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- @implementation MyScene {
- ///////// PLAYER VARIABLES ///////////////////
- SKSpriteNode *_Player;
- NSArray *_PlayerAnimation;
- SKSpriteNode *MyBackground;
- SKLabelNode *MyScoreLabel;
- SKSpriteNode *cannonbullet;
- SKSpriteNode *bullet;
- BOOL fireCannon;
- CGPoint destination;
- NSArray *_enemy;
- BOOL EnemyHit;
- }
- - (id) initWithSize:(CGSize)size {
- if (self = [super initWithSize:size]) {
- Enemyhit = false;
- if (Enemyhit == true) {
- [self CollisionWithEnemy];
- }
- }
- return self;
- }
- - (void) EnemyDyingAnimation {
- /////////// This section is only for enemy's dying animation //////////
- NSMutableArray *EnemyBlowingFrames = [NSMutableArray array];
- SKTextureAtlas *EnemyAnimatedAtlas = [SKTextureAtlas atlasNamed:@“enemyFolder"];
- int numFrames = EnemyAnimatedAtlas.textureNames.count;
- for (int i=1; i <= numFrames/2; i++) {
- NSString *textureName = [NSString stringWithFormat:@“enemy%d", i];
- SKTexture *temp = [EnemyAnimatedAtlas textureNamed:textureName];
- [EnemyBlowingFrames addObject:temp];
- }
- _enemy = EnemyBlowingFrames;
- SKTexture *temp2 = _enemy[0];
- Enemy = [SKSpriteNode spriteNodeWithTexture:temp2];
- Enemy.position = CGPointMake(self.size.width/2, self.size.height/2);
- Enemy.name = @"ForEnemy";
- [self addChild:Enemy];
- }
- - (void) CollisionWithEnemy {
- [self enumerateChildNodesWithName:@"ForEnemy" usingBlock:^(SKNode *node, BOOL *stop){
- bullet = (SKSpriteNode *)node;
- if (CGRectIntersectsRect(bullet.frame, Enemy.frame)) {
- Enemyhit = true;
- [Enemy runAction:[SKAction animateWithTextures:_enemy timePerFrame:0.1f resize:NO restore:NO] withKey:@“Ehit"]; return;
- }
- }];
- }
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