Reputation: 129
Trouble converting program from UIKit to SceneKit. Biggest difficulty for me is understanding how delegate file, Tile, synched with array, Board, is set up with SceneKit. It is a simple project. A screenshot: https://i.sstatic.net/CZWkj.jpg. It displays a 3 x 5 array. User taps an item and it becomes highlighted. Then tap another item, it becomes highlighted, previous item, unhighlighted.
Here is the UIKit project composed of 3 files:
VIEWCONTROLLER
import UIKit
struct BoardLoc {
var x: Int
var y: Int
}
class ViewController: UIViewController, TileDelegate {
var tile: Tile!
override func viewDidLoad() {
super.viewDidLoad()
let scene = Board()
tile.tileDelegate = self
tile.board = scene
}
func getTileAtLoc(tile: Tile, _ boardLoc: BoardLoc) {
tile.boardLoc = boardLoc
}
}
BOARD
import Foundation
class Board {
var board: Array<Array<String>> = Array(count:3, repeatedValue:Array(count:5, repeatedValue:"foo"))
func putTileAt(boardLoc: BoardLoc) -> String {
return board[boardLoc.x][boardLoc.y]
}
}
TILE
import UIKit
protocol TileDelegate {
func getTileAtLoc(tile: Tile, _ boardLoc: BoardLoc)
}
class Tile: UIView {
var boardLoc: BoardLoc?
var board: Board?
var tileDelegate: TileDelegate?
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
addGestureRecognizer(UITapGestureRecognizer(target: self, action:"handleTap:"))
}
override func drawRect(rect: CGRect) {
for x in 0...2 {
for y in 0...4 {
let context = UIGraphicsGetCurrentContext()
let red = UIColor.redColor().CGColor
let orange = UIColor.orangeColor().CGColor
let bigCircle = CGRectMake(CGFloat(106 * x),CGFloat(106 * y), 106, 106)
let smallCircle = CGRectMake(CGFloat(106 * x) + 3, CGFloat(106 * y) + 3, 100, 100)
if (boardLoc != nil && boardLoc!.x == x && boardLoc!.y == y) {
CGContextSetFillColorWithColor(context, red)
CGContextFillEllipseInRect(context, bigCircle)
}
if board!.putTileAt(BoardLoc(x: x, y: y)) == "foo" {
CGContextSetFillColorWithColor(context, orange)
CGContextFillEllipseInRect(context, smallCircle)
}
}
}
}
func handleTap(gestureRecognizer: UIGestureRecognizer) {
let point = gestureRecognizer.locationInView(self)
let boardLoc = BoardLoc(x: Int(point.x) / 106, y: Int(point.y) / 106)
tileDelegate!.getTileAtLoc(self, boardLoc)
setNeedsDisplay()
}
}
Upvotes: 4
Views: 1344
Reputation: 129
import SceneKit
class GameViewController: UIViewController {
struct BoardLoc {
var x: Int
var y: Int
}
enum Type {
case Yellow
case Orange
}
var boardArray: Array<Array<Type>> = []
override func viewDidLoad() {
super.viewDidLoad()
for x in 0...2 {
boardArray.append(Array(count:5, repeatedValue:Type.Orange))
for y in 0...4 {
boardArray[x][y] = Type.Orange
}
}
let scene = SCNScene(named: "art.scnassets/balls8.dae")
let scnView = self.view as SCNView
scnView.scene = scene
scnView.autoenablesDefaultLighting = true
let taps = NSMutableArray()
let tap = UITapGestureRecognizer(target: self, action: "handleTap:")
taps.addObject(tap)
scnView.gestureRecognizers = taps
}
func handleTap(gestureRecognizer: UIGestureRecognizer) {
let scnView = view as SCNView
let point = gestureRecognizer.locationInView(scnView)
if let hitResults = scnView.hitTest(point, options: nil) {
if hitResults.count > 0 {
let result: AnyObject! = hitResults[0]
if !result.node!.name!.hasPrefix("Orange") {
return
}
let tapLoc = BoardLoc(x: Int(point.x) / 106, y: Int(point.y) / 106)
boardArray[tapLoc.x][tapLoc.y] = Type.Yellow
for col in 0...2 {
for row in 0...4 {
var yellowBall = scnView.scene!.rootNode.childNodeWithName("Yellow", recursively: true)
var secxtorX = Float(col) * 16.5 - 16
var sectorY = 34 - (Float(row) * 16.5)
if boardArray[col][row] == Type.Yellow {
yellowBall!.runAction(SCNAction.moveTo(SCNVector3(x: secxtorX, y: sectorY, z: 25), duration: 0.01))
boardArray[tapLoc.x][tapLoc.y] = Type.Orange
}
}
}
}
}
}
}
Upvotes: 1
Reputation: 13999
First of all, I recommend you to read Apple SceneKit document and some tutorials.
Scene Kit is a 3D-rendering Objective-C framework that combines a high-performance rendering engine with a high-level, descriptive API. Scene Kit supports the import, manipulation, and rendering of 3D assets without requiring the exact steps to render a scene the way OpenGL does.
Scene Kit allows you to render 3D scene easily, without OpenGL ES APIs. However you should understand how Scene Kit works.
Basically, Scene Kit provides a view controller that maintains an animation loop. This loop follows a design pattern common in games and simulations, with two phases: update and render. In the implementation, Scene Kit has more phases like the following figure (from http://www.objc.io/issue-18/scenekit.html), but basically, two phases, update and render.
So how to create Scene Kit project, the basics is
Thus, you should implement as the following.
Upvotes: 3