Forum Archive

SpriteKit?

Gibberish

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

omz

I've discontinued the SpriteKit wrapper during the beta, and it's not included in the final release.

Gibberish

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.

omz

No, it's mostly been native code.

Gibberish

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()

omz

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 like ObjCInstance(ui_view).addSubview(spritekit_view). That way, you can make use of the usual presentation methods of the ui module (i.e. ui_view.present(...), which offers multiple presentation styles).

Gibberish

@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')