├── .gitignore
├── screenshot.png
├── LightingDemo
├── LightingDemo
│ ├── GameScene.sks
│ ├── Sprites
│ │ ├── lightbulb.png
│ │ ├── character
│ │ │ ├── 01.png
│ │ │ ├── 02.png
│ │ │ ├── 03.png
│ │ │ ├── 04.png
│ │ │ ├── 05.png
│ │ │ ├── 06.png
│ │ │ ├── 07.png
│ │ │ ├── 08.png
│ │ │ ├── 01_n.png
│ │ │ ├── 02_n.png
│ │ │ ├── 03_n.png
│ │ │ ├── 04_n.png
│ │ │ ├── 05_n.png
│ │ │ ├── 06_n.png
│ │ │ ├── 07_n.png
│ │ │ └── 08_n.png
│ │ ├── background_01.png
│ │ ├── foreground_01.png
│ │ ├── foreground_02.png
│ │ ├── foreground_01_n.png
│ │ └── foreground_02_n.png
│ ├── Images.xcassets
│ │ └── AppIcon.appiconset
│ │ │ ├── appicon.png
│ │ │ ├── appicon-1.png
│ │ │ ├── appicon-2.png
│ │ │ └── Contents.json
│ ├── AppDelegate.swift
│ ├── GameViewController.swift
│ ├── Info.plist
│ ├── Base.lproj
│ │ ├── Main.storyboard
│ │ └── LaunchScreen.xib
│ └── GameScene.swift
├── spriteilluminator-project.sip
└── LightingDemo.xcodeproj
│ ├── project.xcworkspace
│ ├── contents.xcworkspacedata
│ └── xcshareddata
│ │ └── IDEWorkspaceChecks.plist
│ └── project.pbxproj
└── README.md
/.gitignore:
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1 | *xcuserdata*
2 |
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/screenshot.png:
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/LightingDemo/LightingDemo/GameScene.sks:
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/LightingDemo/spriteilluminator-project.sip:
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/README.md:
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1 | SpriteKit dynamic lighting demo
2 | ---
3 |
4 | This simple SpriteKit project demonstrates how to use normal maps created with [SpriteIlluminator](https://www.codeandweb.com/spriteilluminator) to lighten your sprites.
5 |
6 | A short tutorial can be found here: [2d dynamic lighting with SpriteKit](https://www.codeandweb.com/blog/2015/05/19/spritekit-dynamic-light-tutorial)
7 |
8 |
9 |
10 |
11 |
12 |
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/LightingDemo/LightingDemo/AppDelegate.swift:
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1 | //
2 | // AppDelegate.swift
3 | // LightingDemo
4 | //
5 | // Created by Joachim Grill on 13.05.15.
6 | // Copyright (c) 2019 CodeAndWeb GmbH. All rights reserved.
7 | //
8 |
9 | import UIKit
10 |
11 | @UIApplicationMain
12 | class AppDelegate: UIResponder, UIApplicationDelegate {
13 | var window: UIWindow?
14 |
15 | func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {
16 | return true
17 | }
18 | }
19 |
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/LightingDemo/LightingDemo/Images.xcassets/AppIcon.appiconset/Contents.json:
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1 | {
2 | "images" : [
3 | {
4 | "size" : "29x29",
5 | "idiom" : "iphone",
6 | "filename" : "appicon.png",
7 | "scale" : "2x"
8 | },
9 | {
10 | "idiom" : "iphone",
11 | "size" : "29x29",
12 | "scale" : "3x"
13 | },
14 | {
15 | "size" : "40x40",
16 | "idiom" : "iphone",
17 | "filename" : "appicon-1.png",
18 | "scale" : "2x"
19 | },
20 | {
21 | "idiom" : "iphone",
22 | "size" : "40x40",
23 | "scale" : "3x"
24 | },
25 | {
26 | "size" : "60x60",
27 | "idiom" : "iphone",
28 | "filename" : "appicon-2.png",
29 | "scale" : "2x"
30 | },
31 | {
32 | "idiom" : "iphone",
33 | "size" : "60x60",
34 | "scale" : "3x"
35 | }
36 | ],
37 | "info" : {
38 | "version" : 1,
39 | "author" : "xcode"
40 | }
41 | }
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/LightingDemo/LightingDemo/GameViewController.swift:
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1 | //
2 | // GameViewController.swift
3 | // LightingDemo
4 | //
5 | // Created by Joachim Grill on 13.05.15.
6 | // Copyright (c) 2019 CodeAndWeb GmbH. All rights reserved.
7 | //
8 |
9 | import UIKit
10 | import SpriteKit
11 |
12 | class GameViewController: UIViewController {
13 | override func viewDidLoad() {
14 | super.viewDidLoad()
15 | self.setup()
16 | }
17 |
18 | override var shouldAutorotate: Bool {
19 | return true
20 | }
21 |
22 | override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
23 | if UIDevice.current.userInterfaceIdiom == .phone {
24 | return .allButUpsideDown
25 | } else {
26 | return .all
27 | }
28 | }
29 |
30 | override var prefersStatusBarHidden: Bool {
31 | return true
32 | }
33 |
34 | fileprivate func setup() {
35 | guard let skView = self.view as? SKView else { return }
36 | let scene = GameScene(size: self.view.bounds.size)
37 | scene.scaleMode = .aspectFill //.aspectFit
38 | scene.isPaused = false
39 | scene.speed = 1.0
40 | skView.presentScene(scene, transition: SKTransition.fade(withDuration: 1))
41 | }
42 | }
43 |
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/LightingDemo/LightingDemo/Info.plist:
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1 |
2 |
3 |
4 |
5 | CFBundleDevelopmentRegion
6 | en
7 | CFBundleExecutable
8 | $(EXECUTABLE_NAME)
9 | CFBundleIdentifier
10 | $(PRODUCT_BUNDLE_IDENTIFIER)
11 | CFBundleInfoDictionaryVersion
12 | 6.0
13 | CFBundleName
14 | $(PRODUCT_NAME)
15 | CFBundlePackageType
16 | APPL
17 | CFBundleShortVersionString
18 | 1.0
19 | CFBundleSignature
20 | ????
21 | CFBundleVersion
22 | 1
23 | LSRequiresIPhoneOS
24 |
25 | UILaunchStoryboardName
26 | LaunchScreen
27 | UIMainStoryboardFile
28 | Main
29 | UIRequiredDeviceCapabilities
30 |
31 | armv7
32 |
33 | UIStatusBarHidden
34 |
35 | UISupportedInterfaceOrientations
36 |
37 | UIInterfaceOrientationLandscapeRight
38 | UIInterfaceOrientationLandscapeLeft
39 |
40 |
41 |
42 |
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/LightingDemo/LightingDemo/Base.lproj/Main.storyboard:
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18 |
19 |
20 |
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22 |
23 |
24 |
25 |
26 |
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/LightingDemo/LightingDemo/Base.lproj/LaunchScreen.xib:
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/LightingDemo/LightingDemo/GameScene.swift:
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1 | //
2 | // GameScene.swift
3 | // LightingDemo
4 | //
5 | // Created by Joachim Grill on 13.05.15.
6 | // Copyright (c) 2019 CodeAndWeb GmbH. All rights reserved.
7 | //
8 |
9 | import SpriteKit
10 |
11 | class GameScene: SKScene {
12 | var _scale: CGFloat = 1.0
13 | var _screenH: CGFloat = 640.0
14 | var _screenW: CGFloat = 960.0
15 | var _lightSprite: SKSpriteNode?
16 | var _backgroundSprite1: SKSpriteNode?
17 | var _backgroundSprite2: SKSpriteNode?
18 | var _foregroundSprite1: SKSpriteNode?
19 | var _foregroundSprite2: SKSpriteNode?
20 | var _ambientColor: UIColor?
21 |
22 | override func didMove(to view: SKView) {
23 | _screenH = view.frame.height
24 | _screenW = view.frame.width
25 | _scale = _screenW / 1920
26 |
27 | _ambientColor = UIColor.darkGray
28 |
29 | initBackground()
30 | initSprite()
31 | initLight()
32 | }
33 |
34 | override func touchesBegan(_ touches: Set, with event: UIEvent?) {
35 | for touch: AnyObject in touches {
36 | _lightSprite?.position = touch.location(in: self)
37 | }
38 | }
39 |
40 | override func touchesMoved(_ touches: Set, with event: UIEvent?) {
41 | for touch: AnyObject in touches {
42 | _lightSprite?.position = touch.location(in: self)
43 | }
44 | }
45 |
46 | override func update(_ currentTime: TimeInterval) {
47 | let y: CGFloat = _screenH / 2.0;
48 |
49 | let backgroundOffset: CGFloat = -CGFloat(Int(currentTime*100) % (1920*2));
50 | _backgroundSprite1?.position = CGPoint(x:_scale*((backgroundOffset < -1920) ? (3840+backgroundOffset) : backgroundOffset), y:y)
51 | _backgroundSprite2?.position = CGPoint(x:_scale*(1920+backgroundOffset), y:y)
52 |
53 | let foregroundOffset: CGFloat = -CGFloat(Int(currentTime*250) % (1920*2));
54 | _foregroundSprite1?.position = CGPoint(x:_scale*((foregroundOffset < -1920) ? (3840+foregroundOffset) : foregroundOffset), y:y)
55 | _foregroundSprite2?.position = CGPoint(x:_scale*(1920+foregroundOffset), y:y)
56 | }
57 |
58 | fileprivate func initSprite() {
59 | var animFrames = [SKTexture]()
60 | var normals = [SKTexture]()
61 | for index in 1...8 {
62 | animFrames.append(SKTexture(imageNamed: String(format:"Sprites/character/%02d.png", index)))
63 | normals.append(SKTexture(imageNamed: String(format:"Sprites/character/%02d_n.png", index)))
64 | }
65 |
66 | let sprite = SKSpriteNode(texture: animFrames[0], normalMap: normals[0])
67 |
68 | let fps = 8.0
69 |
70 | let anim = SKAction.customAction(withDuration: 1.0) { (node, time) in
71 | let index = Int((fps * Double(time))) % animFrames.count
72 | (node as! SKSpriteNode).normalTexture = normals[index]
73 | (node as! SKSpriteNode).texture = animFrames[index]
74 | }
75 | sprite.run(SKAction.repeatForever(anim))
76 |
77 | sprite.position = CGPoint(x: _screenW / 2, y: _screenH / 2 - 75.0 * _scale)
78 | sprite.setScale(_scale)
79 | sprite.lightingBitMask = 1
80 | //sprite.shadowCastBitMask = 1
81 |
82 | addChild(sprite)
83 | }
84 |
85 | fileprivate func initLight() {
86 | _lightSprite = SKSpriteNode(imageNamed: "Sprites/lightbulb.png")
87 | _lightSprite?.setScale(_scale * 2)
88 | _lightSprite?.position = CGPoint(x: _screenW - 100, y: _screenH - 100)
89 | addChild(_lightSprite!)
90 |
91 | let light = SKLightNode()
92 | light.position = .zero
93 | light.falloff = 1
94 | light.ambientColor = _ambientColor!
95 | light.lightColor = .white
96 | //light.shadowColor = .black
97 |
98 | _lightSprite?.addChild(light)
99 | }
100 |
101 | fileprivate func initBackground() {
102 | backgroundColor = SKColor.black
103 | _backgroundSprite1 = addBackgroundTile(spriteFile: "Sprites/background_01.png");
104 | _backgroundSprite2 = addBackgroundTile(spriteFile: "Sprites/background_01.png");
105 | _foregroundSprite1 = addForegroundTile(spriteFile: "Sprites/foreground_01.png", normalsFile:"Sprites/foreground_01_n.png");
106 | _foregroundSprite2 = addForegroundTile(spriteFile: "Sprites/foreground_02.png", normalsFile:"Sprites/foreground_02_n.png");
107 | }
108 |
109 | fileprivate func addForegroundTile(spriteFile: String, normalsFile: String) -> SKSpriteNode {
110 | var foreground:SKSpriteNode
111 |
112 | foreground = SKSpriteNode(texture: SKTexture(imageNamed:spriteFile), normalMap: SKTexture(imageNamed:normalsFile));
113 | foreground.lightingBitMask = 1
114 |
115 | foreground.anchorPoint = CGPoint(x:0, y:0.5)
116 | foreground.setScale(_scale)
117 | addChild(foreground);
118 |
119 | return foreground;
120 | }
121 |
122 | fileprivate func addBackgroundTile(spriteFile: String) -> SKSpriteNode {
123 | var background:SKSpriteNode
124 |
125 | background = SKSpriteNode(imageNamed:spriteFile);
126 | background.color = _ambientColor!
127 | background.colorBlendFactor = 0.75
128 |
129 | background.anchorPoint = CGPoint(x:0, y:0.5)
130 | background.setScale(_scale)
131 | addChild(background);
132 |
133 | return background;
134 | }
135 | }
136 |
--------------------------------------------------------------------------------
/LightingDemo/LightingDemo.xcodeproj/project.pbxproj:
--------------------------------------------------------------------------------
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