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mainGame.swift
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//
// mainGame.swift
// project-mars
//
// Created by Aleksandr Grin on 1/6/17.
// Copyright © 2017 AleksandrGrin. All rights reserved.
//
import Foundation
import SpriteKit
class GameScene: SKScene {
var parentViewController:UIViewController!
var panRecognizer:UIPanGestureRecognizer!
var tapRecognizer:UITapGestureRecognizer!
var pinchRecognizer:UIPinchGestureRecognizer!
var tempGameBoard:gameBoard = gameBoard()
var mapTextures:Array<SKTexture> = []
var craterTextures:Array<SKTexture> = []
var rocketSprites:Array<SKSpriteNode> = []
var rocketLanding:Array<SKTexture> = []
var rocketFlying:Array<SKTexture> = []
//Game logic class
var GameLoop:gameLoop!
//Variables for controlling card selection.
var deOribitAsteroidActive = false
var deployFactoryActive = false
var deployCrawlersActive = false
var repairTeamsActive = false
override func update(_ currentTime: TimeInterval) {
if GameLoop.isGameStarted == false{
var startGame = true
for player in self.GameLoop.settingsInstance.gamePlayers {
startGame = startGame && player.hasStartAssigned
}
if startGame == true {
self.startGame()
if self.GameLoop.currentPlayerActive != nil && self.GameLoop.isGameStarted == true{
do{
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: self.GameLoop.currentPlayerActive)
}catch{ print("Error in update") }
}
}
}
self.tempGameBoard.boardCamera.overlayHUD.updateMiniMap()
do {
if try gameState.sharedInstance().GameSettings.gamePlayers.count == 1 {
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.displayGameInformation(with: "GAME OVER", completion: { })
}
for player in (try gameState.sharedInstance().GameSettings.gamePlayers) {
if player.mineralsCollected >= 150 {
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.displayGameInformation(with: "GAME OVER", completion: { })
}
}
}catch{ print("Error in update2") }
}
override init(size: CGSize) {
super.init(size: size)
self.createMap(named: "mainmap")
self.createBackGround(named: "map_background_main1")
self.createCamera()
self.addProvinces()
self.addProvinceTapNodes()
self.addReasources()
self.addGamePiecePoints()
self.createRocket()
do{
if try gameState.sharedInstance().isGameInProgress != true{
try gameState.sharedInstance().GameBoard = self.tempGameBoard //Savemap
///This is where the game board is set up with peices and players
let _ = gameSetup(forPlayers: (try gameState.sharedInstance().GameSettings.gamePlayers), andStartOption: ( try gameState.sharedInstance().GameSettings.startPositionMode))
}
}catch{ print("Error in mainGame init") }
}
override func didMove(to view: SKView) {
do{
if try gameState.sharedInstance().isGameInProgress == true{
self.GameLoop = try gameState.sharedInstance().GameLoop
self.tempGameBoard.boardCamera.overlayHUD.updateTurnCounter(for: self.GameLoop.currentPlayerActive, completion: { })
}else{
self.GameLoop = gameLoop()
self.tempGameBoard.boardCamera.overlayHUD.updateTurnCounter(for: self.GameLoop.settingsInstance.gamePlayers[0], completion: { })
self.tempGameBoard.boardCamera.overlayHUD.disableNonCombatUI()
try gameState.sharedInstance().GameLoop = self.GameLoop
}
}catch { print("Error in didMove in mainGame") }
}
func startGame(){
self.GameLoop.runGame()
}
private func createRocket(){
let flyingAtlas = SKTextureAtlas(named: "RocketFlight")
let landingAtlas = SKTextureAtlas(named: "RocketLanding")
var flying = "Rocket_flight-"
for i in 1..<3 {
self.rocketFlying.append(flyingAtlas.textureNamed(flying + String(i)))
}
flying = "Rocket_Landing-"
for i in 1..<4 {
self.rocketLanding.append(landingAtlas.textureNamed(flying + String(i)))
}
}
/// Creates the main game map without provinces
private func createMap(named: String){
do{
if try gameState.sharedInstance().isGameInProgress == true {
self.tempGameBoard.boardMap = try gameState.sharedInstance().GameBoard.boardMap
self.tempGameBoard.landShipLayer = try gameState.sharedInstance().GameBoard.landShipLayer
self.tempGameBoard.extractorLayer = try gameState.sharedInstance().GameBoard.extractorLayer
self.tempGameBoard.crawlerLayer = try gameState.sharedInstance().GameBoard.crawlerLayer
}else{
tempGameBoard.boardMap = SKSpriteNode(color: SKColor.clear, size: CGSize(width: 1334, height: 750))
tempGameBoard.boardMap.size = CGSize(width: 1334, height: 750)
tempGameBoard.boardMap.anchorPoint = CGPoint(x: 0.0, y: 0.0)
tempGameBoard.boardMap.position = CGPoint(x: 0, y: 0)
tempGameBoard.boardMap.zPosition = 0
tempGameBoard.landShipLayer = SKNode()
tempGameBoard.landShipLayer.zPosition = 3
tempGameBoard.boardMap.addChild(tempGameBoard.landShipLayer)
tempGameBoard.extractorLayer = SKNode()
tempGameBoard.extractorLayer.zPosition = 1
tempGameBoard.boardMap.addChild(tempGameBoard.extractorLayer)
tempGameBoard.crawlerLayer = SKNode()
tempGameBoard.crawlerLayer.zPosition = 2
tempGameBoard.boardMap.addChild(tempGameBoard.crawlerLayer)
}
}catch { print("Error in createMap") }
if tempGameBoard.boardMap.parent == nil {
self.addChild(tempGameBoard.boardMap)
}
}
private func createBackGround(named: String){
let backGround = SKSpriteNode(imageNamed: named)
backGround.size = CGSize(width: 2668, height: 1700)
backGround.alpha = 0.7
backGround.position = CGPoint(x: self.tempGameBoard.boardMap.size.width / 2, y: self.tempGameBoard.boardMap.size.height / 2 - 25)
backGround.anchorPoint = CGPoint(x: 0.5, y: 0.5)
backGround.zPosition = -1
backGround.name = "BG_center"
self.addChild(backGround)
}
/// Creates and adds the main view camera to the scene
private func createCamera(){
do{
if try gameState.sharedInstance().isGameInProgress == true {
self.tempGameBoard.boardCamera = try gameState.sharedInstance().GameBoard.boardCamera
}else{
let contentRect = tempGameBoard.boardMap.calculateAccumulatedFrame()
let insetRatio = tempGameBoard.boardMap.size.width / tempGameBoard.boardMap.size.height
let insetRect = contentRect.insetBy(dx: 100 / insetRatio, dy: 100)
let vRange = SKRange(lowerLimit: insetRect.minY ,
upperLimit: insetRect.maxY)
let hRange = SKRange(lowerLimit: insetRect.minX ,
upperLimit: insetRect.maxX)
self.tempGameBoard.boardCamera = PlayerCamera(hRange: hRange,
vRange: vRange,
maxZoom: 2,
minZoom: 0.5)
self.tempGameBoard.boardCamera.position = CGPoint(x: tempGameBoard.boardMap.size.width / 2,
y: tempGameBoard.boardMap.size.height / 2)
}
if self.tempGameBoard.boardCamera.parent == nil{
self.camera = self.tempGameBoard.boardCamera
self.addChild(self.tempGameBoard.boardCamera)
}
}catch { print("Error in createCamera") }
}
/// Adds textures for all the provinces in the game
private func addProvinces(){
var provName = "Province"
let atlas = SKTextureAtlas(named: "Provinces")
var n = 1
var y = 0
for num in 1...43 {
provName = provName + String(num)
let temp = atlas.textureNamed(provName)
mapTextures.append(temp)
provName = "Province"
}
for image in mapTextures {
do{
if try gameState.sharedInstance().isGameInProgress == true{
self.tempGameBoard.Provinces.append(try gameState.sharedInstance().GameBoard.Provinces[y])
y += 1
}else{
self.tempGameBoard.Provinces.append(Province(provNum: n, provSprite: image, size: self.tempGameBoard.boardMap.size))
n += 1
}
}catch { print("Error in addProvinces") }
}
for location in self.tempGameBoard.Provinces {
location.removeFromParent()
self.tempGameBoard.boardMap.addChild(location)
}
}
/// Adds a masked layer of shape nodes to control tapping on individual provinces.
private func addProvinceTapNodes(){
let shapes = shapeContainer()
var n = 0
for path in shapes.shapeStorage {
self.tempGameBoard.Provinces[n].setupTappableArea(path: path)
n += 1
}
}
/// Changes province texture to have craters on province that will have resources
private func addReasources(){
let atlas = SKTextureAtlas(named: "ProvincesWithMinerals")
var provName = "Province"
for num in 1...43 {
provName = provName + String(num) + "M"
let temp = atlas.textureNamed(provName)
craterTextures.append(temp)
provName = "Province"
}
}
///Determines the positions in which the gamePieces will be set for movement and placement
private func addGamePiecePoints(){
let points = gamePiecePositions()
var n = 0
for point in points.extractorPoints{
self.tempGameBoard.Provinces[n].extractorPosition = point
n += 1
}
n = 0
for point in points.roverPoints{
self.tempGameBoard.Provinces[n].landShipPosition = point
n += 1
}
}
func animateLandShipRocketLanding(to point: CGPoint, color: SKColor, completion: @escaping ()->()){
let rocketSprite = SKSpriteNode(texture: self.rocketFlying[0])
rocketSprite.anchorPoint = CGPoint(x: 0.5, y: 0)
rocketSprite.size = CGSize(width: 125, height: 125)
rocketSprite.yScale = rocketSprite.yScale * -1
rocketSprite.zPosition = 6
rocketSprite.blendMode = .alpha
rocketSprite.colorBlendFactor = 0.2
rocketSprite.color = color
self.tempGameBoard.boardMap.addChild(rocketSprite)
let rocketEntry = SKAction.animate(with: self.rocketFlying, timePerFrame: 0.2)
let pathTofollow = CGMutablePath()
let startingPoint = CGPoint(x: (point.x + self.tempGameBoard.boardMap.size.width), y: (point.y + self.tempGameBoard.boardMap.size.height - 200))
let endPoint = CGPoint(x: point.x, y: point.y + 100)
let controlPoint = CGPoint(x: point.x, y: startingPoint.y)
pathTofollow.move(to: startingPoint)
pathTofollow.addCurve(to: endPoint, control1: controlPoint, control2: controlPoint)
let followEntry = SKAction.follow(pathTofollow, asOffset: false, orientToPath: true, duration: 3)
let entry = SKAction.group([rocketEntry, followEntry])
rocketSprite.run(entry, completion: { () in
rocketSprite.removeAllActions()
let landing = SKAction.animate(with: self.rocketLanding, timePerFrame: 0.4)
let moveTo = SKAction.move(to: point, duration: 1.2)
let landingAnimation = SKAction.group([landing, moveTo])
rocketSprite.run(SKAction.sequence([landingAnimation, SKAction.wait(forDuration: 1)]), completion: { () in
rocketSprite.removeFromParent()
completion()
})
})
}
func animateCrawlerRocketLanding(to point: CGPoint, color: SKColor, completion: @escaping ()->()){
let rocketSprite = SKSpriteNode(texture: self.rocketFlying[0])
rocketSprite.anchorPoint = CGPoint(x: 0.5, y: 0)
rocketSprite.size = CGSize(width: 80, height: 80)
rocketSprite.yScale = rocketSprite.yScale * -1
rocketSprite.zPosition = 6
rocketSprite.blendMode = .alpha
rocketSprite.colorBlendFactor = 0.2
rocketSprite.color = color
self.tempGameBoard.boardMap.addChild(rocketSprite)
let randomizationFactor = CGPoint(x: Int.random(range: -20...20), y: Int.random(range: -20...20))
let rocketEntry = SKAction.animate(with: self.rocketFlying, timePerFrame: 0.2)
let pathTofollow = CGMutablePath()
let startingPoint = CGPoint(x: (point.x + self.tempGameBoard.boardMap.size.width), y: (point.y + self.tempGameBoard.boardMap.size.height - 200))
let endPoint = CGPoint(x: (point.x + randomizationFactor.x), y: ((point.y + randomizationFactor.y) + 100))
let controlPoint = CGPoint(x: point.x, y: startingPoint.y)
pathTofollow.move(to: startingPoint)
pathTofollow.addCurve(to: endPoint, control1: controlPoint, control2: controlPoint)
let followEntry = SKAction.follow(pathTofollow, asOffset: false, orientToPath: true, duration: 2)
let entry = SKAction.group([rocketEntry, followEntry])
rocketSprite.run(entry, completion: { () in
rocketSprite.removeAllActions()
let landing = SKAction.animate(with: self.rocketLanding, timePerFrame: 0.3)
let moveTo = SKAction.move(to: CGPoint(x: point.x + randomizationFactor.x, y: point.y + randomizationFactor.y), duration: 0.9)
let landingAnimation = SKAction.group([landing, moveTo])
rocketSprite.run(SKAction.sequence([landingAnimation, SKAction.wait(forDuration: 1)]), completion: { () in
rocketSprite.removeFromParent()
completion()
})
})
}
/// 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
}
/// This function is called right before the game starts to make sure that if custom starts are selected
/// that the players have a chace to select etheir start positions. AI selects empty craters for start positions
/// - Parameter tapped: Point where use tapped
func customStartHandler(tapped: CGPoint){
var pCount = 0
var currentCount = 0
var players = self.GameLoop.settingsInstance.gamePlayers
humanAssign: while pCount < players.count{
if players[pCount].isPlayerHuman == true && players[pCount].hasStartAssigned == false {
for prov in self.tempGameBoard.Provinces{
if prov.tapOutline.contains(tapped){
if prov.startPositionTaken == false{
prov.isCratered = true
prov.provinceImage.texture = self.craterTextures[prov.provinceNumber - 1]
prov.changeProvinceColor(toColor: players[pCount].color, toBlendMode: SKBlendMode.alpha, toFactor: 0.3)
prov.startPositionTaken = true
var newLandShip = players[pCount].chosenLandShip.getNodeCopy(andNameIt: players[pCount].playerName)
self.modifyMapParameters(for: &newLandShip, in: prov, and: players[pCount])
players[pCount].hasStartAssigned = true
// Update the turn counter when people are placing thier landships
pCount += 1
currentCount = pCount
if pCount == self.GameLoop.settingsInstance.gamePlayers.count{
pCount = 0
currentCount = pCount
}
self.tempGameBoard.boardCamera.overlayHUD.updateTurnCounter(for: self.GameLoop.settingsInstance.gamePlayers[pCount], completion: { })
self.animateLandShipRocketLanding(to: prov.landShipPosition, color: prov.provinceImage.color, completion: { () in
self.tempGameBoard.landShipLayer.addChild(newLandShip)
newLandShip.addParticleEffect()
var truthTable = true
for player in self.GameLoop.settingsInstance.gamePlayers{
truthTable = truthTable && player.hasStartAssigned
}
if truthTable == true{
self.tempGameBoard.boardCamera.overlayHUD.enableNonCombatUI()
}
})
break humanAssign
}
}
}
// If we make it to the end of the for loop then we must have misstapped so we retry
return
}else if players[pCount].isPlayerHuman == false && players[pCount].hasStartAssigned == false{
break humanAssign
}
pCount += 1
}
computerAssign: while pCount < players.count {
if players[pCount].isPlayerHuman == false && players[pCount].hasStartAssigned == false {
while players[pCount].hasStartAssigned == false {
let n = Int.random(range: 0...43)
for prov in self.tempGameBoard.Provinces{
if prov.provinceNumber == n{
if prov.startPositionTaken == false{
prov.isCratered = true
prov.provinceImage.texture = self.craterTextures[prov.provinceNumber - 1]
prov.changeProvinceColor(toColor: players[pCount].color, toBlendMode: SKBlendMode.alpha, toFactor: 0.3)
prov.startPositionTaken = true
var newLandShip = players[pCount].chosenLandShip.getNodeCopy(andNameIt: players[pCount].playerName)
self.modifyMapParameters(for: &newLandShip, in: prov, and: players[pCount])
players[pCount].hasStartAssigned = true
self.animateLandShipRocketLanding(to: prov.landShipPosition, color: prov.provinceImage.color, completion: { () in
self.tempGameBoard.landShipLayer.addChild(newLandShip)
newLandShip.addParticleEffect()
var truthTable = true
for player in self.GameLoop.settingsInstance.gamePlayers{
truthTable = truthTable && player.hasStartAssigned
}
if truthTable == true{
self.tempGameBoard.boardCamera.overlayHUD.enableNonCombatUI()
}
})
}
}
}
}
}else if players[pCount].isPlayerHuman == true && players[pCount].hasStartAssigned == false{
break computerAssign
}
pCount += 1
}
}
// Process the players card selection. Returns true if successful and false if not. ( This can be due to an improper selection
// or not enought resources)
func cardActionProcessor(tapped: CGPoint) -> Bool{
for prov in tempGameBoard.Provinces {
if prov.tapOutline.contains(tapped) {
//We have tapped in a valid province so now we need to perform further checks based on card.
if self.deOribitAsteroidActive == true {
if GameLoop.currentPlayerActive.mineralsCollected >= 30 {
for ship in tempGameBoard.landShipLayer.children {
let explosionEffect = SKEmitterNode(fileNamed: "deOrbitExplosion")
explosionEffect?.name = "explosion"
let explosionAction = SKAction.group([SKAction.fadeIn(withDuration: 1),SKAction.wait(forDuration: 4),SKAction.fadeOut(withDuration: 4)])
self.addChild(explosionEffect!)
explosionEffect?.position = tapped
explosionEffect?.run(explosionAction, completion: {
self.childNode(withName: "explosion")?.removeFromParent()
})
if (ship as! landship).landShipSprite.position == prov.landShipPosition {
(ship as! landship).combatStats.currentHitPoints! -= 10
if (ship as! landship).combatStats.currentHitPoints <= 0 {
//Player has lost the game
var indexToRemove:Int!
var index = 0
do {
for person in try gameState.sharedInstance().GameSettings.gamePlayers {
if person.color == (ship as! landship).landShipSprite.color {
indexToRemove = index
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.displayGameInformation(with: "\(person.playerName!) has lost!", completion: { () in
do { try gameState.sharedInstance().GameSettings.gamePlayers.remove(at: indexToRemove) }
catch {print("Error in cardActionProcessor") }
})
for prov in (try gameState.sharedInstance().GameBoard.Provinces) {
if prov.landShipPosition == (ship as! landship).landShipSprite.position{
prov.hasLandShip = false
}
}
(ship as! landship).removeFromParent()
}else{
index += 1
}
}
} catch { print("Error in cardActionProcessor2") }
}
}
}
for unit in tempGameBoard.crawlerLayer.children {
if (unit as! crawler).position == prov.extractorPosition {
var i:Int = 0;
while i != 10 {
(unit as! crawler).combatStats.currentHitPoints! -= 1 //Calculate Damage
if ((unit as! crawler).combatStats.currentHitPoints! % 2 ) <= 0 {
(unit as! crawler).addCrawlersToStack(numberOfCrawlers: -1)
if Int((unit as! crawler).crawlerNumber.text!)! <= 0 {
do{
for prov in (try gameState.sharedInstance().GameBoard.Provinces) {
if prov.extractorPosition == (unit as! crawler).position{
prov.hasCrawlers = false
}
}
(unit as! crawler).removeFromParent()
}catch { print("Error in cardActionProcessor3") }
}
}
i += 1 //Increment Damage Counter
}
}
}
for unit in tempGameBoard.extractorLayer.children {
if (unit as! extractor).extractorSprite.position == prov.extractorPosition {
(unit as! extractor).combatStats.currentHitPoints! -= 10
}
//Extractor dies.
if (unit as! extractor).combatStats.currentHitPoints! <= 0 {
do {
for person in try gameState.sharedInstance().GameSettings.gamePlayers {
var index = 0
for location in person.builtExtractorProvinces{
if (unit as! extractor).extractorSprite.position == location.extractorPosition{
person.builtExtractorProvinces.remove(at: index)
}
index += 1
}
}
for prov in (try gameState.sharedInstance().GameBoard.Provinces) {
if prov.extractorPosition == (unit as! extractor).extractorSprite.position{
prov.hasExtractor = false
}
}
(unit as! extractor).removeFromParent()
}catch{print("Error in cardActionProcessor4")}
}
}
GameLoop.currentPlayerActive.mineralsCollected -= 30
do {
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: GameLoop.currentPlayerActive)
}catch{ print("Error in cardActionProcessor5") }
return true //Success!
}
}else if self.deployFactoryActive == true {
if GameLoop.currentPlayerActive.mineralsCollected >= 10 {
if prov.hasExtractor == false && prov.owningPlayer == GameLoop.currentPlayerActive && prov.isCratered == true {
GameLoop.currentPlayerActive.mineralsCollected -= 10
animateLandShipRocketLanding(to: prov.extractorPosition, color: GameLoop.currentPlayerActive.color, completion: { () in () })
let newExtractor = GameLoop.currentPlayerActive.chosenExtractor.getNodeCopy(andNameIt: GameLoop.currentPlayerActive.playerName! + "Ext")
newExtractor.extractorSprite.size = CGSize(width: 70, height: 70)
newExtractor.modifySpawnPosition(position: prov.extractorPosition)
newExtractor.modifyColor(color: GameLoop.currentPlayerActive.color, blendfactor: 0.3, blendMode: .alpha)
GameLoop.currentPlayerActive.builtExtractorProvinces.append(prov) //Add this extractor to the player data on their extractors
do{
try gameState.sharedInstance().GameBoard.extractorLayer.addChild(newExtractor)
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: GameLoop.currentPlayerActive)
prov.hasExtractor = true
if GameLoop.isUpdatingStatistics == true {
try gameState.sharedInstance().PlayerStats.cratersControlled += 1
try gameState.sharedInstance().PlayerStats.extractors += 1
}
return true
}catch{ print("Error in cardActionProcessor6") }
}
}
}else if self.deployCrawlersActive == true {
if GameLoop.currentPlayerActive.mineralsCollected >= 20 {
GameLoop.currentPlayerActive.mineralsCollected -= 20
do{
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: GameLoop.currentPlayerActive)
}catch { print("Error in cardActionProcessor7") }
if prov.hasCrawlers == true && prov.owningPlayer == GameLoop.currentPlayerActive {
GameLoop.currentPlayerActive.hasDeployedCrawlers = false
GameLoop.crawlerDeployAmount = 5
GameLoop.currentPlayerActive.unitsBeingBuilt = 5
GameLoop.deployCrawler(for: prov.extractorPosition)
GameLoop.currentPlayerActive.hasDeployedCrawlers = true
GameLoop.currentPlayerActive.unitsBeingBuilt = 0
return true
}else if prov.hasCrawlers == false && prov.owningPlayer == GameLoop.currentPlayerActive {
GameLoop.currentPlayerActive.hasDeployedCrawlers = false
GameLoop.crawlerDeployAmount = 5
GameLoop.currentPlayerActive.unitsBeingBuilt = 5
GameLoop.deployCrawler(for: prov.extractorPosition)
GameLoop.currentPlayerActive.hasDeployedCrawlers = true
GameLoop.currentPlayerActive.unitsBeingBuilt = 0
return true
}
}
}else if self.repairTeamsActive == true {
if GameLoop.currentPlayerActive.mineralsCollected >= 10 {
for ship in tempGameBoard.landShipLayer.children {
if (ship as! landship).landShipSprite.position == prov.landShipPosition {
if GameLoop.currentPlayerActive.color == (ship as! landship).landShipSprite.color{
if (ship as! landship).combatStats.currentHitPoints < (ship as! landship).combatStats.hitPoints{
(ship as! landship).combatStats.currentHitPoints = (ship as! landship).combatStats.hitPoints
let repairEffect = SKEmitterNode(fileNamed: "RepairSparks")
repairEffect?.name = "repairs"
repairEffect?.particleSize = CGSize(width: 25, height: 25)
repairEffect?.particleSpeed = 25
self.addChild(repairEffect!)
repairEffect?.position = (ship as! landship).landShipSprite.position
let effectLoop:Array<SKAction> = [SKAction.fadeIn(withDuration: 1.0), SKAction.wait(forDuration: 20), SKAction.fadeOut(withDuration: 1.0)]
let Effect = SKAction.group(effectLoop)
repairEffect?.run(Effect, completion: {
self.childNode(withName: "repairs")?.removeFromParent()
})
GameLoop.currentPlayerActive.mineralsCollected -= 10
do{
try gameState.sharedInstance().GameBoard.boardCamera.overlayHUD.extendedElements.updateProductionIndicators(for: GameLoop.currentPlayerActive)
}catch { print("Error in cardActionProcessor8") }
return true
}
}
}
}
}
}
}
}
return false
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.parentViewController = aDecoder.decodeObject(forKey: "parent") as! UIViewController!
self.tapRecognizer = aDecoder.decodeObject(forKey: "tap") as! UITapGestureRecognizer!
self.panRecognizer = aDecoder.decodeObject(forKey: "pan") as! UIPanGestureRecognizer!
self.pinchRecognizer = aDecoder.decodeObject(forKey: "pinch") as! UIPinchGestureRecognizer!
self.tempGameBoard = aDecoder.decodeObject(forKey: "tempBoard") as! gameBoard!
self.mapTextures = aDecoder.decodeObject(forKey: "mapTextures") as! Array<SKTexture>!
self.craterTextures = aDecoder.decodeObject(forKey: "craters") as! Array<SKTexture>!
self.rocketSprites = aDecoder.decodeObject(forKey: "rocketSprites") as! Array<SKSpriteNode>!
self.rocketLanding = aDecoder.decodeObject(forKey: "rocketLanding") as! Array<SKTexture>!
self.rocketFlying = aDecoder.decodeObject(forKey: "rocketFlying") as! Array<SKTexture>!
self.GameLoop = aDecoder.decodeObject(forKey: "game") as! gameLoop!
}
override func encode(with aCoder: NSCoder) {
aCoder.encode(self.parentViewController, forKey: "parent")
aCoder.encode(self.tapRecognizer, forKey: "tap")
aCoder.encode(self.panRecognizer, forKey: "pan")
aCoder.encode(self.pinchRecognizer, forKey: "pinch")
aCoder.encode(self.tempGameBoard, forKey: "tempBoard")
aCoder.encode(self.mapTextures, forKey: "mapTextures")
aCoder.encode(self.craterTextures, forKey: "craters")
aCoder.encode(self.rocketSprites, forKey: "rocketSprites")
aCoder.encode(self.rocketLanding, forKey: "rocketLanding")
aCoder.encode(self.rocketFlying, forKey: "rocketFlying")
aCoder.encode(self.GameLoop, forKey: "game")
}
}