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Intro to Sprite Kit using Swift

Have you started looking at Apple's Objective-C replacement, Swift, yet? If not, now's the time. You'll use the same APIs with Swift, but the language syntax is similar to that of JavaScript or Ruby, which makes it a bit easier to write. While Apple provides some Swift tutorials, I'm mostly interested in using it with Sprite Kit, Apple's home-grown casual game framework. The documentation provided on Apple's developer gives an intro to using Sprite Kit with Objective-C, but I thought I'd translate that into Swift for your enlightenment and education.

Setup

To start off, open Xcode 6, and choose "Create a new Xcode project." Select "Single View Application" for your application template, and then name your project. I'll name mine "SwiftDemo." Once you choose a location for the project files to be saved, you'll be plopped into the "General" settings panel for the app. The next step is to add SpriteKit.framework to the project. Scroll to the bottom of the panel and find the section titled "Linked Frameworks and Libraries," and click the plus icon. Type "SpriteKit" in the search input, select SpriteKit.framework, then click "Add."

The next task is to set up the app's view controller to use Sprite Kit. Select `Main.storyboard` from the project pane to open it. It has a single view controller and view. Click the large white box, which represents the view. In the Utilities pane on the right side of the window, change the class of the view to SKView. Next, select the ViewController.swift file from the project pane to open it. Change the import UIKit statement to import SpriteKit right below the copyright comment. Next, add some code to the controller's viewDidLoad() method to show some Sprite Kit diagnostic info:


override func viewDidLoad() {
    super.viewDidLoad()
    // Do any additional setup after loading the view, typically from a nib.
    var spriteView:SKView = self.view as SKView
    spriteView.showsDrawCount = true
    spriteView.showsNodeCount = true
    spriteView.showsFPS = true
}

We're now ready to add the first SKScene to the app. Scenes correspond to the various sections of functionality in your game, such as title, level select, options, and actual game play. Right-click on the project pane and select "New File." Select "Swift" for the file type, and name it HelloScene.swift. The newly created file will be empty, except for an import Foundation line. Change it to import SpriteKit, then create an empty subclass of SKScene:


class HelloScene:SKScene {
}

Now let's go back to the view controller and have it present the newly-created (and empty) scene.


override func viewWillAppear(animated: Bool) {
    var helloScene:HelloScene = HelloScene(size: CGSizeMake(768, 1024))
    var spriteView:SKView = self.view as SKView
    spriteView.presentScene(helloScene)
}

Try to build and run the project. You should see a blank screen on the simulator with diagnostic information at the bottom.

Now we'll work on actually adding content to the scene we just created. Add the following into the HelloScene class:


var contentCreated:Bool = false
    
override func didMoveToView(view: SKView!) {
    if !contentCreated {
        createSceneContents()
        contentCreated = true
    }
}

During the course of your game, scenes will be instantiated, and shuffled around, and deallocated when no longer needed. When the scene moves into view, you want to ensure that it contains your content, but only if it hasn't yet been created. If the scene stays in memory and is re-presented, your initialization code could run twice, which is why we keep track of it with a boolean. Let's implement the createSceneContents() method.


func createSceneContents() {
    backgroundColor = SKColor.blueColor()
    scaleMode = SKSceneScaleMode.AspectFit
    addChild(newHelloNode())
}

This function does a few things. It changes the background color (obvious), sets the scale mode, and then adds the return value of a newHelloNode() function to the scene. The scaleMode attribute can have two values, SKSceneScaleMode.AspectFit or SKSceneScaleMode.AspectFill. Both modes will ensure your game's aspect ratio stays intact, but "AspectFit" will shrink the view to fit the scene (common side effect: letterboxing), while "AspectFill" fills the scene (but some content might be cut off). It's up to you to decide what technique best fits your game.

Next let's implement the newHelloNode function that adds actual content to the scene. It's pretty straightforward, just creating a label, giving it some properties, then returning it.


func newHelloNode() -> SKLabelNode {
    var helloNode:SKLabelNode = SKLabelNode(fontNamed: "Chalkduster")
    helloNode.text = "Hello, World!"
    helloNode.fontSize = 42
    helloNode.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame))
    return helloNode
}

Now when you build and run the project, you should see a blue background with the text "Hello, World!" centered in the screen (notice the letterboxing due to our use of SKSceneScaleMode.AspectFit).

Animation

Fluid animation is absolutely necessary in any game. While it might not directly affect game play, its' presence makes the game that much more engaging and "juicy." We'll add some animation to the label node in our scene. Add the following line to the newHelloNode() function:


helloNode.name = "helloNode"

All nodes have a "name" property, which you can use to identify or find them after they are initialized. Next, override the touchesBegan(touches: NSSet!, withEvent event: UIEvent!) method, and add the following:


override func touchesBegan(touches: NSSet!, withEvent event: UIEvent!) {
    var helloNode:SKNode = childNodeWithName("helloNode")
    if helloNode != nil {
        helloNode.name = nil
        
        var moveUp:SKAction = SKAction.moveByX(0, y: 100, duration: 0.5)
        var zoom:SKAction = SKAction.scaleTo(2, duration: 0.25)
        var pause:SKAction = SKAction.waitForDuration(0.5)
        var fadeAway = SKAction.fadeOutWithDuration(0.25)
        var remove = SKAction.removeFromParent()
        var moveSequence = SKAction.sequence([moveUp, zoom, pause, fadeAway, remove])
        helloNode.runAction(moveSequence)
    }
}

This method finds a node named "helloNode," then runs a bunch of actions on it. Build and run the project, then click anywhere on the screen to make the method execute. There's a good sampling of what's available in the SKAction class here, but it's always good to check out the SKAction class reference just to see what's possible.

Scene Transitions

As I mentioned earlier, you'll probably have multiple scenes in your game, and you'll obviously need to switch between them. Fortunately, Sprite Kit allows you to do that quite easily, and add some fancy transition effects at the same time. Create a new scene called SpaceshipScene.swift and give it the following implementation:


class SpaceshipScene:SKScene {
    var contentCreated:Bool = false
    
    override func didMoveToView(view: SKView!) {
        if !contentCreated {
            createSceneContents()
            contentCreated = true
        }
    }
    
    func createSceneContents() {
        backgroundColor = SKColor.redColor()
        scaleMode = SKSceneScaleMode.AspectFit
    }
}

Now, go back to HelloScene.swift, comment out the code inside of touchesBegan(touches: NSSet!, withEvent event: UIEvent!), and replace it with the following:


var spaceshipScene:SKScene = SpaceshipScene(size: self.size)
var transition:SKTransition = SKTransition.doorsOpenVerticalWithDuration(0.5)
view.presentScene(spaceshipScene, transition: transition)

Build and run the project. You should see text on a blue background again. Click anywhere, and HelloScene will transition to SpaceshipScene with a cool "doors" effect. Again, check out the SKTransition class reference for a list of all the effects you can use.

Adding more content

Next we're going to add an object to SpaceshipScene that's comprised of multiple Sprite Kit "nodes." Add the following code to the createSceneContents method in SpaceshipScene:


var spaceship:SKSpriteNode = newSpaceship()
spaceship.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMidY(self.frame) - 150)
addChild(spaceship)

Next, implement the newSpaceship() method:


func newSpaceship() -> SKSpriteNode {
    var hull = SKSpriteNode(color: SKColor.grayColor(), size: CGSizeMake(64, 32))
    var hover:SKAction = SKAction.sequence([
            SKAction.waitForDuration(1),
            SKAction.moveByX(100, y: 50, duration: 1),
            SKAction.waitForDuration(1),
            SKAction.moveByX(-100, y: -50, duration: 1)
        ])
    hull.runAction(SKAction.repeatActionForever(hover))
    return hull
}

Build and run the project to see a gray box moving back and forth indefinitely. Next let's add "lights" to the spaceship. Insert the following right after declaring the hull variable in the newSpaceship method:


var light1:SKSpriteNode = newLight()
light1.position = CGPointMake(-28, 6)
hull.addChild(light1)

var light2:SKSpriteNode = newLight()
light2.position = CGPointMake(28, 6)
hull.addChild(light2)

Then implement the newLight() method:


func newLight() -> SKSpriteNode {
    var light:SKSpriteNode = SKSpriteNode(color: SKColor.yellowColor(), size: CGSizeMake(8, 8))
    var blink:SKAction = SKAction.sequence([
            SKAction.fadeOutWithDuration(0.25),
            SKAction.fadeInWithDuration(0.25)
        ])
    light.runAction(SKAction.repeatActionForever(blink))
    return light
}

Build and run the project. You should now see two blinking lights on the "spaceship."

Physics

To wrap up, we'll add some physics interactions to SpaceshipScene. I'll leave the reasons why you might want a realistic physics simulation in your game as an exercise to the reader (*cough*Angry Birds*cough*). First of all, change the newSpaceship() method slightly to add a physics body to the ship hull:


hull.physicsBody = SKPhysicsBody(rectangleOfSize: hull.size)
hull.physicsBody.dynamic = false

We set dynamic = false so the ship isn't affected by the physics system's gravity. Otherwise it would fall off the screen, since there's no floor in the game to stop it. Next add some code in createSceneContents() to generate rocks that will bounce off the ship.


var makeRocks:SKAction = SKAction.sequence([
        SKAction.runBlock(addRock),
        SKAction.waitForDuration(0.1, withRange: 0.15)
    ])
runAction(SKAction.repeatActionForever(makeRocks))

And implement addRock():


func addRock() {
    var rock:SKSpriteNode = SKSpriteNode(color: SKColor.brownColor(), size: CGSizeMake(8, 8))
    rock.position = CGPointMake(self.size.width / 2, self.size.height - 50)
    rock.name = "rock"
    rock.physicsBody = SKPhysicsBody(rectangleOfSize: rock.size)
    rock.physicsBody.usesPreciseCollisionDetection = true
    addChild(rock)
}

Build and run the project and you'll see a bunch of rocks being generated and bouncing off the spaceship. While Apple's tutorial has you manually removing rocks that fall off the screen, apparently some changes to the Sprite Kit API now do that for you automatically (you'll notice the "node" count stays constant while the app is running).

And that's it! A very basic overview to both Sprite Kit and Swift. Try playing around with the project and see what else you can come up with. Happy hacking!

· 1 comments

Arcadia + Game Center for Cordova

It’s been a slow couple of months. A bit of “real life” upheaval (in the form of having to find a new job) has prevented blog updates. I haven’t been completely idle during this time, though, and have been working on a few small projects, two of which I’ll detail here.

The first is a Game Center plugin for Apache Cordova. I wanted to learn how to write a Cordova plugin, and as far as I know, no one else has written a plugin for Game Center. I’m probably the only person who is stupid enough to write such a thing. It’s not a 100% complete implementation, but has support for leaderboards, achievements, and turn-based multiplayer games. To test the plugin out, I wrote a simple reversi game, which will allow users to play via asynchronous multiplayer. The game itself isn’t quite done (I hit a roadblock in that I only had one iOS device to test on), but I’m hoping to get back in and finish it soon.

The other project is a minimalistic <canvas>-based game framework. What started as some experimentation with the canvas tag turned into something more like a full-fledged game framework. I use the term “full-fledged” pretty loosely, of course. It has support for game scenes, shape-based sprites, and particle emitters, and handles keyboard/mouse/touch input. My big source of inspiration was the Flash-based games of developer Kenta Cho. While it’s relatively easy to create a simple 2D game in Flash, a lot of the boilerplate code you might want is missing from JavaScript. This framework might help you out in creating prototypes that can be easily embedded into your website for quick feedback. If you end up wanting to publish the game (on mobile, for example), you can set an option when instantiating the game container that causes the canvas to scale to fit the size of the window, which means you could publish across multiple screen sizes pretty easily. I’m currently experimenting with making a simple dual-stick shooter using the framework.

As always, comments and suggestions are welcome. Keep programming!

· 0 comments

Invading the Firefox Marketplace

Another day, another marketplace to list your apps in. This time it's the Firefox Marketplace, the new hotspot for "HTML5" apps. I recently registered as a developer and uploaded Nonogram Madness and Shikaku Madness.

Not really much to report, I had to make a few tweaks to both games to ensure they ran OK on the Firefox OS simulator, but aside from that it was easy to create an account and get both apps approved. Yes, your apps have to be vetted in the Firefox Marketplace, which is kind of annoying, but I guess it makes sense to have some level of curation to weed out malware, useless software, etc. My positive experience was that while both my apps had an initial bug (only counted iOS + Android as having touchscreen support, not Firefox OS), I fixed the problem and didn't have to wait another week for them to be reviewed again; they were live that same day.

One kinda cool thing is that if you download Firefox Aurora (the "beta" version of the next Firefox release), you can install webapps locally on your computer; they get a native app wrapper, so you can launch them just like regular programs. Give it a shot, Mozilla has been doing a lot of cool things recently, so it's worth checking out Firefox again.

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How many times can you call a recursive function in JavaScript?

Hmm, that's a question you probably have NEVER thought about, amirite? Well, after doing a bit of random JavaScript programming yesterday to help out a co-worker, he expressed concern that the solution I implemented (which used recursion) might have problems if the number of iterations was very large. To be honest, I'd never thought about it before; my ignorance stemmed from the fact that I've never had to deal with a data set large enough to cause a stack overflow from using recursion.

So, is this a valid concern? Should you stop writing recursive functions? After a quick search on Stack Overflow (oh, the irony), I found this answer, which, while old, gives you a general idea of what to expect with modern browsers.

I threw together a quick jsFiddle that you can run in your favorite browser to find out the limits today. The answer's author also put together a test which displays results for multiple browsers, so you can see some more up-to-date numbers.

The end result? Unless you're operating on a data set numbering in the tens of thousands, you don't have to worry about your recursive algorithm crashing. And the sad part is that my co-worker still wanted me to re-write my code.

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Nonogram Madness on Google Play and Mac App Store!

Been a quiet month or so since my last update. I haven't been very productive in terms of new work, unfortunately. The purchase of my new Android phone got me thinking about doing some more work on my Android port of Shikaku Madness. Although it was released in June and priced at $0.99, I got maybe 10 sales in the course of 6 months, and I think 8 of those requested refunds. Probably my fault for not requiring a higher version of Android... since I have no idea how the game performs on anything less than Ice Cream Sandwich. In any case, I decided I would create a new, free version of the Android release, and integrate IAP so as to let players try the game out. Check it out on the Play Store. I don't think it's any more successful, but more people are downloading it, at least.

I also spent about two weeks porting over Nonogram Madness to Javascript, and released Android and Mac OS X versions. It's kind of a simplified port, mostly due to the fact that Javascript DOM performance is terrible on mobile, but I think it turned out pretty well.

I'm not exactly sure what my next project will be; possibly something using Unity (which I've told myself I would do for about a year now). I have an app entry in iTunes Connect that is going to expire in less than a month, so you'll see something soon. If you have any comments or suggestions about my Javascript games, drop me a line... I'd love to hear your feedback.

· 1 comments