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| import SpriteKit | |
| class GameScene: SKScene, SKPhysicsContactDelegate | |
| { | |
| // Our main scene. Everything is added to this for the playable game | |
| var moving: SKNode! | |
| // Our running man! Defaults to a stand still position | |
| var hero: SKSpriteNode! = SKSpriteNode(imageNamed: "runningman1") | |
| override func didMoveToView(view: SKView) | |
| { | |
| moving = SKNode() | |
| self.addChild(moving) | |
| createSky() | |
| createGround() | |
| // Since our hero is quite large, it's good to scale him down | |
| // This actually works really well as a quick hack to support | |
| // retina vs non-retina displays | |
| hero.xScale = 0.5 | |
| hero.yScale = 0.5 | |
| hero.position = CGPointMake(frame.width / 2.5, frame.height / 2.75) | |
| self.addChild(hero) | |
| runForward() | |
| } | |
| override func touchesBegan(touches: NSSet, withEvent event: UIEvent) | |
| { | |
| for touch: AnyObject in touches | |
| { | |
| // Do jump | |
| } | |
| } | |
| func runForward() | |
| { | |
| let hero_run_anim = SKAction.animateWithTextures([ | |
| SKTexture(imageNamed: "runningman1"), | |
| SKTexture(imageNamed: "runningman2"), | |
| SKTexture(imageNamed: "runningman3"), | |
| SKTexture(imageNamed: "runningman4"), | |
| SKTexture(imageNamed: "runningman5"), | |
| SKTexture(imageNamed: "runningman6"), | |
| SKTexture(imageNamed: "runningman7"), | |
| SKTexture(imageNamed: "runningman8"), | |
| SKTexture(imageNamed: "runningman9"), | |
| SKTexture(imageNamed: "runningman10"), | |
| SKTexture(imageNamed: "runningman11"), | |
| SKTexture(imageNamed: "runningman12"), | |
| SKTexture(imageNamed: "runningman13"), | |
| SKTexture(imageNamed: "runningman14") | |
| ], timePerFrame: 0.06) | |
| let run = SKAction.repeatActionForever(hero_run_anim) | |
| hero.runAction(run, withKey: "running") | |
| } | |
| func createGround() | |
| { | |
| let groundTexture = SKTexture(imageNamed: "ground") | |
| groundTexture.filteringMode = .Nearest | |
| // Since the ground texture is roughly the full width of the largest device | |
| // we want to stack at least 2 of them across the x-axis and then keep repeating | |
| // Think of this like a javascript portfolio slider, we basically need to keep | |
| // adding the images on to the end so that when it comes through | |
| let moveGroundSprite = SKAction.moveByX(-groundTexture.size().width * 2.0, y: 0, duration: NSTimeInterval(0.01 * groundTexture.size().width * 2.0)) | |
| let resetGroundSprite = SKAction.moveByX(groundTexture.size().width * 2.0, y: 0, duration: 0.0) | |
| let moveGroundSpritesForever = SKAction.repeatActionForever(SKAction.sequence([moveGroundSprite, resetGroundSprite])) | |
| // Scale hack. We want the image to animate smoothly across all devices | |
| // since we are setting the spriteScale to 2, we need to adjust our scrolling | |
| // across the x-axis by 2 as well | |
| for var i:CGFloat = 0; i < 2.0 + self.frame.size.width / ( groundTexture.size().width * 2.0 ); ++i | |
| { | |
| let sprite = SKSpriteNode(texture: groundTexture) | |
| sprite.setScale(2.0) | |
| sprite.position = CGPointMake(i * sprite.size.width, sprite.size.height / 2.0) | |
| sprite.runAction(moveGroundSpritesForever) | |
| moving.addChild(sprite) | |
| } | |
| } | |
| func createSky() | |
| { | |
| let skyTexture = SKSpriteNode(color: UIColor(red: 71/255, green: 140/255, blue: 183/255, alpha: 1.0), size: frame.size) | |
| skyTexture.position = CGPointMake(frame.width / 2, frame.height / 2) | |
| moving.addChild(skyTexture) | |
| } | |
| } |
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