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gameSetup.swift
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//
// gameSetup.swift
// project-mars
//
// Created by Aleksandr Grin on 1/17/17.
// Copyright © 2017 AleksandrGrin. All rights reserved.
//
import Foundation
import SpriteKit
/// After the map is ready we do additional setup.
class gameSetup{
var playersInGame:Array<Player>!
var startMode:String
var gameMap:gameBoard!
init(forPlayers: Array<Player>, andStartOption: String){
self.playersInGame = forPlayers
self.startMode = andStartOption
do { self.gameMap = try gameState.sharedInstance().GameBoard } catch { print("Error in gameSetup init") }
self.setPlayerPieces()
}
/// Helper function for placing a landShip onto the game board during start position placement.
///
/// - Parameters:
/// - ship: The landShip to be placed
/// - province: The map province where this landShip will be
/// - player: The player that this landShip belongs to
func modifyMapParameters(for ship: inout landship, in province: Province, and player: Player){
ship.modifyLandShipSize(newSize: CGSize(width: 80, height: 80))
ship.modifySpawnPosition(position: province.landShipPosition)
ship.modifyColor(color: player.color, blendfactor: 0.2, blendMode: SKBlendMode.alpha)
province.startPositionTaken = true
province.owningPlayer = player
province.hasLandShip = true
ship.removeFromParent()
ship.landShipSprite.removeAllChildren()
ship.isHidden = false
ship.isUserInteractionEnabled = true
}
/// Assigns start locations of player landships based on settings condition.
private func setPlayerPieces(){
var closePositions:Array<Int> = [27, 28, 29, 31, 32, 33]
var farthestPositions:Array<Int> = [1, 9, 18, 27, 35, 40]
var n = 0
let scene = (self.gameMap.boardMap.scene as? GameScene)
for player in self.playersInGame {
switch self.startMode {
case "random":
while player.hasStartAssigned == false {
let positionToStart = Int.random(range: 1...gameMap.Provinces.count)
for prov in self.gameMap.Provinces {
if prov.provinceNumber == positionToStart{
if prov.startPositionTaken == false{
prov.isCratered = true
prov.provinceImage.texture = scene?.craterTextures[prov.provinceNumber - 1]
var newLandShip = player.chosenLandShip.getNodeCopy(andNameIt: player.playerName)
scene?.animateLandShipRocketLanding(to: prov.landShipPosition, color: player.color, completion: {() in
self.modifyMapParameters(for: &newLandShip, in: prov, and: player)
prov.changeProvinceColor(toColor: player.color, toBlendMode: SKBlendMode.alpha, toFactor: 0.3)
self.gameMap.landShipLayer.addChild(newLandShip)
newLandShip.addParticleEffect()
var truthTable = true
for player in (scene?.GameLoop.settingsInstance.gamePlayers)!{
truthTable = truthTable && player.hasStartAssigned
}
if truthTable == true{
scene?.tempGameBoard.boardCamera.overlayHUD.enableNonCombatUI()
}
})
player.isAlive = true
player.hasStartAssigned = true
}
}
}
}
break
case "close":
while player.hasStartAssigned == false {
for prov in self.gameMap.Provinces {
if prov.provinceNumber == closePositions[n] {
prov.isCratered = true
prov.provinceImage.texture = scene?.craterTextures[prov.provinceNumber - 1]
var newLandShip = player.chosenLandShip.getNodeCopy(andNameIt: player.playerName)
scene?.animateLandShipRocketLanding(to: prov.landShipPosition, color: player.color, completion: {() in
self.modifyMapParameters(for: &newLandShip, in: prov, and: player)
prov.changeProvinceColor(toColor: player.color, toBlendMode: SKBlendMode.alpha, toFactor: 0.3)
self.gameMap.landShipLayer.addChild(newLandShip)
newLandShip.addParticleEffect()
var truthTable = true
for player in (scene?.GameLoop.settingsInstance.gamePlayers)!{
truthTable = truthTable && player.hasStartAssigned
}
if truthTable == true{
scene?.tempGameBoard.boardCamera.overlayHUD.enableNonCombatUI()
}
})
player.isAlive = true
player.hasStartAssigned = true
n += 1
break
}
}
}
break
case "furthest":
while player.hasStartAssigned == false {
for prov in self.gameMap.Provinces {
if prov.provinceNumber == farthestPositions[n] {
prov.isCratered = true
prov.provinceImage.texture = scene?.craterTextures[prov.provinceNumber - 1]
var newLandShip = player.chosenLandShip.getNodeCopy(andNameIt: player.playerName)
scene?.animateLandShipRocketLanding(to: prov.landShipPosition, color: player.color, completion: {() in
self.modifyMapParameters(for: &newLandShip, in: prov, and: player)
prov.changeProvinceColor(toColor: player.color, toBlendMode: SKBlendMode.alpha, toFactor: 0.3)
self.gameMap.landShipLayer.addChild(newLandShip)
newLandShip.addParticleEffect()
var truthTable = true
for player in (scene?.GameLoop.settingsInstance.gamePlayers)!{
truthTable = truthTable && player.hasStartAssigned
}
if truthTable == true{
scene?.tempGameBoard.boardCamera.overlayHUD.enableNonCombatUI()
}
})
player.isAlive = true
player.hasStartAssigned = true
n += 1
break
}
}
}
break
default:
break
}
}
do{ try gameState.sharedInstance().GameBoard = self.gameMap} catch { print("Error in SetPlayerPieces") } //Update the map by pushing to global settings
}
}