Tag: Cocoa Touch

Make a Clock in Sprite Kit: Adding Animation to the Clock

In our first installment, we added a label and set up a clock.  We could easily do that with a story board and a wired up label. The point of series this is to have a lot of cool animation running in Sprite Kit… Continue Reading “Make a Clock in Sprite Kit: Adding Animation to the Clock”

Living Without Storyboards or Interface Builder: Grids and a Grid Class

Using Grids As Steve Jobs liked to say… “Oh, and one more thing more thing.” In my last post Living without Storyboards or Interface Builder, I mentioned scribbling on a piece of paper. I do that often, but it is helpful to go one… Continue Reading “Living Without Storyboards or Interface Builder: Grids and a Grid Class”

The Slippy Flippy Dare: Making a Basic Obstacle

To make a game fun there must be a challenge. One of those challenges is some obstacle in your path or headed towards you.  In both Flappy Bird and SlippyFlippyPenguin that  obstacle is a large rectangle with a gap in it. Your job is… Continue Reading “The Slippy Flippy Dare: Making a Basic Obstacle”

SlippyFlippy 1.1: Adding a Fading-in and out Label with Background in SpriteKit

Today we have a bug to deal with in SlippyFlippyPenguin. There are a two reports of when a user selects the hard skill level  the game  immediately goes to game over. I cannot find anything that is different in the code to account for… Continue Reading “SlippyFlippy 1.1: Adding a Fading-in and out Label with Background in SpriteKit”

SlippyFlippy 1.1: Making a High and Low Score Indicator

This is the first of my improvements to the SlippyFlippy penguin game.  While this may not make sense since I have not posted all the game code yet, it might help those trying to come up with some of these solutions for their own… Continue Reading “SlippyFlippy 1.1: Making a High and Low Score Indicator”

from Apple to Raspberry Pi: Making Classes in Python

Objective-C and Python are similar when it comes to defining new classes, but be careful with their differences. In Objective-C we would define a class with two files: a header and an implementation file. In the header we would declare properties like this And… Continue Reading “from Apple to Raspberry Pi: Making Classes in Python”

The Slippy Flippy Dare: How to Use Basic Physics in Sprite Kit

In the last installment of this series I showed two kinds of animation: SKAction and using the update: method from frame animation. The third major type of animation is using the physics engine. A physics engine takes the mathematical laws of physics and adds… Continue Reading “The Slippy Flippy Dare: How to Use Basic Physics in Sprite Kit”

From Apple to Raspberry Pi: While Loops

In Xcode, both in Objective-C and C, we have the while loop. The python equivalent is also while Since we already understand the block, know sometimes as a suite in Python, while loops in  Python are very simple to use. We can use break… Continue Reading “From Apple to Raspberry Pi: While Loops”

The Slippy Flippy Challenge: How to Move a Sprite

Back in February,  I bragged once that I could put together  Flappy Bird in a week. Someone called my bluff, and I was challenged to do so.  I did put together a game like Flappy Bird, and now I’ll show you how I did… Continue Reading “The Slippy Flippy Challenge: How to Move a Sprite”

Apple to Raspberry Pi: Python’s If

In Objective-C, we would write an if statement like this: if(number1 == number2){ NSLog(@”equal”); } in Python it is this: if number1==number2 : print(‘equal’) There is no parentheses required around the logical expression. Instead of the {} to show the block to run, a… Continue Reading “Apple to Raspberry Pi: Python’s If”