I'm diving into GameplayKit with Spritekit and from what I gather, you subclass GKEntity and then start adding GKComponents to that entity. The entity would more or less just be a bag of components that fill some function.
The part I'm confused about is communication between components. How do you keep them decoupled. For example, lets say I have a HealthComponent class, and I add that component to a PlayerEntity, and an EnemyEntity. I also have a HealthBarComponent but I only want a health bar to appear above the player. When the player takes damage, that information needs to be updated in the HealthBarComponent.
So how should that information be sent? I see there is a class called GKComponentSystem in the documentation. I'm not 100% on how that should be used.
Another question is.. when the player's health reaches zero he should regenerate while the enemy should stay dead. When the player runs out of lives, the game ends.
The health system for both an enemy and player would be roughly the same, but the events around death would be totally different for each. I'm not following how to use a component system while keeping the unique behavior of each entity.
some pseudo-code would be great
It looks like this framework works a bit differently than others I've seen, in that systems only work on a single type of component rather than on entities with groups of component types.
In the GamePlay-Kit framework you can either loop through and update your entities manually (which in turns updates each entities components) or create a class which inherits from GKComponentSystem. Then when you update the system it updates all the components you have added to it so long as their class type matches the type you initialized the system with
To handle your health bar issue I would say make a HealthBarComponent which, during its update, retrieves the HealthComponent from its owner entity, reads the health value & renders itself every frame. But you only add a HealthBarComponent to your player entity.
You can retrieve the owner entity from a component and vice versa (see GKComponent.entity & GKEntity.components) so you could update your health bar like this:
/*Note: I'm not an ios developer, this is pseudocode*/
HealthBarComponent.update(){
int healthValue = self.entity.components.get(HealthComponent).value;
//Now render your health bar accordingly or hold onto this for later
}
To handle the player death issue I would think your best bet would be to have two different types of Health components (PlayerHealth & EnemyHealth) with two different corresponding systems. That or have a single Health component but 2 separate 'Death' components. Yeah it seems redundant but I'm having a hard time thinking of a better way inside of this framework. In my experience you either spend your time worrying about keeping everything completely decoupled and reusable or you build a game :)
Components can access their entities via the self.entity property. From there, you can query other components to pass data to via the entity componentForClass property:
guard let moveComponent = entity?.componentForClass(MoveComponent.self) else {
fatalError("A MovementComponent's entity must have a MoveComponent")
}
The iOS Games by Tutorials book has an excellent tutorial that covers GameplayKit entities and components.
Notifications are nice for this kind of problem. There's no direct object coupling at all, and it's very extensible if more than one object ends up needing to know (e.g. your health bar component, a higher-level game object that determines game over, maybe even enemy/ally AI to behave differently when health is low).
You could have a notification named "playerHealthChanged" and have your health-bar component and other objects register independently to respond to that event. (You likely need to let the HealthComponent instance know whether it should post this notification, so only the player posts - perhaps it could use isKind(of:) on its entity, or just have a bool field to enable posting, set to true for the player instance).
I usually put all notification name definitions in a single module so any class can access them:
let kPlayerHealthChangedNotification = Notification.Name("playerHealthChanged")
Here's the way the component would post the notification (you could pass an object other than self if desired):
NotificationCenter.default.post(name: kPlayerHealthChangedNotification, object:self)
Then the objects that care about player health changes can register like so in their init code - create a handler function, than add self as an observer for the notification:
#objc func onPlayerHealthChanged(_ notification:Notification) {
// do whatever is needed; notification.object
// has the object from the post
}
// put this in a setup method - init or similar:
NotificationCenter.default.addObserver(self,
selector: #selector(onPlayerHealthChanged(_:)),
name: kPlayerHealthChangedNotification
object:nil)
Here's the documentation: https://developer.apple.com/documentation/foundation/notifications
Related
We're using Realm (Swift binding currently in version 3.12.0) from the earliest days in our project. In some early versions before 1.0 Realm provided change listeners for Results without actually giving changeSets.
We used this a lot in order to find out if a specific Results list changed.
Later the guys at Realm exchanged this API with changeSet providing methods. We had to switch and are now mistreating this API just in order to find out if anything in a specific List changed (inserts, deletions, modifications).
Together with RxSwift we wrote our own implementation of Results change listening which looks like this:
public var observable: Observable<Base> {
return Observable.create { observer in
let token = self.base.observe { changes in
if case .update = changes {
observer.onNext(self.base)
}
}
observer.onNext(self.base)
return Disposables.create(with: {
observer.onCompleted()
token.invalidate()
})
}
}
When we now want to have consecutive updates on a list we subscribe like so:
someRealm.objects(SomeObject.self).filter(<some filter>).rx.observable
.subscribe(<subscription code that gets called on every update>)
//dispose code missing
We wrote the extension on RealmCollection so that we can subscribe to List type as well.
The concept is equal to RxRealm's approach.
So now in our App we have a lot of filtered lists/results that we are subscribing to.
When data gets more and more we notice significant performance losses when it comes to seeing a change visually after writing something into the DB.
For example:
Let's say we have a Car Realm Object class with some properties and some 1-to-n and some 1-to-1 relationships. One of the properties is a Bool, namely isDriving.
Now we have a lot of cars stored in the DB and bunch of change listeners with different filters listing to changes of the cars collection (collection observers listening for changeSets in order to find out if the list was changed).
If I take one car of some list and set the property of isDriving from false to true (important: we do writes in the background) ideally the change listener fires fast and I have the nearly immediate correct response to my write on the main thread.
Added with edit on 2019-06-19:
Let's make the scenario still a little more real:
Let's change something down the hierarchy, let's say the tires manufacturer's name. Let's say a Car has a List<Tire>, a Tire has a Manufacturer and a Manufacturer has aname.
Now we're still listing toResultscollection changes with some more or less complex filters applied.
Then we're changing the name of aManufacturer` which is connected to one of the tires which are connected to one of the cars which is in that filtered list.
Can this still be fast?
Obviously when the length of results/lists where change listeners are attached to gets longer Realm's internal change listener takes longer to calculate the differences and fires later.
So after a write we see the changes - in worst case - much later.
In our case this is not acceptable. So we are thinking through different scenarios.
One scenario would be to not use .observe on lists/results anymore and switch to Realm.observe which fires every time anything did change in the realm, which is not ideal, but it is fast because the change calculation process is skipped.
My question is: What can I do to solve this whole dilemma and make our app fast again?
The crucial thing is the threading stuff. We're always writing in the background due to our design. So the writes itself should be very fast, but then that stuff needs to synchronize to the other threads where Realms are open.
In my understanding that happens after the change detection for all Results has run through, is that right?
So when I read on another thread, the data is only fresh after the thread sync, which happens after all notifications were sent out. But I am not sure currently if the sync happens before, that would be more awesome, did not test it by now.
In my app I have to load some data from a web service. Then I have to sort the data by properties of models of a collection property of the model and then update my collectio view with the new data.
Unfortunately I have no clue how I can know which cell moved to which new position. On Android, I used DiffUtil in the past but I'm not aware of a Swift equivalent to animate the changes in my collection view.
Heres the data model I use. For the this example, I omit all the other fields and use protocols to make it clearer (at least I hope this makes it clearer):
protocol Alert {
var date: Date
var statusType: StatusType
}
protocol Status {
var statusType: StatusType
var level: Level
}
protocol Device {
var states: [Status] //Contains never more than 1 Status of each StatusType so its basically a set
var alertsByStatusType: [StatusType: [Alert]]
}
enum StatusType {
case someStatus, someOtherStatus
}
enum Level {
case low, medium, high
}
The web service returns me a device which contains a collection of Status and a collection of Alert.
//Web service model kind of sucks
protocl WebServiceDevice {
var states: [Status]
var alerts: [Alert]
}
In the device constructor, I do some manually sorting and mapping to build the alertsByStatusType dictionary. I also sort the Status collection by the Status.level so that first, all "high" level states come, then the "medium" level and finally the "low" level states.
Inside the same level, I then have to sort by the Alerts.date so when two Status have the same Level, the one with the more recent Alert comes first.
I know, this data model I get from the web service is terrible to begin with and I begged for a proper model where the alerts are inside their corresponding states and the states are properly sorted but hey, thats life.
Now when I display all states in a tableview, let's say a Status with level == low gets and alert, then the level will change and after updating my data from the web service and sorting everything, it will be further to the beginning in the Device.states collection. How can I know from which indexPath I have to move the cell to which new indexPath?
I hope you understand what I mean and what the problem is. Basically I have to find out which Status has a different Level and from where to where it has moved in the data source of my table view so I can animate the changes instead just call reload() on the table view.
I'm not sure why but the answer I selected as correct for this question has vanished so I thought I'd answer it myself. I was pointed to a library which can do exactly that and by the time of writing, I found more libraries.
They probably all have their ups and downs and the one I use now is the Dwifft Library (https://github.com/jflinter/Dwifft)
Other interesting diff libraries can be found here: https://awesome-repos.ecp.plus/ios.html under the Data Structures / Algorithms section
Instagram's IGListKit does really good job when it comes to deal with arrays in a list view(i.e. UICollectionView) thanks to ListDiff function.
I am working on building a game where a user is able to build their own map to explore. Using GameKit and Game Center is it possible to challenge another user to play that map that was just created?
If so, how does this work so that the other user can see the graphics, data, etc that was created within another users game instance?
It would depend entirely on how your game is designed. GameCenter doesn't really care what sort of data you are sending in a match, as long as it adheres to the limits Game Center Places on messages.
The common factor is that you need to find a way to serialize your custom level into a format that can be sent over Game Center, then write deserialization methods to get the data into the map's format. If your maps are persistent, you can probably just send the file (unless you are using a very inefficient representation) and then use your regular methods for making a map out of the file.
For simplicity, lets say that you're making a turn-based game with a Minecraft-like board, so the only thing that you can edit is the height of each block. You might send a special turn with the JSON-serialized equivalent of
NSArray* board = //Array of arrays of NSNumbers with the heights of each block.
NSArray* turn = #[#"This is the turn that sends the board", board];
//serialize this into a NSData with JSON then send it with endTurnWithMatchData:
Then in your receivedTurnEventForMatch: method, you test for the special string in index zero that turn, or just expect it to be the first turn, and then use it to create the board, and programmatically end your current turn with no action if it is the other player's turn, or let the player receiving the custom map make his first turn.
For more ambitious custom content like images you would have to get the maximum size turn you can currently send and then break up the images into chunks to send.
I am making an iPad app where the user can create graphic content with images and text. I am storing this in memory in an array of custom UIView subclasses. Each of these view subclasses can have any number of subviews containing images or text.
Now I need to save these in the device. As I explore, there seem to be many ways to do this and would like to know what would be the best for this case.
It looks like you are asking for the architectural design of what will end up being a Drawing app. This means that best it's really dependent on you specific use-cases, and cannot be answered completely unless you provide a quite detailed list of requirement.
But in general, I could try to give you some general tips that will have anyway to be integrated with you own specific nitty-gritty implementation.
This description will make some assumptions regarding the basic use cases that an app like this may need:
The user can create an image using multiple tools to achieve the result. These can be anything, from a brush to a textfield and so on
The information regarding which tools have been used to create the picture and how this tools have influenced the picture current look, can be saved in order to allow the user to later on edit the picture
Said this, the main problem is: how to store your drawing state in order to recover it later?
There are indeed many ways to achieve it, but I believe 2 of them are what would be considered "clean and famous enough".
NSKeyedArchiver
This wouldn't be my favourite (difficult to maintain), but if you have to deal with UIView, it's probably gonna be the quickest.
The NSKeyedArchiver is
.. a concrete subclass of NSCoder, provides a way to encode objects
(and scalar values) into an architecture-independent format that can
be stored in a file.
It implements the Memento design pattern and It's the same pattern described in Pro Objective-C Design Patterns, that, incidentally, presents a case study that has many of the most important use-cases matching yours:
A drawing pad allows scribbling with the user’s finger.
[...]
It allows the user to save a scribble.
It allows the user to open a saved scribble.
[...]
It's an app for having a drawing pad, where you can draw lines with your finger.
Yours looks like a simplified version of this, with images and texts instead of the scribble.
So, what's the pro, in this specific case, of using the NSKeyedArchiver? The UIView already implements the NSCoding protocol, the one needed to archive the object. So, for most of the information you need to store (coordinates, frame size, background color ...), you don't have to do anything but... archiving the object.
For any additional attribute on top of the UIView (for instance: the local path of your image, because archiving an UIImageView is really expensive), you can take a look at this article that explains with proper detail what you have to do in order to take advantage of the NSKeyedArchiver to store your object states.
This all boils down to:
implement the NSCoding protocol for each of the tools your drawing app is gonna provide
keep track of the subviews that the user create (images, text...)
when the user hit "save", loop through them, create an archive, and store them to a sensful path. The first component of the path could be the name of the Drawing, the second one the name of the tool and the third an id for each time the tool has been used. Like
// A mountain image
/<path to you Document dir>/Mountains/Image/1
// A sun
/<path to you Document dir>/Mountains/Image/2
// The text "Mountain is awesome"
/<path to you Document dir>/Mountains/Text/1
Then of course you will have to save the list of Drawing names somewhere, either in a plist file or in a NSUserDefault, so to be able to show them to the user in case they want to restore them for editing.
Core data
This is probably the cleanest and more maintainable way to store you object states, but is gonna be a bit tough and cumbersome, in particular if it's the first time you use core data. I'm not gonna dig into Core Data, but I can give you some guidelines of the whole procedure. Basically:
You create a db schema that represents each of the tools your are gonna let the user use. Like: a table for Image, a table for Text and so on
On each table you put the attributes you need to remember (location, text color for "Text", image URL for "Image" and so on)
You create a table for the Drawing that the user create, with a 1-many relationship to the tool tables. This relations represents the object shown in the drawing.
Initialize you drawing canvas and each component according to what's stored in the db
Every time the user hit "save", create or update the proper db tables in order to reflect the current drawing configuration in the storage.
One of the advantages of this approach is that, if one day you want to change a tool component property or add new ones, you can take advantage of schema migrations in order to deliver backward compatibilities with new updates. So the users will still be able to use their old drawings.
And so on and so forth...
These are two of the zilions of possibilities. You could use also use:
NSUSerDefault to store states, that I suggest to avoid. It's gonna be really hard to maintain
Mix of the two aforementioned techniques
If you plan to deliver >= iOS6 only support, you can check this
etc
The two I described are just what I feel are the usual and most discussed way of doing this. You find them in books, tutorials and they let you quite a lot of flexibility for anything you have to do.
If you need more explanatory links, let me know.
As I mentioned in a comment, you might want to look into iOS's state preservation API's. However, if you want to build your own system to do this it'd be pretty simple using some clever categories and dictionaries. Then you can serialize/deserialize your dictionaries using NSKeyedArchiver and NSKeyedUnarchiver.
eg:
#interface UIButton (MyAppCategory)
- (NSDictionary *)viewProperties;
- (void)configureFromProperties: (NSDictionary *) properties;
#end
#implementation UIButton (MyAppCategory)
- (NSDictionary *)viewProperties {
return #{ #"class" : NSStringFromClass([self class]),
#"frame" : [NSValue valueWithRect:self.frame],
#"titleLabelText" : self.titleLabel.text,
// etc...
};
}
- (void)configureFromProperties: (NSDictionary *) properties {
NSValue * value = properties[#"frame"];
if ([value isKindOfClass:[NSValue class]]) {
self.frame = value.rectValue;
}
NSSString * titleLabelText = properties[#"titleLabelText"];
if ([titleLabelText isKindOfClass:[NSString class]]) {
self.titleLabel.text = titleLabelText;
}
}
#end
// replicate the above pattern for other view objects you need to support
#implementation MyViewFactory
- (UIView)recreateViewFromProperties: (NSDictionary *) properties {
NSString * className = properties[#"class"];
if ([className isKindOfClass:[NSString class]]) {
Class viewClass = NSClassFromString(className);
id viewObject = [[viewClass alloc] init];
if ([viewObject respondsToSelector:#selector(configureFromProperties:)]]) {
[viewObject performSelector:#selector(configureFromProperties:) withObject:properties];
return viewObject;
}
}
return nil;
}
// exercise for the reader: iterate your views and use the viewProperties: method to collect your views' configuration info...
#end
If you want to allow for future session editing and loading etc. I would suggest designing a data structure and create a core data model out of it.
Some structure holding the session metadata e.g. sessionID, creationDate, dictionary of key:imageName value:imageFrame (CGRect wrapped in NSValue, use setObjectForKey).
Loading images for the session would work by calling the keys into an array using e.g.[sessionImageDictionary allKeys], iterating through the keys and asynchronously (NSOperationQueue with maxConcurrentOperationCount) loading the image at some Macro path to e.g. the library directory, and appending the key, which is the imageName.
In the same iteration you can set its frame by calling [sessionImageDictionary valueForKey:[arrayOfKeys objectAtIndex:currentIteration]; Converting the previously stored NSValue back to CGRect.
The datastructure all depends on the amount of features you want, but the good thing is it allows for expansion and with core data as the backing store, you could do things like sync between devices, enable multiple sessions for loading and saving like a "My projects" feature. It will help if lets say the user builds up a library of images (all stored in your apps library directory) and then the user uses the same image in the same session or in multiple sessions, only one copy of the image needs to exist, with zero duplicate write outs to disk and the core data object will have the filename stored in the session.
The most important part would be building a correct Core-Data model and writing an extractor that can accept these custom subclasses, strip out the data to create, populate and save an NSManagedObject to the persistent store.
Your best option is to use UIDocument with NSFileWrapper folder. Then you can store all your files in one folder which is saved automatically when the contents change.
Refer to:http://developer.apple.com/library/ios/#documentation/DataManagement/Conceptual/DocumentBasedAppPGiOS/Introduction/Introduction.html#//apple_ref/doc/uid/TP40011149-CH1-SW1
I am planning on creating my app in a 'Model-View-Controller'(MVC)-style, and in the end, for me at least, this means that all data is stored in the controller-class. Let's say I have a class Player, and the player has several objects of class Weapons or Equipment or whatever. The initialization of Controller* stores the player(s), so if I can store/save only the Controller-object over time, even if the app or the device restarts, that would be nice. I did this in Java one, I put in Serialization = 100L;(or something like it) in the top of the file of every object that would be included when saving the Controller-object, and it worked perfectly. Is this possible in ios/cocoa-touch/objective-c?
I have read and used Core Data (not very much), but that is just a database-table, sql?, which would have me extract every piece of information of every object?
For instance, if the object Player* has a member NSString *name;, I would have to save the actual string in Core Data, instead of saving the object of the player? Like, varchar.
If there is any way to store an entire custom object on the device for further use, I would very much like to know what it's called, and where I can read about it/tutorials.
Read up on the NSCoding protocol. You can make your object complient to it, then serialized it and save it to a file. Later you can restore it to the same state by using a decoder. For sure some other posts that cover this topic on SO.