponent.stateMachine.enter(HouseDryState.self)
37 |
38 | createLabel("Tap: Spark", color: SKColor.orange, order: 0)
39 | createLabel("Double Tap: Rain", color: SKColor.lightGray, order: 1)
40 | }
41 |
42 | func createSpark() {
43 | createParticle("spark", position: center, duration: 0.1) {
44 | if let burnableComponent = self.house.component(ofType: BurnableComponent.self) {
45 | burnableComponent.stateMachine.enter(HouseBurningState.self)
46 | }
47 | }
48 | }
49 |
50 | func createRain() {
51 | createParticle("rain", position: CGPoint(x: center.x + 50.0, y: center.y + 200.0), duration: 2.0) {
52 | if let burnableComponent = self.house.component(ofType: BurnableComponent.self) {
53 | burnableComponent.stateMachine.enter(HouseWetState.self)
54 | }
55 | }
56 | }
57 |
58 | func createParticle(_ name: String, position: CGPoint, duration: TimeInterval, callback: @escaping () -> Void) {
59 | if let particlePath = Bundle.main.path(forResource: name, ofType: "sks") {
60 | if let particle = NSKeyedUnarchiver.unarchiveObject(withFile: particlePath) as? SKEmitterNode {
61 | particle.position = position
62 | addChild(particle)
63 |
64 | let wait = SKAction.wait(forDuration: duration)
65 | let fadeOut = SKAction.fadeOut(withDuration: 1.0)
66 | let sequence = SKAction.sequence([wait, fadeOut])
67 | particle.run(sequence, completion: callback)
68 | }
69 | }
70 | }
71 |
72 | override func update(_ currentTime: TimeInterval) {
73 | super.update(currentTime)
74 |
75 | house.update(deltaTime: deltaTime)
76 | }
77 | }
78 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/EntitiesScene.swift:
--------------------------------------------------------------------------------
1 | //
2 | // EntitiesScene.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class EntitiesScene: ExampleScene {
15 |
16 | var player: GKEntity!
17 | var enemies = [GKEntity]()
18 | var boss: GKEntity!
19 |
20 | let intelligenceSystem = GKComponentSystem(componentClass: IntelligenceComponent.self)
21 |
22 | override func createSceneContents() {
23 | createLabel("■ Player: Visual, Attack, Control", color: SKColor.cyan, order: 0)
24 | createLabel("■ Boss: Visual, Attack, Intelligence", color: SKColor.magenta, order: 2)
25 | createLabel("■ Enemy: Visual, Intelligence", color: SKColor.yellow, order: 1)
26 |
27 | createPlayer()
28 | createEnemies()
29 | createBoss()
30 | }
31 |
32 | func createPlayer() {
33 | player = GKEntity()
34 |
35 | let visualComponent = VisualComponent(color: SKColor.cyan, size: CGSize(width: 30.0, height: 30.0))
36 | visualComponent.position = center
37 | player.addComponent(visualComponent)
38 | addChild(visualComponent.sprite)
39 |
40 | let attackComponent = AttackComponent()
41 | player.addComponent(attackComponent)
42 |
43 | let controlComponent = ControlComponent()
44 | player.addComponent(controlComponent)
45 | }
46 |
47 | func createEnemies() {
48 | for _ in 0..<20 {
49 | let enemy = GKEntity()
50 | enemies.append(enemy)
51 |
52 | let visualComponent = VisualComponent(color: SKColor.yellow, size: CGSize(width: 20.0, height: 20.0))
53 | visualComponent.position = randomPosition()
54 | enemy.addComponent(visualComponent)
55 | addChild(visualComponent.sprite)
56 |
57 | let intelligenceComponent = IntelligenceComponent()
58 | enemy.addComponent(intelligenceComponent)
59 | intelligenceSystem.addComponent(intelligenceComponent)
60 | }
61 | }
62 |
63 | func createBoss() {
64 | boss = GKEntity()
65 |
66 | let visualComponent = VisualComponent(color: SKColor.magenta, size: CGSize(width: 50.0, height: 50.0))
67 | visualComponent.position = randomPosition()
68 | boss.addComponent(visualComponent)
69 | addChild(visualComponent.sprite)
70 |
71 | let attackComponent = AttackComponent()
72 | boss.addComponent(attackComponent)
73 |
74 | let intelligenceComponent = IntelligenceComponent()
75 | boss.addComponent(intelligenceComponent)
76 | intelligenceSystem.addComponent(intelligenceComponent)
77 | }
78 |
79 | func randomPosition() -> CGPoint {
80 | let x = GKRandomDistribution(lowestValue: 50, highestValue: Int(frame.maxX) - 50).nextInt()
81 | let y = GKRandomDistribution(lowestValue: 50, highestValue: Int(frame.maxY) - 50).nextInt()
82 | return CGPoint(x: CGFloat(x), y: CGFloat(y))
83 | }
84 |
85 | override func update(_ currentTime: TimeInterval) {
86 | super.update(currentTime)
87 |
88 | player.update(deltaTime: deltaTime)
89 | intelligenceSystem.update(deltaTime: deltaTime)
90 | }
91 |
92 | override func touchesBegan(_ touches: Set, with event: UIEvent?) {
93 | guard let touch = touches.first else { return }
94 | let location = touch.location(in: self)
95 | let node = atPoint(location)
96 | if let controlComponent = player.component(ofType: ControlComponent.self) {
97 | controlComponent.touch(node, location: location)
98 | }
99 | }
100 | }
101 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/MinmaxScene.swift:
--------------------------------------------------------------------------------
1 | //
2 | // MinmaxScene.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/22.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class MinmaxScene: ExampleScene {
15 |
16 | let cellSize: CGFloat = 60.0
17 | let margin: CGFloat = 2.0
18 |
19 | var board: Board!
20 | var cells: [SKSpriteNode]!
21 | var strategist: GKMinmaxStrategist!
22 |
23 | var didGameOver: ((MinmaxScene, String) -> Void)?
24 |
25 | override func createSceneContents() {
26 | board = Board(level: 3)
27 | //board.debug = true
28 |
29 | strategist = GKMinmaxStrategist()
30 | strategist.gameModel = board
31 | strategist.maxLookAheadDepth = board.level * 2 - 1
32 |
33 | let step = cellSize + margin
34 |
35 | let backgroundSize = step * CGFloat(board.level) - margin
36 | let background = SKSpriteNode(color: SKColor.white, size: CGSize(width: backgroundSize, height: backgroundSize))
37 | background.position = center
38 | addChild(background)
39 |
40 | cells = [SKSpriteNode]()
41 | let base = CGFloat(board.level - 1) * 0.5
42 | let baseX = center.x - step * base
43 | let baseY = center.y - step * base
44 | for i in 0.., with event: UIEvent?) {
97 | guard let touch = touches.first else { return }
98 | let location = touch.location(in: self)
99 | if let node = atPoint(location) as? SKSpriteNode {
100 | if let index = cells.firstIndex(of: node) {
101 | board.updateCell(index)
102 | updateBoard()
103 | if let move = strategist.bestMove(for: board.currentPlayer) as? Move {
104 | board.apply(move)
105 | updateBoard()
106 | }
107 | }
108 | }
109 | }
110 | }
111 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/ExamplesViewController.swift:
--------------------------------------------------------------------------------
1 | //
2 | // ExamplesViewController.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/20.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | class ExamplesViewController: UITableViewController {
12 |
13 | let cellReuseIdentifier = "cellReuseIdentifier"
14 | let titles = [
15 | "Randomization",
16 | "Entities and Components",
17 | "State Machines",
18 | "The Minmax Strategist",
19 | "Pathfinding",
20 | "Agents, Goals, and Behaviors",
21 | "Rule Systems",
22 | "Procedural Generation",
23 | ]
24 | let controllers: [UIViewController] = [
25 | RandomizationViewController(),
26 | EntitiesViewController(),
27 | StateViewController(),
28 | MinmaxViewController(),
29 | PathfindingViewController(),
30 | AgentsViewController(),
31 | RuleViewController(),
32 | NoiseViewController(),
33 | ]
34 |
35 | override func viewDidLoad() {
36 | super.viewDidLoad()
37 |
38 | // Uncomment the following line to preserve selection between presentations
39 | // self.clearsSelectionOnViewWillAppear = false
40 |
41 | // Uncomment the following line to display an Edit button in the navigation bar for this view controller.
42 | // self.navigationItem.rightBarButtonItem = self.editButtonItem()
43 |
44 | tableView.register(UITableViewCell.self, forCellReuseIdentifier: cellReuseIdentifier)
45 | title = "GameplayKit Sandbox"
46 | }
47 |
48 | override func didReceiveMemoryWarning() {
49 | super.didReceiveMemoryWarning()
50 | // Dispose of any resources that can be recreated.
51 | }
52 |
53 | // MARK: - Table view data source
54 |
55 | override func numberOfSections(in tableView: UITableView) -> Int {
56 | // #warning Incomplete implementation, return the number of sections
57 | return 1
58 | }
59 |
60 | override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
61 | // #warning Incomplete implementation, return the number of rows
62 | return titles.count
63 | }
64 |
65 | override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
66 | let cell = tableView.dequeueReusableCell(withIdentifier: cellReuseIdentifier, for: indexPath)
67 |
68 | // Configure the cell...
69 | let title = titles[(indexPath as NSIndexPath).row]
70 | cell.textLabel?.text = title
71 |
72 | return cell
73 | }
74 |
75 | /*
76 | // Override to support conditional editing of the table view.
77 | override func tableView(tableView: UITableView, canEditRowAtIndexPath indexPath: NSIndexPath) -> Bool {
78 | // Return false if you do not want the specified item to be editable.
79 | return true
80 | }
81 | */
82 |
83 | /*
84 | // Override to support editing the table view.
85 | override func tableView(tableView: UITableView, commitEditingStyle editingStyle: UITableViewCellEditingStyle, forRowAtIndexPath indexPath: NSIndexPath) {
86 | if editingStyle == .Delete {
87 | // Delete the row from the data source
88 | tableView.deleteRowsAtIndexPaths([indexPath], withRowAnimation: .Fade)
89 | } else if editingStyle == .Insert {
90 | // Create a new instance of the appropriate class, insert it into the array, and add a new row to the table view
91 | }
92 | }
93 | */
94 |
95 | /*
96 | // Override to support rearranging the table view.
97 | override func tableView(tableView: UITableView, moveRowAtIndexPath fromIndexPath: NSIndexPath, toIndexPath: NSIndexPath) {
98 |
99 | }
100 | */
101 |
102 | /*
103 | // Override to support conditional rearranging of the table view.
104 | override func tableView(tableView: UITableView, canMoveRowAtIndexPath indexPath: NSIndexPath) -> Bool {
105 | // Return false if you do not want the item to be re-orderable.
106 | return true
107 | }
108 | */
109 |
110 | /*
111 | // MARK: - Navigation
112 |
113 | // In a storyboard-based application, you will often want to do a little preparation before navigation
114 | override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
115 | // Get the new view controller using segue.destinationViewController.
116 | // Pass the selected object to the new view controller.
117 | }
118 | */
119 |
120 | override func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
121 | let title = titles[(indexPath as NSIndexPath).row]
122 | let controller = controllers[(indexPath as NSIndexPath).row]
123 | controller.title = title
124 | self.navigationController?.pushViewController(controller, animated: true)
125 | }
126 | }
127 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/RuleScene.swift:
--------------------------------------------------------------------------------
1 | //
2 | // RuleScene.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/30.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import SpriteKit
12 | import GameplayKit
13 |
14 | class RuleScene: ExampleScene, SKPhysicsContactDelegate {
15 |
16 | var powerNode: SKSpriteNode!
17 | var cleanerNode: SKShapeNode!
18 | var chargerNode: SKSpriteNode!
19 |
20 | var ruleSystem: GKRuleSystem!
21 | var power = 100
22 |
23 | var waitingTime: TimeInterval = 0
24 |
25 | enum ContactCategory: UInt32 {
26 | case cleaner = 1
27 | case garbage = 2
28 | }
29 |
30 | override func createSceneContents() {
31 | physicsWorld.contactDelegate = self
32 |
33 | chargerNode = SKSpriteNode(color: SKColor.yellow, size: CGSize(width: 30.0, height: 30.0))
34 | chargerNode.position = CGPoint(x: frame.maxX - 15.0, y: frame.maxY - 15.0)
35 | addChild(chargerNode)
36 |
37 | cleanerNode = SKShapeNode(circleOfRadius: 20.0)
38 | cleanerNode.fillColor = SKColor.white
39 | cleanerNode.position = randomPosition()
40 | addChild(cleanerNode)
41 | cleanerNode.physicsBody = SKPhysicsBody(circleOfRadius: cleanerNode.frame.width / 2)
42 | cleanerNode.physicsBody?.affectedByGravity = false
43 | cleanerNode.physicsBody?.contactTestBitMask = ContactCategory.garbage.rawValue
44 | cleanerNode.physicsBody?.categoryBitMask = ContactCategory.cleaner.rawValue
45 |
46 | powerNode = SKSpriteNode(color: SKColor.cyan, size: CGSize(width: 50.0, height: 20.0))
47 | powerNode.position = CGPoint(x: 10.0, y: frame.maxY - powerNode.size.height - 10.0)
48 | powerNode.anchorPoint = CGPoint.zero
49 | addChild(powerNode)
50 |
51 | ruleSystem = GKRuleSystem()
52 | let rules = [
53 | GKRule(predicate: NSPredicate(format: "$distanceToCharger > 550"), assertingFact: "charge" as NSObjectProtocol, grade: 1.0),
54 | GKRule(predicate: NSPredicate(format: "$power <= 30"), assertingFact: "charge" as NSObjectProtocol, grade: 1.0),
55 | ]
56 | ruleSystem.add(rules)
57 |
58 | createGarbages()
59 | }
60 |
61 | func createGarbages() {
62 | let count = GKRandomDistribution.d6().nextInt()
63 | for _ in 0...count {
64 | let garbage = SKSpriteNode(color: SKColor.lightGray, size: CGSize(width: 10.0, height: 10.0))
65 | garbage.position = randomPosition()
66 | addChild(garbage)
67 | garbage.physicsBody = SKPhysicsBody(rectangleOf: garbage.frame.size)
68 | garbage.physicsBody?.affectedByGravity = false
69 | garbage.physicsBody?.contactTestBitMask = ContactCategory.cleaner.rawValue
70 | garbage.physicsBody?.categoryBitMask = ContactCategory.garbage.rawValue
71 | }
72 | }
73 |
74 | func randomPosition() -> CGPoint {
75 | let x = GKRandomDistribution(lowestValue: 30, highestValue: Int(frame.maxX) - 30).nextInt()
76 | let y = GKRandomDistribution(lowestValue: 30, highestValue: Int(frame.maxY) - 30).nextInt()
77 | return CGPoint(x: CGFloat(x), y: CGFloat(y))
78 | }
79 |
80 | override func update(_ currentTime: TimeInterval) {
81 | super.update(currentTime)
82 |
83 | self.updatePowerNode()
84 |
85 | waitingTime += deltaTime
86 | if waitingTime > 3.0 {
87 |
88 | createGarbages()
89 |
90 | let distance = sqrt(pow(cleanerNode.position.x - chargerNode.position.x, 2) + pow(cleanerNode.position.y - chargerNode.position.y, 2))
91 | ruleSystem.state["distanceToCharger"] = distance
92 | ruleSystem.state["power"] = power
93 |
94 | ruleSystem.reset()
95 | ruleSystem.evaluate()
96 |
97 | let charge = ruleSystem.grade(forFact: "charge" as NSObjectProtocol)
98 | if charge > 0.0 {
99 | let action = SKAction.move(to: chargerNode.position, duration: 1.0)
100 | cleanerNode.run(action, completion: {
101 | self.power = 100
102 | })
103 | } else {
104 | let action = SKAction.move(to: randomPosition(), duration: 1.0)
105 | cleanerNode.run(action, completion: {
106 | self.power -= 10
107 | })
108 | }
109 | waitingTime = 0
110 | }
111 | }
112 |
113 | func updatePowerNode() {
114 | powerNode.size.width = CGFloat(power / 2)
115 | }
116 |
117 | // MARK: - SKPhysicsContactDelegate
118 |
119 | func didBegin(_ contact: SKPhysicsContact) {
120 | let firstBody: SKPhysicsBody
121 | let secondBody: SKPhysicsBody
122 | if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
123 | firstBody = contact.bodyA
124 | secondBody = contact.bodyB
125 | } else {
126 | firstBody = contact.bodyB
127 | secondBody = contact.bodyA
128 | }
129 |
130 | if firstBody.categoryBitMask & ContactCategory.cleaner.rawValue > 0 && secondBody.categoryBitMask & ContactCategory.garbage.rawValue > 0 {
131 | secondBody.node?.removeFromParent()
132 | }
133 | }
134 | }
135 |
--------------------------------------------------------------------------------
/GameplayKitSandbox/Board.swift:
--------------------------------------------------------------------------------
1 | //
2 | // Board.swift
3 | // GameplayKitSandbox
4 | //
5 | // Created by Tatsuya Tobioka on 2015/09/23.
6 | // Copyright © 2015年 tnantoka. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | import GameplayKit
12 |
13 | class Board: NSObject, GKGameModel {
14 |
15 | let level: Int
16 | var debug = false
17 |
18 | var currentPlayer: Player
19 | var cells: [Mark]
20 |
21 | init(level: Int) {
22 | self.level = level
23 | currentPlayer = Player.oPlayer()
24 | cells = Array(repeating: .none, count: level * level)
25 | }
26 |
27 | func updateCell(_ index: Int) {
28 | if cells[index] == .none {
29 | cells[index] = currentPlayer.mark
30 | currentPlayer = currentPlayer.opponent()!
31 | }
32 | }
33 |
34 | func isGameOver() -> Bool {
35 | return cells.filter { $0 == Mark.none }.isEmpty || isWin(for: currentPlayer) || isLoss(for: currentPlayer)
36 | }
37 |
38 | func lines() -> [[Int]] {
39 | var lines = [[Int]]()
40 |
41 | for i in 0.. Int {
77 | guard let player = player as? Player else { return 0 }
78 |
79 | var count = 0
80 |
81 | for line in lines() {
82 | var opponentCount = 0
83 | var noneCount = 0
84 | for l in line {
85 | switch cells[l] {
86 | case player.mark:
87 | break
88 | case player.opponent()!.mark:
89 | opponentCount += 1
90 | default:
91 | noneCount += 1
92 | }
93 | }
94 |
95 | if noneCount == 1 && opponentCount == level - 1 {
96 | count += 1
97 | }
98 | }
99 |
100 | return count
101 | }
102 |
103 | // MARK: - GKGameModel
104 |
105 | var players: [GKGameModelPlayer]? {
106 | return Player.all()
107 | }
108 | var activePlayer: GKGameModelPlayer? {
109 | return currentPlayer
110 | }
111 |
112 | func gameModelUpdates(for player: GKGameModelPlayer) -> [GKGameModelUpdate]? {
113 | var moves = [Move]()
114 | for (i, cell) in cells.enumerated() {
115 | if cell == .none {
116 | moves.append(Move(index: i))
117 | }
118 | }
119 | return moves
120 | }
121 |
122 | func apply(_ gameModelUpdate: GKGameModelUpdate) {
123 | if let move = gameModelUpdate as? Move {
124 | updateCell(move.index)
125 | }
126 | }
127 |
128 | func setGameModel(_ gameModel: GKGameModel) {
129 | if let board = gameModel as? Board {
130 | cells = board.cells
131 | debug = board.debug
132 | currentPlayer = board.currentPlayer
133 | }
134 | }
135 |
136 | func copy(with zone: NSZone?) -> Any {
137 | let board = Board(level: self.level)
138 | board.setGameModel(self)
139 | return board
140 | }
141 |
142 | func isWin(for player: GKGameModelPlayer) -> Bool {
143 | guard let player = player as? Player else { return false }
144 |
145 | for line in lines() {
146 | var count = 0
147 | for l in line {
148 | if cells[l] == player.mark {
149 | count += 1
150 | }
151 | }
152 | if count == level {
153 | return true
154 | }
155 | }
156 |
157 | return false
158 | }
159 |
160 | func isLoss(for player: GKGameModelPlayer) -> Bool {
161 | guard let player = player as? Player else { return false }
162 |
163 | return isWin(for: player.opponent()!)
164 | }
165 |
166 | func score(for player: GKGameModelPlayer) -> Int {
167 | let score: Int
168 |
169 | score = -checksForPlayer(player)
170 |
171 | if debug {
172 | var log = ""
173 | for i in 0.. frame.width - targetNode.frame.height / 2 {
102 | targetNode.userData!["vx"] = targetNode.userData!["vx"] as! CGFloat * -1.0
103 | }
104 |
105 | if targetNode.position.x < targetNode.frame.height / 2 {
106 | targetNode.userData!["vx"] = targetNode.userData!["vx"] as! CGFloat * -1.0
107 | }
108 | }
109 |
110 | override func touchesBegan(_ touches: Set, with event: UIEvent?) {
111 | createBall()
112 | }
113 |
114 | // MARK: - SKPhysicsContactDelegate
115 |
116 | func didBegin(_ contact: SKPhysicsContact) {
117 | let firstBody: SKPhysicsBody
118 | let secondBody: SKPhysicsBody
119 | if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
120 | firstBody = contact.bodyA
121 | secondBody = contact.bodyB
122 | } else {
123 | firstBody = contact.bodyB
124 | secondBody = contact.bodyA
125 | }
126 |
127 | if firstBody.categoryBitMask & ContactCategory.target.rawValue > 0 && secondBody.categoryBitMask & ContactCategory.ball.rawValue > 0 {
128 | secondBody.node?.removeFromParent()
129 | }
130 | }
131 | }
132 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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