Showing posts with label iPhone Game Development. Show all posts
Showing posts with label iPhone Game Development. Show all posts

Monday, August 17, 2015

How to convert a decimal number to binary in Swift?


You can convert the decimal value to a human-readable binary representation using the String initializer that takes a radix parameter:

let num = 22
let str = String(num, radix: 2)
println(str) // prints "10110"

If you wanted to, you could also pad it with any number of zeroes pretty easily as well:

func pad(string : String, toSize: Int) -> String {
    var padded = string
    for i in 0..<toSize - countElements(string) {
        padded = "0" + padded
    }
    return padded
}

let num = 22
let str = String(num, radix: 2)
println(str) // 10110
pad(str, 8)  // 00010110

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Swift - Integer conversion to Hours/Minutes/Seconds


Define

func secondsToHoursMinutesSeconds (seconds : Int) -> (Int, Int, Int) {
  return (seconds / 3600, (seconds % 3600) / 60, (seconds % 3600) % 60)
}
Use

> secondsToHoursMinutesSeconds(27005)
(7,30,5)
or

let (h,m,s) = secondsToHoursMinutesSeconds(27005)

The above function makes use of Swift tuples to return three values at once. You destructure the tuple using the let (var, ...) syntax or can access individual tuple members, if need be.

If you actually need to print it out with the words Hours etc then use something like this:

func printSecondsToHoursMinutesSeconds (seconds:Int) -> () {
  let (h, m, s) = secondsToHoursMinutesSeconds (seconds)
  println ("\(h) Hours, \(m) Minutes, \(s) Seconds")
}

Note that the above implementation of secondsToHoursMinutesSeconds() works for Int arguments. If you want a Double version you'll need to decide what the return values are - could be (Int, Int, Double) or could be (Double, Double, Double). You could try something like:

func secondsToHoursMinutesSeconds (seconds : Double) -> (Double, Double, Double) {
  let (hr,  minf) = modf (seconds / 3600)
  let (min, secf) = modf (60 * minf)
  return (hr, min, 60 * secf)
}

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Convert Int to String in Swift


Converting Int to String:

let x : Int = 42
var myString = String(x)
And the other way around - converting String to Int:

let myString : String = "42"
let x: Int? = myString.toInt()

if (x != nil) {
    // Successfully converted String to Int
}

Or if you're using Swift 2:

let x: Int? = Int(myString)

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Does Swift support implicit conversion?


There is no implicitly cast in Swift.

Easy way of conversion in swift is using constructor of particular type.

Like if you want to get Float from double then you can use Float(doubleValue) and Same way if you want to convert float to integer then you can use Int(floatValue).

Like:

let intValue = UInt8(doubleValue)

Beware that you will loose number after decimal point. So, choose a better way. Above conversion is just to help you in understanding.

Note that Swift always chooses Double (rather than Float) when inferring the type of floating-point numbers.

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Swift - How to convert String to Double


You can simply bridge it like this:

(swiftString as NSString).doubleValue

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Convert Float to Int in Swift


You can convert Float to Int in Swift language such like,

var myIntValue:Int = Int(myFloatValue)
println "My value is \(myIntValue)"

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What is the difference between -viewWillAppear: and -viewDidAppear:?


In general, this is what I do:

1) ViewDidLoad - Whenever I'm adding controls to a view that should appear together with the view, right away, I put it in the ViewDidLoad method. Basically this method is called whenever the view was loaded into memory. So for example, if my view is a form with 3 labels, I would add the labels here; the view will never exist without those forms.

2) ViewWillAppear: I use ViewWillAppear usually just to update the data on the form. So, for the example above, I would use this to actually load the data from my domain into the form. Creation of UIViews is fairly expensive, and you should avoid as much as possible doing that on the ViewWillAppear method, becuase when this gets called, it means that the iPhone is already ready to show the UIView to the user, and anything heavy you do here will impact performance in a very visible manner (like animations being delayed, etc).

3) ViewDidAppear: Finally, I use the ViewDidAppear to start off new threads to things that would take a long time to execute, like for example doing a webservice call to get extra data for the form above.The good thing is that because the view already exists and is being displayed to the user, you can show a nice "Waiting" message to the user while you get the data.

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Looking to understand the iOS UIViewController lifecycle


All these commands are called automatically at the appropriate times by iOS when you load/present/hide the view controller. It's important to note that these methods are attached to UIViewController and not to UIViews themselves. You won't get any of these features just using a UIView.

There's great documentation on Apple's site here. Putting in simply though:
  1. ViewDidLoad - Called when you create the class and load from xib. Great for initial setup and one-time-only work.
  2. ViewWillAppear - Called right before your view appears, good for hiding/showing fields or any operations that you want to happen every time before the view is visible. Because you might be going back and forth between views, this will be called every time your view is about to appear on the screen.
  3. ViewDidAppear - Called after the view appears - great place to start an animations or the loading of external data from an API.
  4. ViewWill/DidDisappear - Same idea as WillAppear.
  5. ViewDidUnload/ViewDidDispose - In Objective C, this is where you do your clean-up and release of stuff, but this is handled automatically so not much you really need to do here.
The UIViewController lifecycle is diagrammed here:




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How to set iPhone UI View z index?


UIView siblings are stacked in the order in which they are added to their superview. The UIView hierarchy methods and properties are there to manage view order. In UIView.h:

@property(nonatomic,readonly) UIView *superview;
@property(nonatomic,readonly,copy) NSArray *subviews;

- (void)removeFromSuperview;
- (void)insertSubview:(UIView *)view atIndex:(NSInteger)index;
- (void)exchangeSubviewAtIndex:(NSInteger)index1 withSubviewAtIndex:(NSInteger)index2;

- (void)addSubview:(UIView *)view;
- (void)insertSubview:(UIView *)view belowSubview:(UIView *)siblingSubview;
- (void)insertSubview:(UIView *)view aboveSubview:(UIView *)siblingSubview;

- (void)bringSubviewToFront:(UIView *)view;
- (void)sendSubviewToBack:(UIView *)view;

The sibling views are ordered back to front in the subviews array. So the topmost view will be:

[parentView.subviews lastObject];

and bottom view will be:

[parentView.subviews objectAtIndex:0];

[parentView bringSubviewToFront:view] will bring the view to the top, but this is only the case if the views are all siblings in the hierarchy.

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Tuesday, July 7, 2015

Physics Joints in Unity 2D


The cross-platform game engine Unity has powerful support for creating 2D and 3D games. It's a great choice for aspiring game developers, since it works for most mobile, desktop and console platforms, and even better, it's free to use for lower-revenue developers and studios. One of the key components of Unity are physics joints, which let you create various connections between objects in Unity. Using joints, you can describe a connection between two objects, which means you can simulate the physics of almost any multi-part object you can think of, including doors, sliding platforms, chains or even wrecking balls! :] This tutorial will focus on using joints in Unity 2D, although Unity supports joints in its 3D engine as well.


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Thursday, August 28, 2014

iOS : How to sort a NSArray alphabetically?


We can use this line to sort an NSArray,

sortedArray = [anArray sortedArrayUsingSelector:@selector(localizedCaseInsensitiveCompare:)];

This works great for an array of NSString, however if you want to extend this to another type of object, and sort those objects according to a 'name' property, you should do this instead:

NSSortDescriptor *sort = [NSSortDescriptor sortDescriptorWithKey:@"name" ascending:YES];
sortedArray=[anArray sortedArrayUsingDescriptors:[NSArray arrayWithObject:sort]];

Your objects will be sorted according to the name property of those objects.

If you want the sorting to be case insensitive, you would need to set the descriptor like this

NSSortDescriptor *sort = [NSSortDescriptor sortDescriptorWithKey:@"name" ascending:YES selector:@selector(caseInsensitiveCompare:)];

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Tuesday, August 26, 2014

How to get list of all founts available in iOS SDK


T
o get list of all founts available in iOS SDK, use the following code,

// List all fonts on iPhone
NSArray *familyNames = [[NSArray alloc] initWithArray:[UIFont familyNames]];
NSArray *fontNames;
NSInteger indFamily, indFont;
    for (indFamily=0; indFamily<[familyNames count]; ++indFamily)
    {
        NSLog(@"Family name: %@", [familyNames objectAtIndex:indFamily]);
        fontNames = [[NSArray alloc] initWithArray:
                     [UIFont fontNamesForFamilyName:
                      [familyNames objectAtIndex:indFamily]]];
        for (indFont=0; indFont<[fontNames count]; ++indFont)
        {
            NSLog(@"    Font name: %@", [fontNames objectAtIndex:indFont]);
        }
        [fontNames release];
    }
[familyNames release];

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Saturday, March 8, 2014

Build Missile Command with Sprite Kit: User Interaction


In the previous tutorial, we laid the foundation of our Missile Command game by creating the project, setting up the single-player scene, and adding user interaction. In this tutorial, you'll expand the game experience by adding a multi-player mode as well as physics, collisions, and explosions.


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Build Missile Command with Sprite Kit: Project Setup


In this tutorial, you'll learn how to use Apple's Sprite Kit framework to recreate a Missile Command game for the iPad. Along the way, you'll learn more about several core concepts such as, sprites, touches, physics, collisions, and explosions. The goal of the second tutorial is to add physics, collisions, and explosions. The second tutorial also expands the game experience by adding a multi-player mode.


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Tuesday, February 25, 2014

Floaty Balloon: How to Build a Flappy Bird Clone in 2 Hour


Unless you've been living under a rock, you'll have probably heard of a little iOS game called Flappy Bird. Whilst users went nuts over it, the iOS developer community's response to Flappy Bird was a bit less enthusiastic; many criticised it for its poor implementation and relative crudeness. But though several developers declared that they could have built Flappy Bird in an hour, others quietly confessed that, although they could see it was simplistic, they actually wouldn't have the first clue where to begin with writing a game for iOS – even one as simple as Flappy Bird. Games are a hugely popular genre of app, but making games is a somewhat different process to traditional application development. There are dozens of ways to build games on iOS, from cross-platform tools such as Unity, to 3rd party frameworks such Cocos2D, to built-in APIs such as SpriteKit and GLKit. Most app developers have heard of these, but many have never have tried using them. In this tutorial, we'll demystify gaming on iOS by building Flappy Bird Floaty Balloon in a couple of hours, using ordinary UIKit classes that any app developer should already be familiar with. UIKit is not designed for gaming, but as we will demonstrate, it's perfectly suitable for building a simple game such as this.


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Monday, February 3, 2014

Programming Game Controllers in iOS 7


The iOS platform has been somewhat handicapped when it comes to games due to the twin stick interaction paradigm prevalent on games consoles. Even having physical buttons that give tactile feedback about what control the player has used existed on the first Atari consoles which hard glass screens cannot recreate. On screen twin stick controls have improved over the years, but still don't offer the responsive feedback of dedicated hardware controls, and will always have the problem of obscuring part of the user interface and the action going on in the game. All this has changed in iOS7, with Apple quietly announcing the Made For iOS (MFi) Game Controller specification at WWDC 2013 and the first three controllers having come to market 7 months later.


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Friday, January 24, 2014

How To Make A Simple iPhone Game with Cocos2D 3.0 Tutorial


What better way to celebrate the brand new 3.0 release of Cocos2D than with a fresh update to a classic tutorial! Cocos2D 3.0 is the latest version of the hugely popular open source iOS framework for developing 2D games, including thousands of App Store games and many top 10 hits. It has great sprite support, a deeply integrated version of the excellent Chipmunk2D physics library, OpenAL sound library, fun effects, and loads more. In this Cocos2D 3.0 tutorial for beginners, you will learn how to create a simple and fun 2D game for your iPhone from start to finish. If you've previously followed the Cocos2D 2.0 Tutorial, then this may feel familiar however you will be utilizing the integrated physics engine to take it to the next level. You can either follow along with this tutorial or just jump straight to the sample project source at the end. And yes, there will be blood, I mean ninjas!


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Tuesday, January 21, 2014

Today iOS Development Resources, Open Sources, Articles, Tutorials and Samples


Today iOS Development Resources, Open Sources, Articles, Tutorials and Samples

1- Open Source Component For Easily Creating Customizable Animated Pop-Out Widget Menus



An open source component allowing you to easily create animated pop out menus with a customizable layout (linear, arch, and circular layouts built in), and support for a number of different gestures:


You can find DLWidgetMenu on Github here.
A great component for making animated curved menu.

2- Tutorial: Building A Weather App With Functional Objective-C Programming Using ReactiveCocoa


A tutorial explaining the basics of functional programming in Objective-C using ReactiveCocoa in the creation of a stylish weather app:

You can find the tutorial in two parts here: Part 1, Part 2.
A nice tutorial for those interested in functional programming, and learning some best practices from an experienced iOS developer.

3- Customizable iOS Action Sheet Component With Support For Titles, Images, Maps And More


An open source customizable action sheet component with a number of interesting features like custom titles, easy image and map embedding, and more:


You can find DoActionSheet on Github here.


A very nice action sheet control.


4- An Xcode Plugin Enabling Easy Use Of The Clang Source Code Formatting Tool


An Xcode plugin that makes it easy to use the Clang formatting tool providing a menu with a selection of built in formats, and custom formats that can be implemented whenever code is saved:


You can find ClangFormat-Xcode on Github here.

A handy plugin for formatting your code.
If you have an iOS developer resources that you'd like to share you can submit them in below comment section.
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Sunday, January 12, 2014

Today iOS Development Resources, Open Sources, Articles, Tutorials and Samples


Today iOS Development Resources, Open Sources, Articles, Tutorials and Samples 

1- Tutorial: Getting Started With The iOS 7 Speech API

A tutorial demonstrating how to use the iOS 7 speech synthesize API explaining how to choose a voice from the many languages and accents, and speak at a chosen pitch and speed:

You can find the tutorial on the Use Your Loaf site here, and the example code can be found on Github here.
A nice tutorial and example on using the new speech API.
2- Open Source Component For Easily Creating A Custom Progress Indicator From An Image

An open source component allowing you to easily create custom progress views using an image:

You can find TWRProgressView on Github here.
A nice component for custom progress indicators.


3- Example Source Code: An iOS App Allowing You To Find The Nearest Starbucks And Get Directions

An open source example example app allowing the user to find the nearest Starbucks demonstrating how to use core location, maps, and more:

You can find the source code for Doppio on Github here.
You can find Doppio on the App Store here.
4- Example: An iOS News Reader App With Page Flipping
An open source example writtien in Objective-C using a number of open source projects demonstrating how to create a great looking news app with Flipboard style page flipping:

You can download the source code for NewsMagazineApp on Github here.

5- An Easy To Use Customizable iOS Circular Range Slider UI Control

An open source iOS UI control providing a slick easy to implement range slider control:

You can find SAMultiSectorControl on Github here.
A great looking range slider control.
If you have an iOS developer resources that you'd like to share you can submit them in below comment section.

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Monday, January 6, 2014

Today iOS Development Resources, Open Sources, Articles, Tutorials and Samples


Today iOS Development Resources, Open Sources, Articles, Tutorials and Samples 

1- Open Source iOS Contact Picker Control Inspired By The iOS 7 Mail App

An open source control providing a contact picker similar to the  contact selector found in the iOS 7 mail app:

You can find MBContactPicker on Github here.

A nice control for adding a contact picker to your forms.

2- Handy UIImage Category Allowing For Easy Image Blurring, Colored Image Creation And Screenshots


A handy UIImage addon category providing easy image blurring, colored image creation, and app screenshots:

You can find UIImage-Helpers on Github here.

A nice simple category for performing some common uiimage tasks.

If you have an iOS developer resources that you'd like to share you can submit them in below comment section.

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