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| 1 | +//#-hidden-code |
| 2 | +import UIKit |
| 3 | +//#-end-hidden-code |
| 4 | +/*: |
| 5 | + Notice: Run this playground in your iPad in **landscape** mode with your device **heading to the left** and switch **on** the **orientation lock** of your device. **Switch off** the **mute** so you can hear the sound effect. |
| 6 | + |
| 7 | + |
| 8 | + # BouncingBall |
| 9 | + |
| 10 | + A small game controlled by the position of the device. |
| 11 | + |
| 12 | + * Start the game by clicking 'Run My Code'. |
| 13 | + * Change the preference by editing the variables below. |
| 14 | + * Tip: Many famous games like Asphalt are also based on the accelerometer. |
| 15 | + */ |
| 16 | +//#-hidden-code |
| 17 | +import UIKit |
| 18 | +import CoreMotion |
| 19 | +import PlaygroundSupport |
| 20 | +import AudioToolbox |
| 21 | + |
| 22 | +class BouncingBall: UIViewController,UIAccelerometerDelegate { |
| 23 | + |
| 24 | + var ball = UIImageView(image:#imageLiteral(resourceName: "ball.png")) |
| 25 | + //#-end-hidden-code |
| 26 | + //The percentage of the speed of the ball left after bouncing |
| 27 | + let bouncingSpeed:Double = /*#-editable-code */0.6/*#-end-editable-code*/ |
| 28 | + //Update the speed of the ball according to the acceleration how many times per second |
| 29 | + let interval:Double = /*#-editable-code */60/*#-end-editable-code*/ |
| 30 | + //#-hidden-code |
| 31 | + var motionManager = CMMotionManager() |
| 32 | + var speed = Speed(x:0,y:0) |
| 33 | + var noticeSound = SystemSoundID() |
| 34 | + var collideY:Bool = false |
| 35 | + var collideX:Bool = false |
| 36 | + |
| 37 | + struct Speed { |
| 38 | + var x:UIAccelerationValue |
| 39 | + var y:UIAccelerationValue |
| 40 | + } |
| 41 | + |
| 42 | + override func viewDidLoad() { |
| 43 | + super.viewDidLoad() |
| 44 | + self.view.backgroundColor = UIColor.white |
| 45 | + title = "BouncingBall" |
| 46 | + if(self.orientationCheck()){ |
| 47 | + self.noticeSound = self.returnSoundDetail() |
| 48 | + self.startGame() |
| 49 | + } |
| 50 | + } |
| 51 | + |
| 52 | + //Start the game! |
| 53 | + func startGame() { |
| 54 | + ball.frame = CGRect(x: 0, y: 0, width: 30, height: 30) |
| 55 | + ball.center = self.view.center |
| 56 | + self.view.addSubview(ball) |
| 57 | + self.view.backgroundColor = UIColor(patternImage: #imageLiteral(resourceName: "background.jpg")) |
| 58 | + motionManager.accelerometerUpdateInterval = 1/self.interval |
| 59 | + if(motionManager.isAccelerometerAvailable) |
| 60 | + { |
| 61 | + let queue = OperationQueue.current |
| 62 | + motionManager.startAccelerometerUpdates(to: queue!, withHandler: { |
| 63 | + (accelerometerData, error) in |
| 64 | + self.speed.y += accelerometerData!.acceleration.x |
| 65 | + self.speed.x -= accelerometerData!.acceleration.y |
| 66 | + var x = self.ball.center.x + CGFloat(self.speed.x) |
| 67 | + var y = self.ball.center.y - CGFloat(self.speed.y) |
| 68 | + if (y < 60) { |
| 69 | + //Hit the roof |
| 70 | + if(!self.collideY){ |
| 71 | + self.soundEffect() |
| 72 | + self.collideY = true |
| 73 | + } |
| 74 | + y = 60 |
| 75 | + self.speed.y *= -self.bouncingSpeed |
| 76 | + |
| 77 | + } |
| 78 | + else if (y > (self.view.bounds.size.height - 15)){ |
| 79 | + //Hit the floor |
| 80 | + if(!self.collideY){ |
| 81 | + self.soundEffect() |
| 82 | + self.collideY = true |
| 83 | + } |
| 84 | + y = self.view.bounds.size.height - 15 |
| 85 | + self.speed.y *= -self.bouncingSpeed |
| 86 | + } |
| 87 | + else{ |
| 88 | + self.collideY = false |
| 89 | + } |
| 90 | + if (x < 15) { |
| 91 | + //Hit the left wall |
| 92 | + if(!self.collideX){ |
| 93 | + self.soundEffect() |
| 94 | + self.collideX = true |
| 95 | + } |
| 96 | + x = 15 |
| 97 | + self.speed.x *= -self.bouncingSpeed |
| 98 | + } |
| 99 | + else if (x > (self.view.bounds.size.width - 15)) { |
| 100 | + //Hit the right wall |
| 101 | + if(!self.collideX){ |
| 102 | + self.soundEffect() |
| 103 | + self.collideX = true |
| 104 | + } |
| 105 | + x = self.view.bounds.size.width - 15 |
| 106 | + self.speed.x *= -self.bouncingSpeed |
| 107 | + } |
| 108 | + else { |
| 109 | + self.collideX = false |
| 110 | + } |
| 111 | + self.ball.center=CGPoint(x:x, y:y) |
| 112 | + } ) |
| 113 | + } |
| 114 | + } |
| 115 | + //Check the device's orientation |
| 116 | + func orientationCheck() -> Bool { |
| 117 | + if(self.view.bounds.width < 1024){ |
| 118 | + let noticeLabel = UILabel(frame: CGRect(x: 35,y :20, width: 700, height:100)) |
| 119 | + noticeLabel.numberOfLines = 0 |
| 120 | + noticeLabel.text = "Please switch to lanscape mode with the device heading to the left and try again." |
| 121 | + noticeLabel.textColor = UIColor.red |
| 122 | + noticeLabel.lineBreakMode = NSLineBreakMode.byWordWrapping |
| 123 | + self.view.addSubview(noticeLabel) |
| 124 | + return false |
| 125 | + } |
| 126 | + return true |
| 127 | + } |
| 128 | + //Sound Effect! |
| 129 | + func soundEffect(){ |
| 130 | + AudioServicesPlaySystemSound(self.noticeSound) |
| 131 | + //AudioServicesPlaySystemSound(kSystemSoundID_Vibrate) |
| 132 | + //iPad does not have any vibrations... |
| 133 | + } |
| 134 | + |
| 135 | + //Return the sound id |
| 136 | + func returnSoundDetail() -> SystemSoundID { |
| 137 | + var soundID:SystemSoundID = 0 |
| 138 | + let soundURL = CFBundleCopyResourceURL(CFBundleGetMainBundle(), "bounce" as CFString, "m4a" as CFString, nil) |
| 139 | + AudioServicesCreateSystemSoundID(soundURL!, &soundID) |
| 140 | + return soundID |
| 141 | + } |
| 142 | + |
| 143 | +} |
| 144 | + |
| 145 | +func startMyPlayground(_ view:UIViewController){ |
| 146 | + PlaygroundPage.current.liveView = UINavigationController(rootViewController: view) |
| 147 | +} |
| 148 | +//#-end-hidden-code |
| 149 | +startMyPlayground(BouncingBall()) |
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