Any chance we will be seeing an Editorial update for the iPad Pro? Editorial is my main app I use everyday for notes, task paper, etc but the non-native iPad Pro support makes everything look huge (plus loss of screen real estate) !
Thanks!
-Gary
Welcome!
This is the community forum for my apps Pythonista and Editorial.
For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.
Any chance we will be seeing an Editorial update for the iPad Pro? Editorial is my main app I use everyday for notes, task paper, etc but the non-native iPad Pro support makes everything look huge (plus loss of screen real estate) !
Thanks!
-Gary
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
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:
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()
Can someone please repost the template? That link doesn’t seem to be valid.
Thanks!
@omz thanks for the feedback!
Actually I was using the ui.Image.named()
vs the native UIImage.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')
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:
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()
Any chance we will be seeing an Editorial update for the iPad Pro? Editorial is my main app I use everyday for notes, task paper, etc but the non-native iPad Pro support makes everything look huge (plus loss of screen real estate) !
Thanks!
-Gary
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.
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 created some classes in a file (let's call this file Abc) and want to call it from another file (let's call this one Def). After my import of Abc into file Def, I can instantiate the class in file Abc.
However, once I start making changes to the class in Abc, my changes don't get reflected when I run Def until I kill Pythonista and restart. If I do the name == main check in Abc, I can run a simple test within Abc and see my changes - but even after this if I rerun Def, my changes are not reflected (until the restart). It's almost as if the Abc file is cached in memory.
I am using ios 8.2 with Pythonista 1.5 on an Air 2.
Any thoughts?
Thanks!