Prompt Detail:
Sure, I can help you create Swift code for a "Three-in-a-row" game. Here's a basic implementation using SpriteKit:
swiftimport SpriteKit
class GameScene: SKScene {
var objects: [SKSpriteNode] = []
var selectedObject: SKSpriteNode?
var scoreLabel: SKLabelNode!
var score = 0
override func didMove(to view: SKView) {
createObjects()
createScoreLabel()
}
func createObjects() {
let objectColors = ["red", "green", "blue", "yellow"]
let objectSize = CGSize(width: 50, height: 50)
for i in 0..<7 {
for j in 0..<7 {
let color = objectColors.randomElement()!
let object = SKSpriteNode(imageNamed: color)
object.name = color
object.position = CGPoint(x: i*60 + 50, y: j*60 + 100)
object.size = objectSize
objects.append(object)
addChild(object)
}
}
}
func createScoreLabel() {
scoreLabel = SKLabelNode(text: "Score: \(score)")
scoreLabel.position = CGPoint(x: size.width/2, y: 30)
scoreLabel.fontSize = 20
addChild(scoreLabel)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
let node = atPoint(location)
if let object = node as? SKSpriteNode {
selectedObject = object
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
if let object = selectedObject {
object.position = location
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
let node = atPoint(location)
if let object = selectedObject {
let nodes = nodes(at: object.position)
if nodes.contains(node) {
if let targetObject = node as? SKSpriteNode {
swapObjects(object, targetObject)
if checkForMatches() {
removeMatches()
addNewObjects()
updateScore()
} else {
swapObjects(object, targetObject)
}
}
}
selectedObject = nil
}
}
func swapObjects(_ object1: SKSpriteNode, _ object2: SKSpriteNode) {
let object1Position = object1.position
object1.position = object2.position
object2.position = object1Position
}
func checkForMatches() -> Bool {
var matchedObjects: Set<SKSpriteNode> = []
for object in objects {
var matchedObjectsInRow: Set<SKSpriteNode> = [object]
var matchedObjectsInColumn: Set<SKSpriteNode> = [object]
for otherObject in objects {
if otherObject != object && otherObject.name == object.name {
if abs(otherObject.position.x - object.position.x) < 10 {
matchedObjectsInColumn.insert(otherObject)
}
if abs(otherObject.position.y - object.position.y) < 10 {
matchedObjectsInRow.insert(otherObject)
}
}
}
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