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SpriteKit?
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Hi,
I saw mentions of a module name "sk" that wraps SpriteKit in precious posts. Is this released? Or will it plan on being released?
I would like to use the built-in SK physics engine. Right now was contemplating using objc_util to make use of this but before I do wanted to check.
Thanks!
-Gary -
I've discontinued the SpriteKit wrapper during the beta, and it's not included in the final release.
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Ok. Thanks! Any chance any of that old code are Python-only wrappers that could be shared? :-)
I'll be trying stuff out with the objc_util framework shortly.
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No, it's mostly been native code.
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So I have finally found the time to create something with SpriteKit - coded all on my phone (I must be a glutton for punishment). The code is below - will upload to github at some point soon. It's definitely a work in progress, but I do have the physics engine working using the default collision behavior. I have to say the bridging between Python and ObjC is nice! I was able to use ui.image and grab a named image to use as a texture!
Some questions:
- Under Pythonista 3, the code fails with no reference to the SpriteKit library. Do I just need to do the dynamic library import that I've seen in other examples?
- I have this running within a Tab because doing this as a modal seems to crash when I dismiss it. Having the tab is nice since I can easily close and/or see the console. Is there a way to programmatically close the tab?
I would like to either close the tab from within the ui or as a button on the Nav bar. - Are the ObjC instances I create (especially with the factory methods) assumed to be autoreleased? With the whole bridging framework, not sure what is being done with memory.
Note I've tested the following code on a 6S Plus as well as an iPad Pro (although the demo was not built with that device in mind). On the phone I had 70-80 objects on the scene with no problem (although sometimes it would slow to a crawl especially if there are weird physics interactions). On the iPad I would get to about 130 objects before it would crawl. Not sure if some of this is due to the fact that the app is not full screen.
Feel free to use the Pythonista's awesome image chooser by placing the cursor on one of the names in the touch function. Oh and it may crash the app :)
OK - sorry to write so much! Here's the code:
# coding: utf-8 # some code to test out SpriteKit and its physics engine # tried to generalize the functionality into utility # functions and will be looking at a better way from objc_util import * import ui import random UIViewController = ObjCClass('UIViewController') UIBarButtonItem = ObjCClass('UIBarButtonItem') UIColor = ObjCClass('UIColor') UIScreen = ObjCClass('UIScreen') UIImage = ObjCClass('UIImage') SKView = ObjCClass('SKView') SKScene = ObjCClass('SKScene') SKLabelNode = ObjCClass('SKLabelNode') SKPhysicsBody = ObjCClass('SKPhysicsBody') SKSpriteNode = ObjCClass('SKSpriteNode') SKShapeNode = ObjCClass('SKShapeNode') SKTexture = ObjCClass('SKTexture') # should refactor in class and/or actual module skview = None # utility functions to generate physics based sprite or # shape nodes of random sizes def addCircleShape(target_scene, x, y): radius = random.randint(25,45) node = SKShapeNode.shapeNodeWithCircleOfRadius_(radius) node.position = CGPoint(x, y) body = SKPhysicsBody.bodyWithCircleOfRadius_(radius) node.physicsBody = body target_scene.addChild_(node) def addBoxShape(target_scene, x, y): width = random.randint(42,80) height = random.randint(42,80) size = CGSize(width,height) node = SKShapeNode.shapeNodeWithRectOfSize_(size) node.position = CGPoint(x, y) node.zRotation = random.random() body = SKPhysicsBody.bodyWithRectangleOfSize_(size) node.physicsBody = body target_scene.addChild_(node) # This will create a texure and create a physics polygon # from the transparent places; pass in alpha # to include semi-transparent places def addSpriteWithTexture(target_scene, texture, x, y, scale = True, keep_aspect=True, alpha = 0): img = ui.Image.named(texture) img_sz = img.size width = img_sz[0] height = img_sz[1] if scale: width = random.randint(42,80) if keep_aspect: ratio = width / img_sz[0] height = height * ratio else: height = random.randint(42,80) tex = SKTexture.textureWithImage_(img) size = CGSize(width,height) node = SKSpriteNode.spriteNodeWithTexture_(tex) node.size = size node.position = CGPoint(x, y) node.zRotation = random.random() if alpha == 0: body = SKPhysicsBody.bodyWithTexture_size_(tex, size) node.physicsBody = body else: body = SKPhysicsBody.bodyWithTexture_alphaThreshold_size_(tex, alpha, size) node.physicsBody = body target_scene.addChild_(node) # was thinking this would be faster for physics but my # simple tests didn't show much difference def addSpriteWithRoundTexture(target_scene, texture, x, y): img = ui.Image.named(texture) tex = SKTexture.textureWithImage_(img) width = random.randint(42,80) height = width radius = width /2 size = CGSize(width,height) node = SKSpriteNode.spriteNodeWithTexture_(tex) node.size = size node.position = CGPoint(x, y) node.zRotation = random.random() body = SKPhysicsBody.bodyWithCircleOfRadius_(radius) node.physicsBody = body target_scene.addChild_(node) # the boundaries to keep the shapes in def addBorder(target_scene, x,y,w,h): size = CGSize(w,h) node = SKShapeNode.shapeNodeWithRectOfSize_(size) node.position = CGPoint(x,y) node.lineWidth = 2 node.fillColor = UIColor.blueColor() body = SKPhysicsBody.bodyWithRectangleOfSize_(size) body.dynamic = False node.physicsBody = body target_scene.addChild_(node) def SampleScene_touchesBegan_withEvent_(_self, _cmd, _touches, event): touches = ObjCInstance(_touches) for t in touches: loc = t.locationInView_(skview) sz = ui.get_screen_size() # the following really should be an structure for quick lookup r = random.randint(0,10) if r == 0: addSpriteWithTexture(skview.scene(), 'emj:Dizzy', loc.x, sz.height, alpha =0.75) elif r == 1: addSpriteWithTexture(skview.scene(), 'emj:Anchor', loc.x, sz.height) elif r == 2: addSpriteWithTexture(skview.scene(), 'emj:Closed_Book', loc.x, sz.height) elif r == 3: addSpriteWithTexture(skview.scene(), 'plc:Character_Horn_Girl', loc.x, sz.height, True) elif r == 4: addSpriteWithTexture(skview.scene(), 'emj:Bomb', loc.x, sz.height) elif r == 5: addSpriteWithTexture(skview.scene(), 'emj:Panda_Face', loc.x, sz.height) elif r == 6: addSpriteWithTexture(skview.scene(), 'emj:Clock_8', loc.x, sz.height, alpha=0.5) elif r == 7: addSpriteWithTexture(skview.scene(), 'emj:Moon_5', loc.x, sz.height) elif r == 8: addSpriteWithTexture(skview.scene(), 'plf:Enemy_SlimeBlock', loc.x, sz.height) elif r == 9: addSpriteWithTexture(skview.scene(), 'plf:Tile_BoxCrate_single', loc.x, sz.height, keep_aspect=False) else: addSpriteWithTexture(skview.scene(), 'emj:Cookie', loc.x, sz.height) break def createSampleScene(sz): methods = [SampleScene_touchesBegan_withEvent_] protocols = [] SampleScene = create_objc_class('SampleScene', SKScene, methods=methods, protocols=protocols) scene = SampleScene.sceneWithSize_(sz) scene.backgroundColor = UIColor.grayColor() helloNode = SKLabelNode.labelNodeWithFontNamed_("Chalkduster") helloNode.text = "Tap To Drop!" helloNode.fontSize = 30; helloNode.position = CGPoint(sz.width/2, sz.height/2) scene.addChild_(helloNode) side_width = 10 side_height = sz.height *0.8 side_y = 0 + side_height/2 side_x = 20 addBorder(scene, side_x, side_y, side_width, side_height) addBorder(scene, sz.width-side_x, side_y, side_width, side_height) addBorder(scene, sz.width/2,side_width/2,sz.width,side_width) return scene def createSKView(x,y,w=0,h=0, debug=True): global skview #print(ui.get_screen_size()) #print(w) #print(h) if w == 0 or h == 0: sz = ui.get_screen_size() w = sz[0] h = sz[1] skview = SKView.alloc().initWithFrame_((CGRect(CGPoint(x, y), CGSize(w,h)))) skview.showsFPS = debug skview.showsNodeCount = debug skview.showsPhysics = debug return skview def CustomViewController_viewWillAppear_(_self, _cmd, animated): global scene z = ui.get_screen_size() sz = CGSize(z.width, z.height) scene = createSampleScene(sz) skview.presentScene_(scene) def CustomViewController_viewWillDisappear_(_self, _cmd, animated): #print('disappear') skview.paused = True @on_main_thread def startGame(): app = UIApplication.sharedApplication() root_vc = app.keyWindow().rootViewController() tabVC = root_vc.detailViewController() sz = tabVC.view().bounds() methods = [CustomViewController_viewWillAppear_, CustomViewController_viewWillDisappear_] protocols = [] CustomViewController = create_objc_class('CustomViewController', UIViewController, methods=methods, protocols=protocols) cvc = CustomViewController.new().autorelease() skview = createSKView(0,0,sz.size.width,sz.size.height) cvc.view = skview cvc.title = 'SpriteKit' # this way you still have access to the console, can switch back to editor and kill # the tab; need a good way to close tabVC.addTabWithViewController_(cvc) # this way is painful to debug and crashes sometimes #root_vc.presentViewController_animated_completion_(cvc, True, None) # this way is also painful and need a good way to exit without killing the whole app #root_vc.showViewController_sender_(cvc, None) if __name__ == '__main__': startGame()
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Nice! To be honest, I'm somewhat surprised that the built-in image names appear to work with
imageNamed:
. I wouldn't necessarily count on that.With regards to presenting custom UIKit views, I would recommend embedding them in a
ui.View
(via something likeObjCInstance(ui_view).addSubview(spritekit_view)
. That way, you can make use of the usual presentation methods of theui
module (i.e.ui_view.present(...)
, which offers multiple presentation styles). -
@omz thanks for the feedback!
Actually I was using the
ui.Image.named()
vs the nativeUIImage.named:
so hopefully my approach will work in the future.As to the ui.View subclass, I tried that (see code below), but then SKView isn't shown until about 5-7 seconds after the View is presented. Touches do appear to pass through before showing. Any thoughts on why this would happen?
Assuming you've saved my example above into
SKExample.py
then you can try the following code (which imports previous). I did move around the scene presentation but that didn't fix the delay issues.Also note that presenting the SKView this way seems to do something that causes a slowdown occasionally so you will need to kill the whole app.
from objc_util import * import ui from SKExample import * class MyView (ui.View): def __init__(self): self.flex = 'WH' global skview z = ui.get_screen_size() self.background_color = '#b3cdff' skview = createSKView(0,0, z.width,z.height -64) sz = CGSize(z.width, z.height-64) scene = createSampleScene(sz) skview.presentScene_(scene) self_objc = ObjCInstance(self) self_objc.addSubview_(skview) def will_close(self): global skview skview.paused = True #skview.presentScene_(None) #skview = None if __name__ == '__main__': v = MyView() v.present('fullscreen')