TweetFollow Us on Twitter

REALbasic Sprites Volume Number: 16 (2000)
Issue Number: 8
Column Tag: Programming

REALbasic Sprites

By Erick J. Tejkowski

Develop powerful games in minutes

Introduction

Game programming has long been a tradition of highly specialized source code, libraries, and programming trickery, strictly for übergeeks. Until now. Armed with a copy of REALbasic and this article, you will be writing your own games in no time at all.

For high-speed games, it is customary for programmers to use special code to draw at high speeds (often referred to as "blitting" routines). This stems from the fact that the native drawing routines available in the Mac Toolbox are too slow for fast drawing, such as that required by animation. Beginners will be glad to learn that REALbasic has these abilities built in. With only a few lines of code, a programmer can attain high-speed sprite-based animation. Add a few more lines of code and you have a game. REALbasic takes care of all the nasty drawing routines behind the scenes and lets us focus on the elements of the game. This article will demonstrate animation and game creation using REALbasic sprites. By the end of the article, you should be able to complete a small arcade-style game.

Building the Sprites

Begin the game project by opening your favorite resource editor. For our purposes, the free ResEdit from Apple will do just fine. Create a new file and name it "Resources". This is the only name REALbasic understands for resource files added directly to projects in the IDE, so be sure to spell it correctly. In this new resource file, create three resources of type 'cicn' and change the ID# to 1280, 1290, and 1300 respectively by selecting the Resource:Get Resource Info menu. In cicn #1280, create a graphic for the hero of our game. In cicn #1290, draw an adversary. Finally, cicn #1300 contains a picture of a projectile. For this example, we will use an airplane theme. By now, you should have something that looks like Figure 1.


Figure 1. The Sprite Graphics.

Now that the sprite graphics have been created, save the Resources file and start REALbasic.

Building the Project

When REALbasic starts, a new project is created automatically. Drag the newly created resource file into the project. Now, open Window1 and drag a StaticText , a PushButton , and a SpriteSurface control onto the window. The StaticText will display the results of the game (i.e. win or lose), the PushButton will start the game, and the SpriteSurface will control all of the animation and game play. Figure 2 shows the completed interface.


Figure 2. The Completed Window1 Interface.

Once the interface has been built, double click Window1 to open the Code Editor. With the Code Editor opened, create the Properties in Listing 1 by selecting New Property from the Edit menu.

Listing 1. Window1 Properties.

BadguySprite(10) as Sprite
GoodGuySprite as Sprite
GunSprite as Sprite	
gunvisible as Boolean
NumOfBadGuys as Integer
leftEdge as Integer
topEdge as Integer

Sprite properties are pictures that can be controlled by a SpriteSurface. We will need 10 sprites representing the attacking enemies, one representing the hero, and one used for the gunfire that the hero can shoot. The Boolean variable gunvisible will allow us to turn the gunfire on and off. The integer NumOfBadGuys , as one might expect, will keep track of the number of BadguySprites remaining. The final two integer variables (leftEdge and topEdge) will be used to center the SpriteSurface on the screen.

In addition to these properties, create three methods named InitSprites, ClearAllSprites, and RemakeGun by selecting New Method from the Edit menu. The InitSprites method will initialize all of the sprites defined in Listing 1. Open the Code Editor to the InitSprites method and enter the code from Listing 2.

Listing 2. The InitSprites Method.

Sub InitSprites()
dim p as picture
dim i as integer

//init the good guy
p=app.resourceFork.getcicn(1280)
GoodGuySprite=SpriteSurface1.NewSprite(p,32,32)
GoodGuySprite.x=300
GoodGuySprite.y=435
GoodGuySprite.group=1

//init the gunfire
p=app.resourceFork.getcicn(1300)
GunSprite=SpriteSurface1.NewSprite(p,32,32)
GunSprite.x=-200
GunSprite.y=467
GunSprite.group=2
gunvisible=false

//init the bad guys
p=app.resourceFork.getcicn(1290)
for i=1 to 10
BadguySprite(i)=SpriteSurface1.NewSprite(p,32,32)
BadguySprite(i).x=rnd*600
BadguySprite(i).y=rnd*200-250
BadguySprite(i).group=3
next

NumOfBadGuys=10
End Sub

The InitSprites method demonstrates how each of the Sprites is created. First, the icons created earlier are opened into a Picture object. Next, the NewSprite method of SpriteSurface1 is called, passing the Picture, and Width and Height of the Picture as parameters. Once the Sprite has been created, its X and Y positions are initialized. The SpriteSurface will measure 640x480, so the GoodGuySprite will begin life somewhere near the bottom middle of the screen. The gunfire starts off as not being visible (i.e. gunvisible=false), so we assign its X postion somewhere off the screen (GunSprite.x=-200). Later, when we want it visible to the user, we will simply move it to a positive X position. The ten BadguySprites will begin at random X positions and Y positions somewhere between -250 and -50, making them initially invisible. This will change later, however, when they move down the screen towards the GoodyguySprite. The last thing to notice here is the Group property of each of the Sprites. The Group number is used for detecting collisions. Sprites with the same Group number will not collide with each other. Sprites with different Group numbers produce collisions. Now, when we talk about producing collisions, what this really means is that the Collision Event of the SpriteSurface will be fired. For now, it is sufficient to know that the GunSprite and the BadGuys have different Group numbers so that they may collide. Further, the BadGuySprites have a Group number that is different from the GoodguySprite, allowing them to collide.

Since all good things must come to an end, we need to include some code to destroy everything we have created. Open the Code Editor, navigate to the ClearAllSprites method, and enter the code in Listing 3. During the execution of the game, we may need to kill a sprite (e.g. when GunSprite and badguySprite collide). Therefore, we should not assume that all sprites will always be around. This is the reason we check for nil status of a sprite before trying to kill it. If we try to kill a non-existent sprite, an error will result causing the application to crash.

Listing 3. The ClearAllSprites Method.

Sub ClearAllSprites()
dim i as integer
//kill the GoodguySprite
if GoodGuySprite<>nil then
GoodGuySprite.close
end if
//kill the GunSprite
if GunSprite<>nil then
GunSprite.close
end if
//kill the BadguySprites
for i=1 to 10
if BadguySprite(i)<>nil then
BadguySprite(i).close
end if
next
End Sub

One final auxiliary method to code is called RemakeGun. This method will allow us to recreate a GunSprite in the middle of game play. Although we already created one in the InitSprites method, it might be destroyed during game play when it collides with a BadguySprite. Open the Code Editor window, navigate to the RemakeGun method, and enter the code in Listing 4.

Listing 4. The RemakeGun Method.

Sub RemakeGun()
dim p as picture
//reinitialize the gunfire
p=app.resourceFork.getcicn(1300)
GunSprite=SpriteSurface1.NewSprite(p,32,32)
GunSprite.x=-200
GunSprite.y=467
GunSprite.group=2
gunvisible=false
End Sub

With the window's properties and methods defined, it is time to add functionality to the various controls. To begin, fill the screen with Window1 by adding code into its Open event. This is really only cosmetic in nature. The SpriteSurface will later take over the whole screen anyway. This is what the player will see before the game begins and in between rounds.

Sub Open()
me.top=0
me.left=0
me.width=screen(0).width
me.height=screen(0).height
End Sub

To get the game started, enter the code in Listing 5 into the Action Event of PushButton1.

Listing 5. The Action Event of PushButton1.

Sub Action
ClearAllSprites
InitSprites
SpriteSurface1.run
End Sub

If any sprites are still around from previous games, they are cleared by the ClearAllSprites method. Next all of the sprites are initialized with InitSprites and the game play begins by calling the Run method of SpriteSurface1.

The SpriteSurface

At the heart of REALbasic sprite animation is the SpriteSurface control. It is a bit of an unusual control in that it has a dual personality. It acts like a Canvas control drawing graphics in a similar fashion, while periodically executing code like a Timer. The FrameSpeed property of the SpriteSurface is the rate at which the timed functions of a SpriteSurface fire. To calculate the FrameSpeed, divide 60 by the desired frames per second and round up to an integer. For example, to achieve a speed 30 frames per second:

60 / 30 = 2 (the FrameSpeed)

A FrameSpeed of 0 (zero) is the fastest speed at which a SpriteSurface can draw. A setting of 1 or 2 is typical, depending on speed and complexity required. The Run method of SpriteSurface1 was called earlier in the PushButton1 Action event. This causes the SpriteSurface to periodically fire the NextFrame event at the FrameSpeed rate until the SpriteSurface1.close method is called. As the NextFrame event fires, we look at the current conditions of all of the sprites and change them if necessary. For example, it is in the NextFrame event where we check for keys being pressed. If a key is pressed, then some aspect of a sprite can be changed (e.g. position). REALbasic takes care of doing all the redrawing for us. We simply tell it where to draw.

Listing 5 shows the NextFrame event of SpriteSurface1. In it, you will notice some other things going on. First off, a scoreboard is drawn. The scoreboard is simply a string that displays the number of BadguySprites remaining. Behind this string is a small blue rectangle, which serves the purpose of erasing the number each time. The color blue is used, because it will also be the color of the entire background of the SpriteSurface. After redrawing the scoreboard, the code checks the keyboard for keys being pressed. It looks at the left, right, up, and down arrow keys, as well as the space bar. If any of them are depressed, appropriate actions are taken. One piece of code specific to the GunSprite here is ShootingSound.play. ShootingSound is a sound file that has been dragged into the project window. Be sure to make your sounds relatively short, because long sounds can impede smooth animation. Finally the BadGuySprites are moved.

Listing 5. The SpriteSurface1 NextFrame event.

Sub NextFrame()
dim i as integer
//draw the scoreboard
me.graphics.forecolor=rgb(0,0,100)
me.graphics.fillrect 150+leftEdge,467+topEdge,40,13
me.graphics.forecolor=rgb(255,255,255)
me.graphics.textfont="Geneva"
me.graphics.textsize=10
// ! put the following code all on one line !
me.graphics.drawstring "Bad Guys Remaining: " + str(NumOfBadGuys), 50+leftEdge,477+topEdge

if me.keyTest(123) then //check left arrow key 
//plane moves left
GoodGuySprite.x=GoodGuySprite.x-10
if GoodGuySprite.x<=0 then
GoodGuySprite.x=2
end if
end if
if me.keyTest(124) then //check right arrow key 
//plane moves right
GoodGuySprite.x=GoodGuySprite.x+10
if GoodGuySprite.x>600 then
GoodGuySprite.x=598
end if
end if
if me.keyTest(126) then //check up arrow key 
//plane moves up 
GoodGuySprite.y=GoodGuySprite.y-4
if GoodGuySprite.y<350 then
GoodGuySprite.y=350
end if
end if
if me.keyTest(125) then //check down arrow key 
//plane moves down
GoodGuySprite.y=GoodGuySprite.y+4
if GoodGuySprite.y>435 then
GoodGuySprite.y=435
end if
end if

if me.keyTest(49) then //fire=spacebar
//shoot the gun
ShootingSound.play
if gunvisible=false then
//init the gunfire position here
GunSprite.x=GoodGuySprite.x+12
GunSprite.y=GoodGuySprite.y
gunvisible=true
end if
end if

//now check the position of gun only if it's turned on
if gunvisible=true then
GunSprite.y=GunSprite.y-30
//if the gun has reached the top of the screen
//hide it again and turn it off
if GunSprite.y<0 then
GunSprite.x=-200
GunSprite.y=447
gunvisible=false
end if
end if
    
//advance the badguys  
for i=1 to 10
//this is the speed of descent (increase for faster movement)
BadguySprite(i).y=BadguySprite(i).y+5
//if we have reached the bottom of the screen
//go back up to the top at some random x position
if BadguySprite(i).y>447 then
BadguySprite(i).x=rnd*600
BadguySprite(i).y=40
end if
next

End Sub

So far, this code will produce a nice animation where the GoodguySprite can navigate and shoot at the approaching BadguySprites.

SpriteSurface Collisions

When a GunSprite hits a BadguySprite, nothing happens yet. Nor will anything occur if the BadguySprite manages to run into the GoodguySprite. This is the function of the SpriteSurface1 Collision Event. Listing 6 details the code for the SpriteSurface's Collision Event. This is where the Sprite Group numbers from earlier in this article become important. The Collision Event of a SpriteSurface is automatically passed the Group numbers of the sprites that have collided. In the event, we simply check to see which two sprites have collided and then take some action. In this example, we will only look at two types of collisions - both the GunSprite and BadguySprite have collided or the GoodguySprite and BadguySprite have collided. If the GunSprite has collided with a BadguySprite, then we close both of the sprites (in effect "killing" them), play a sound, decrease the number of NumOfBadGuys variable, and call RemakeGun for the next time a user fires the gun. We must also check to see if all of the BadguySprites have been killed. If so, then the game is over and the player has won. Finally, if a BadguySprite has managed to collide with the GoodguySprite then the game is over and the player has lost.

Listing 6. The Collision Event of SpriteSurface1.

Sub Collision (s1 as Sprite, s2 as Sprite)
//GunSprite and BadguySprite have collided
if s1.group=2 and s2.group=3 then
BadGuyCrashSound.play
s1.close
s2.close
RemakeGun // since we killed the gun sprite, init it again
NumOfBadGuys=NumOfBadGuys-1
if NumOfBadGuys=0 then
s1.close
s2.close
spritesurface1.close
Statictext1.text="You Win!"
CheeringSound.play
end if
end if

//GoodguySprite and BadguySprite have collided
if s1.group=1 and s2.group=3 then
s1.close
s2.close
spritesurface1.close
Statictext1.text="You Lose!"
GoodGuyCrashSound.play
end if
End Sub

To spice things up a little, it is often desirable to draw a background behind the game. The SpriteSurface background is broken up into a grid of 64x64 squares. The PaintTile event takes care of refreshing these background tiles. To fill the background with a solid blue color, enter this code into the PaintTile event of SpriteSurface1.

Sub PaintTile (g as Graphics, xpos as Integer, ypos as Integer)
g.forecolor=rgb(0,0,100)
g.fillrect 0,0,64,64
End Sub

Keep in mind that any standard graphics drawing can take place in the PaintTile event. The final step is to add some code to the Open event of SpriteSurface1. Like the Window1 Open event code, this code is strictly cosmetic. It has been adopted from code by Matt Neuberg in his book REALbasic: The Definitive Guide. It centers SpriteSurface1 on the screen.

Sub Open()
leftEdge = (Screen(0).width - 640) \ 2
topEdge = (Screen(0).height - 480) \ 2
me.surfaceleft = leftEdge + ((640-me.surfacewidth) \ 2)
me.surfacetop=topEdge
End Sub

Having completed the code, it is time to test the finished application. Select Debug:Run menu. Click PushButton1 and play the game. If something goes wrong, recheck your code for accuracy and make sure that you have added all of the necessary auxiliary files (the resource file and the sound files). If all else fails, you can download the finished source code from MacTech's web site.

Conclusions

In this article, we took a brief look at Sprites in REALbasic by constructing a game. The game could be upgraded in a number of ways. Hopefully, this article gives you some basic background about how to make some of these changes yourself. If you would like more information about game development on the Macintosh particularly with regard to REALbasic, be certain to check the Reference section at the end of this article.

References


Erick Tejkowski is still looking for a decent version of Moon Patrol[TM] for the Mac. You can reach him at ejt@norcom2000.com.

 
AAPL
$501.11
Apple Inc.
+2.43
MSFT
$34.64
Microsoft Corpora
+0.15
GOOG
$898.03
Google Inc.
+16.02

MacTech Search:
Community Search:

Software Updates via MacUpdate

Paperless 2.3.1 - Digital documents mana...
Paperless is a digital documents manager. Remember when everyone talked about how we would soon be a paperless society? Now it seems like we use paper more than ever. Let's face it - we need and we... Read more
Apple HP Printer Drivers 2.16.1 - For OS...
Apple HP Printer Drivers includes the latest HP printing and scanning software for Mac OS X 10.6, 10.7 and 10.8. For information about supported printer models, see this page.Version 2.16.1: This... Read more
Yep 3.5.1 - Organize and manage all your...
Yep is a document organization and management tool. Like iTunes for music or iPhoto for photos, Yep lets you search and view your documents in a comfortable interface, while offering the ability to... Read more
Apple Canon Laser Printer Drivers 2.11 -...
Apple Canon Laser Printer Drivers is the latest Canon Laser printing and scanning software for Mac OS X 10.6, 10.7 and 10.8. For information about supported printer models, see this page.Version 2.11... Read more
Apple Java for Mac OS X 10.6 Update 17 -...
Apple Java for Mac OS X 10.6 delivers improved security, reliability, and compatibility by updating Java SE 6.Version Update 17: Java for Mac OS X 10.6 Update 17 delivers improved security,... Read more
Arq 3.3 - Online backup (requires Amazon...
Arq is online backup for the Mac using Amazon S3 and Amazon Glacier. It backs-up and faithfully restores all the special metadata of Mac files that other products don't, including resource forks,... Read more
Apple Java 2013-005 - For OS X 10.7 and...
Apple Java for OS X 2013-005 delivers improved security, reliability, and compatibility by updating Java SE 6 to 1.6.0_65. On systems that have not already installed Java for OS X 2012-006, this... Read more
DEVONthink Pro 2.7 - Knowledge base, inf...
Save 10% with our exclusive coupon code: MACUPDATE10 DEVONthink Pro is your essential assistant for today's world, where almost everything is digital. From shopping receipts to important research... Read more
VirtualBox 4.3.0 - x86 virtualization so...
VirtualBox is a family of powerful x86 virtualization products for enterprise as well as home use. Not only is VirtualBox an extremely feature rich, high performance product for enterprise customers... Read more
Merlin 2.9.2 - Project management softwa...
Merlin is the only native network-based collaborative Project Management solution for Mac OS X. This version offers many features propelling Merlin to the top of Mac OS X professional project... Read more

Briquid Gets Updated with New Undo Butto...
Briquid Gets Updated with New Undo Button, Achievements, and Leaderboards, on Sale for $0.99 Posted by Andrew Stevens on October 16th, 2013 [ | Read more »
Halloween – iLovecraft Brings Frightenin...
Halloween – iLovecraft Brings Frightening Stories From Author H.P. | Read more »
The Blockheads Creator David Frampton Gi...
The Blockheads Creator David Frampton Gives a Postmortem on the Creation Process of the Game Posted by Andrew Stevens on October 16th, 2013 [ permalink ] Hey, a | Read more »
Sorcery! Enhances the Gameplay in Latest...
Sorcery! | Read more »
It Came From Australia: Tiny Death Star
NimbleBit and Disney have teamed up to make Star Wars: Tiny Death Star, a Star Wars take on Tiny Tower. Right now, the game is in testing in Australia (you will never find a more wretched hive of scum and villainy) but we were able to sneak past... | Read more »
FIST OF AWESOME Review
FIST OF AWESOME Review By Rob Rich on October 16th, 2013 Our Rating: :: TALK TO THE FISTUniversal App - Designed for iPhone and iPad A totalitarian society of bears is only the tip of the iceberg in this throwback brawler.   | Read more »
PROVERBidioms Paints English Sayings in...
PROVERBidioms Paints English Sayings in a Picture for Users to Find Posted by Andrew Stevens on October 16th, 2013 [ permalink ] | Read more »
OmniFocus 2 for iPhone Review
OmniFocus 2 for iPhone Review By Carter Dotson on October 16th, 2013 Our Rating: :: OMNIPOTENTiPhone App - Designed for the iPhone, compatible with the iPad OmniFocus 2 for iPhone is a task management app for people who absolutely... | Read more »
Ingress – Google’s Augmented-Reality Gam...
Ingress – Google’s Augmented-Reality Game to Make its Way to iOS Next Year Posted by Andrew Stevens on October 16th, 2013 [ permalink ] | Read more »
CSR Classics is Full of Ridiculously Pre...
CSR Classics is Full of Ridiculously Pretty Classic Automobiles Posted by Rob Rich on October 16th, 2013 [ permalink ] | Read more »

Price Scanner via MacPrices.net

Apple Store Canada offers refurbished 11-inch...
 The Apple Store Canada has Apple Certified Refurbished 2013 11″ MacBook Airs available starting at CDN$ 849. Save up to $180 off the cost of new models. An Apple one-year warranty is included with... Read more
Updated MacBook Price Trackers
We’ve updated our MacBook Price Trackers with the latest information on prices, bundles, and availability on MacBook Airs, MacBook Pros, and the MacBook Pros with Retina Displays from Apple’s... Read more
13-inch Retina MacBook Pros on sale for up to...
B&H Photo has the 13″ 2.5GHz Retina MacBook Pro on sale for $1399 including free shipping. Their price is $100 off MSRP. They have the 13″ 2.6GHz Retina MacBook Pro on sale for $1580 which is $... Read more
AppleCare Protection Plans on sale for up to...
B&H Photo has 3-Year AppleCare Warranties on sale for up to $105 off MSRP including free shipping plus NY sales tax only: - Mac Laptops 15″ and Above: $244 $105 off MSRP - Mac Laptops 13″ and... Read more
Apple’s 64-bit A7 Processor: One Step Closer...
PC Pro’s Darien Graham-Smith reported that Canonical founder and Ubuntu Linux creator Mark Shuttleworth believes Apple intends to follow Ubuntu’s lead and merge its desktop and mobile operating... Read more
MacBook Pro First, Followed By iPad At The En...
French site Info MacG’s Florian Innocente says he has received availability dates and order of arrival for the next MacBook Pro and the iPad from the same contact who had warned hom of the arrival of... Read more
Chart: iPad Value Decline From NextWorth
With every announcement of a new Apple device, serial upgraders begin selling off their previous models – driving down the resale value. So, with the Oct. 22 Apple announcement date approaching,... Read more
SOASTA Survey: What App Do You Check First in...
SOASTA Inc., the leader in cloud and mobile testing announced the results of its recent survey showing which mobile apps are popular with smartphone owners in major American markets. SOASTA’s survey... Read more
Apple, Samsung Reportedly Both Developing 12-...
Digitimes’ Aaron Lee and Joseph Tsai report that Apple and Samsung Electronics are said to both be planning to release 12-inch tablets, and that Apple is currently cooperating with Quanta Computer on... Read more
Apple’s 2011 MacBook Pro Lineup Suffering Fro...
Appleinsider’s Shane Cole says that owners of early-2011 15-inch and 17-inch MacBook Pros are reporting issues with those models’ discrete AMD graphics processors, which in some cases results in the... Read more

Jobs Board

*Apple* Retail - Manager - Apple (United Sta...
Job SummaryKeeping an Apple Store thriving requires a diverse set of leadership skills, and as a Manager, youre a master of them all. In the stores fast-paced, dynamic Read more
*Apple* Support / *Apple* Technician / Mac...
Apple Support / Apple Technician / Mac Support / Mac Set up / Mac TechnicianMac Set up and Apple Support technicianThe person we are looking for will have worked Read more
Senior Mac / *Apple* Systems Engineer - 318...
318 Inc, a top provider of Apple solutions is seeking a new Senior Apple Systems Engineer to be based out of our Santa Monica, California location. We are a Read more
*Apple* Retail - Manager - Apple Inc. (Unite...
Job Summary Keeping an Apple Store thriving requires a diverse set of leadership skills, and as a Manager, you’re a master of them all. In the store’s fast-paced, Read more
*Apple* Solutions Consultant - Apple (United...
**Job Summary** Apple Solutions Consultant (ASC) - Retail Representatives Apple Solutions Consultants are trained by Apple on selling Apple -branded products Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.