Ok, so I tried the orbivoid tutorial, but I want the elapsed time (in seconds) to be the player’s score, and not the number of enemy that was respawn. I have tried so many things regarding NSTimer, NSTimeInterval and CFTimeInterval, but of course I have failed. Can someone help me in this regard - Which code to add, tips or something else? BTW, this is GameScene.m in the orbivoid tutorial. Thanks in advance!
@implementation GameScene
{
BOOL _dead;
SKNode *_player;
NSMutableArray *_enemies;
SKLabelNode *_scoreLabel;
}
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
self.backgroundColor = [SKColor colorWithRed:0.15 green:0.15 blue:0.3 alpha:1.0];
self.physicsWorld.gravity = CGVectorMake(0.0f, 0.0f);
self.physicsWorld.contactDelegate = self;
_enemies = [NSMutableArray new];
_player = [SKNode node];
SKShapeNode *circle = [SKShapeNode node];
circle.path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(-10, -10, 20, 20)].CGPath;`
circle.fillColor = [UIColor blueColor];
circle.glowWidth = 5;
SKEmitterNode *trail = [SKEmitterNode orb_emitterNamed:@"Trail"];
trail.targetNode = self;
trail.position = CGPointMake(CGRectGetMidX(circle.frame), CGRectGetMidY(circle.frame));
_player.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:10];
_player.physicsBody.mass = 100000;
_player.physicsBody.categoryBitMask = CollisionPlayer;
_player.physicsBody.contactTestBitMask = CollisionEnemy;
[_player addChild:trail];
_player.position = CGPointMake(size.width/2, size.height/2);
[self addChild:_player];
}
return self;
}
- (void)didMoveToView:(SKView *)view
{
[self performSelector:@selector(spawnEnemy) withObject:nil afterDelay:1.0];
}
-(void)spawnEnemy
{
[self runAction:[SKAction playSoundFileNamed:@"Spawn.wav" waitForCompletion:NO]];
SKNode *enemy = [SKNode node];
SKEmitterNode *trail = [SKEmitterNode orb_emitterNamed:@"Trail"];
trail.targetNode = self;
trail.particleScale /= 2;
trail.position = CGPointMake(10, 10);
trail.particleColorSequence = [[SKKeyframeSequence alloc] initWithKeyframeValues:@[
[SKColor redColor],
[SKColor colorWithHue:0.1 saturation:.5 brightness:1 alpha:1],
[SKColor redColor],
] times:@[@0, @0.02, @0.2]];
[enemy addChild:trail];
enemy.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:6];
enemy.physicsBody.categoryBitMask = CollisionEnemy;
enemy.physicsBody.allowsRotation = NO;
enemy.position = CGPointMake(50, 50);
[_enemies addObject:enemy];
[self addChild:enemy];
if(!_scoreLabel) {
_scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier-Bold"];
_scoreLabel.fontSize = 200;
_scoreLabel.position = CGPointMake(CGRectGetMidX(self.frame),
CGRectGetMidY(self.frame));
_scoreLabel.fontColor = [SKColor colorWithHue:0 saturation:0 brightness:1 alpha:0.5];
[self addChild:_scoreLabel];
}
_scoreLabel.text = [NSString stringWithFormat:@"%02d", _enemies.count];
[self runAction:[SKAction sequence:@[
[SKAction waitForDuration:5],
[SKAction performSelector:@selector(spawnEnemy) onTarget:self],
]]];
}
-(void)dieFrom: (SKNode*)killingEnemy
{
_dead = YES;
SKEmitterNode *explosion = [SKEmitterNode orb_emitterNamed:@"Explosion"];
explosion.position = _player.position;
[self addChild:explosion];
[explosion runAction:[SKAction sequence:@[
[SKAction playSoundFileNamed:@"Explosion.wav" waitForCompletion:NO],
[SKAction waitForDuration:0.4],
[SKAction runBlock:^{
[killingEnemy removeFromParent];
[_player removeFromParent];
}],
[SKAction waitForDuration:0.4],
[SKAction runBlock:^{
explosion.particleBirthRate = 0;
}],
[SKAction waitForDuration: 1.2],
[SKAction runBlock:^{
ORBMenuScene *menu = [[ORBMenuScene alloc] initWithSize:self.size];
[self.view presentScene:menu transition:[SKTransition doorsCloseHorizontalWithDuration:0.4]];
}],
]]];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self touchesMoved:touches withEvent:event];
}
-(void)touchesMoved: (NSSet *) touches withEvent:(UIEvent *)event
{
[_player runAction:[SKAction moveTo:[[touches anyObject] locationInNode:self] duration:.01]];
}
-(void)update:(CFTimeInterval)currentTime
{
CGPoint playerPos = _player.position;
for(SKNode *enemyNode in _enemies)
{
CGPoint enemyPos = enemyNode.position;
CGVector diff = TCVectorMinus(playerPos, enemyPos);
CGVector normalized = TCVectorUnit(diff);
CGVector force = TCVectorMultiply(normalized, 4);
[enemyNode.physicsBody applyForce:force];
}
_player.physicsBody.velocity = CGVectorMake (0, 0);
}
-(void)didBeginContact:(SKPhysicsContact *)contact
{
if(_dead)
return;
[self dieFrom:contact.bodyB.node];
contact.bodyB.node.physicsBody = nil;
}
@end
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