I'm new to IOS development, and want to create something with tiles similar to what you see here. http://www.youtube.com/watch?v=i7giaN5T7ww
Since I'm a beginner, I see myself placing a bunch of buttons on the screen and labeling them to how I see fit. Then figuring out how to move multiple "buttons" at once. I was wondering how you think the tiles are created in this program? If not done by a bunch of buttons, could someone show me code to draw a tile with dimensions of 48x48 pixels, then place a letter on the tile?
Also, if you could point me to some helpful resources that would help me develop something along the lines of a project like this, I would most appreciate it. I'm excited and very motivated to learn and master IOS development and consequently objective-c.
My knowledge is limited to what I've learned by watching and coding along to these two YouTube playlists:
http://www.youtube.com/user/thenewboston#p/c/640F44F1C97BA581
http://www.youtube.com/user/thenewboston#p/c/53038489615793F7
They've been extremely helpful in helping me understand the basics of Objective-C and Iphone development. Unfortunately, it didn't get into drawing and manipulating objects on the screen.
Thanks in advance for your help. I've found this site and its users quite helpful already. :)
I have kind of similar apps in the app store and I used in one case UILabels and in another case UIViews with UIImageViews as subviews. The movement of the labels I have implemented with the methods touchesBegan:withEvent, touchesMoved:withEvent and touchesEnded:withEvent.
Related
I am creating an application in Swift, and I would like to make an introduction screen that shows off my logo. I want the logo to slam down on the screen, which will then cause a crack, and then that crack slowly grows. I think I can figure out slamming the logo down (by shrinking a UIView of my logo to a certain point), but I am having trouble deciding how to create the crack that will form from slapping down. Do I use views? I am lost.
This is the closest thing that I found to what I would like to do. Sadly, I do not have this software.
https://www.youtube.com/watch?v=bh2y0Xs4IWA
I have created a similar effect before. And to achieve the crack a created multiple images of a growing crack and created an array of images for that screen crack. All you have to do then is animate the images if the imageView.
The other way you can Handel this is to actually draw the crack your self by code which is not difficult really, because in reality it’s just lines and then animate them. But in my experience just using the first method gives a much nicer effect because the images you use can have tons of effects using PS or equivalent.
I would suggest to go with third party like lottie. In lottie files there some animation you except there, you can also message the designer to help out animation. Its very simple to use in swift.
https://www.lottiefiles.com/
you can also check out my profile:
https://www.lottiefiles.com/parameshvadivel
Lottie animation are done in aftereffects using bodymoving extension and exported as json file to use in xcode.
For an iPhone app, I'd like to use popOvers (which are not available for the iPhone) like UIVIews.
Since I started a bit using core graphics (thanks to the wonderful tutorials on ray wenderlich's website), I would love to try to draw them using Core Graphics.
My question is pretty simple : should I just create a class and draw everything inside drawRect, to should I use instances of CALAyers each one dedicated to a particular area of the popOver (one for the arrow, one for the borders, and so on...)? What would be your way of doing it?
Thanks a lot.
https://github.com/werner77/WEPopover
Check the above git..
Easy way
edit : posted wrong link first..my bad
All you ios architects out there, please help me choose architecture/technology for the following iphone/ipad app.
The app itself is a financial app, but we want more of a game look-and-feel of the app, so we probably don't want to use the builtin looks of the cocoa widgets. The elements on the screen will probably be some kind of blob-shaped images.
The app will essentially have five "blob"-shaped areas, spread out evenly across the screen. One of the blobs will be centered and larger than the other ones. Within each blob there will be clickable areas which will pop up "details" and menu-action blobs. These blobs are also graphics objects and must not take over the whole screen. The blobs should animate nicely when popping up. The graphics elements will have a couple of lines of text, which are generated, so the overlaying text itself cannot be part of the static background-image.
The main user interaction will be swiping within the center blob, displaying summaries of the items that are conceptually contained within the blobs underlying data store. Now and then, the user will drag and drop the item to one of the other blobs. While dragging, the item should be traced by a line and when dropping on the other blob, the item should be animated to look like it's being "sucked into" the blob.
Now, what kind of technique would you suggest for this app? Is Cocoa suitable in this scenario? Should I use a game framework like Cocos2D? All kinds of suggestions including example code snippets are most welcome.
I realize that this question might not be as straightforward and to the point as questions generally are on SO, but I hope your answers will come to use by more people than me. Thanks!
EDIT (MY SOLUTION):
I eventually ended up doing everything in UIKit, which was a lot easier than I expected.
Briefly described I used UIButtons with Custom style and an image background, which gave me full control over the visual appearance of the "items". I also found it very useful to manipulate the underlying CALayer of many of my other UIViews. It is often easier than drawing things from scratch using Core Graphics programming.
Another thing that was useful were the UIGestureRecognizer:s. I found them useful for both handling "real" gestures like swiping, longpress etc, but also for handling normal "tap" for UIView classes that aren't subclasses of UIControl. Two examples are UIImage, UILabel and UIView itself. That way I could handle taps for these simple classes. I could for example use a normal UIView, modify it's CALayer to change the look of it completely and still handle taps. Using this technique, I didn't have to subclass any views at all in my app.
The animations were pretty easy too, even though I had to use a non-public method to use "suck" animation, so my app will never pass App Store moderation. It was just a prototype anyway so I don't care.
When this app will be for real, I will probably implement it in HTML5/JavaScript wrapped by Phonegap. The reason for this is mainly reuse of existing mobile web services and also for code reuse across platforms. It will probably also be easier to hook into the existing security solution when using a webapp.
Cocos2d is great if you need to move elements around really fast as it is a layer on top of OpenGLES. I think from what you have said the UIKit will be fine, you get nice animation support, you can do some nice things with UIScrollViews to handle moving elements around etc.
If you need more detailed graphics support and lots of moving elements, particle effects etc then by all means go for Cocos2D but be aware that in Cocos2d the application works more on a scheduled update method, i.e. you get notified every 1/60th of a second to move stuff draw stuff etc, whereas with normal UIKit approach it is more event drive, i.e. I click a button and show a view etc.
Im looking for some sort of SDK or library on top of iOS, which might help me produce iPad/IPHONE games.
The sort of functionality Im looking for is..
GUI elements, skinnable buttons, lists, dialog boxes etc
Any routines to help with tile based games
Functions to paint and move sprites
Any vector libs to help with rotation, skew etc
Im confident I could write all this from scratch, but Im guessing theres some libraries already out there. Im not afraid of getting my hands dirty in code, so please dont slate me for asking for prebuilt stuff :)
Thanks
The defacto answer is cocos2d. Open source, MIT licensed, sprite library (including tiling map support baked in).
As for UI - Cocos has some helper utilities for dealing with UI elements, however its not very hard to skin UIKit (though the more customization you do the more drawing code you end up with).
most of the bits are already available in UIKit, but http://www.cocos2d-iphone.org/ is a framework worth looking at for game dev.
Two notes about cocos-2d:
- cocos has its own implementation of UI control called MenuItem. It can be used to easily emulate the behaviors of Buttons. There is also a simple layout algorithm to dispose this items in columns, rows, grids. There are also other controls that allow you to display text on the screen (labels). No text editors though, AFAIK.
- cocos can be easily integrated with the rest of UIKit, so it is simple to show standard "message boxes", some UIKit elements on top or behind it. I was able to use the cocos view as the child view of a UIImagePicker, for example.
I am new to iPhone programming, so I think part of the problem is that I don't know what I really want to google to find my answer. I am looking for a method that allows a user to draw a line on the screen. There is no guarantee that it will be straight, it can be curved or whatever. I was thinking that I could create some small square image, and then as they draw, place them into a NSset. But I am not really sure how to communicate each new object up to the view. Up to this point, I've just been messing around with objects I put on the view and then assign movement to those, this is my first jump into on-the-fly object creation.
It might be that I just need to jump into a class/object type or even a tutorial, any guidance would be great.
Thanks!
Are you asking how to create a 'paint' type application? There's an apple example for that:
http://developer.apple.com/iphone/library/samplecode/GLPaint/Introduction/Intro.html
This question is relevant, but might be too complex when you're just starting out:
Improving Finger Painting Performance
If you're a bit more specific about what problem your app is to solve you might get some more specific answers.