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2012年2月4日星期六

How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor & TexturePacker Part 2

How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor & TexturePacker Part 2:
This is a post by special contributor Andreas Loew, the creator of TexturePacker and PhysicsEditor.

Create this vertical scrolling platformer with Cocos2D!
Create this vertical scrolling platformer with Cocos2D!

Welcome back to the Monkey Jump tutorial! In this series, we are creating a fun vertical scrolling platformer with Cocos2D, TexturePacker and PhysicsEditor.

In Part One on the tutorial series, we introduced the MonkeyJump! game design, created the sprite sheets and shapes we needed, and began coding the game.

Before we stopped for a break, we had all of our game layers set up and had just finished making random objects drop from the sky, with sound effects.

In this second part of the tutorial, we will add our hero to the game, make him move and jump, and start adding some gameplay.

We’ll be starting with the project where we left off last time. If you don’t have it already, grab the source code for this tutorial series and open up 3-DraggingObjects.

Without further ado, let’s get back to (monkey) business! :]



Getting Started


We created the monkey’s shape in PhysicsEditor in Part One of this tutorial, but haven’t added the monkey to the game yet. Let’s do that now!

Add the Monkey class by creating a new file with the iOS\Cocoa Touch\Objective-C class template. Name the class Monkey, and make it a subclass of GB2Sprite. (Again, remember to change extension for the Monkey.m file to .mm)

The monkey will react to different events in the game world: he’ll put up his hands when something drops from above, push items, jump, etc. This is why you won’t be using Cocos2d’s standard animation routines, and instead implement some of your own.

For this, you need some member variables to store the additional data. Paste this code into Monkey.h replacing what’s there already:


#pragma once

#import "Cocos2d.h"
#import "GB2Sprite.h"

@class GameLayer;

@interface Monkey : GB2Sprite
{
float direction;      // keeps monkey's direction (from accelerometer)
int animPhase;        // the current animation phase
ccTime animDelay;     // delay until the next animation phase is stated
GameLayer *gameLayer; // weak reference
}

-(id) initWithGameLayer:(GameLayer*)gl;
-(void) walk:(float)direction;

@end


Now switch to Monkey.mm and replace it with the following lines:


#import "Monkey.h"
#import "GB2Contact.h"
#import "GMath.h"
#import "Object.h"
#import "SimpleAudioEngine.h"
#import "GameLayer.h"

#define JUMP_IMPULSE 6.0f
#define WALK_FACTOR 3.0f
#define MAX_WALK_IMPULSE 0.2f
#define ANIM_SPEED 0.3f
#define MAX_VX 2.0f

@implementation Monkey

-(id) initWithGameLayer:(GameLayer*)gl
{  
// 1 - Initialize the monkey 
self = [super initWithDynamicBody:@"monkey"
spriteFrameName:@"monkey/idle/1.png"];

if(self)
{
// 2 - Do not let the monkey rotate
[self setFixedRotation:true];

// 3 - The monkey uses continuous collision detection
// to avoid getting stuck inside fast-falling objects
[self setBullet:YES];

// 4 - Store the game layer
gameLayer = gl;
}

return self;
}

@end


Let’s go through the initWithGameLayer method step-by-step:

  1. First, we initialize the monkey. The monkey’s movement will be affected by the physics engine, so make him a dynamic object. We’ll use the idle frame as both the first frame of the monkey animation and the monkey’s physics shape.
  2. The monkey should stand straight up all the time, so we set his rotation to fixed. This means the monkey is moved by Box2d, but does not rotate or tilt.
  3. Set the monkey to bullet mode. Bullet mode enables continuous collision detection on an object. Without it, Box2d moves objects and then performs the collision checks. With fast-moving objects it’s possible that an object will pass through another without any collision detection at all or that an object will get stuck in another. Continuous collision detection calculates collisions all the way from an object’s current position to its new position – not just for the end point.
  4. Finally, you need to store the game layer – keep it as a weak reference and just assign the value.

A monkey bullet!  Bullet mode enables continuous collision detection.
A monkey bullet! Bullet mode enables continuous collision detection.


With regards to bullet mode for step #3, if you were coding a project with only a few objects, you could set the Box2d engine to run continuous collision detection for all game objects. However, when a game has a lot of objects that would add a lot of CPU overhead. So, for our game we’ll set the continuous mode on just the monkey and fast-moving (dropping) objects.

To enable the monkey, add him to the GameLayer. Open GameLayer.h and add the following lines at the top, just below the import statements:


@class Monkey;


Now, add the following member variable to the GameLayer class:


Monkey *monkey;


Then switch to GameLayer.mm and import Monkey.h at the top of the file:


#import "Monkey.h"


At the end of the init selector in GameLayer.mm, initialize the monkey, add him to the game layer and set a starting position for the monkey:


monkey = [[[Monkey alloc] initWithGameLayer:self] autorelease];
[objectLayer addChild:[monkey ccNode] z:10000];
[monkey setPhysicsPosition:b2Vec2FromCC(240,150)];


Compile and run, and you’ll see the following:



The monkey is in the house! Objects drop onto him and he gets pushed away – perfect. That’s exactly what we want.

Do the Monkey Walk


Our next goal is to make the monkey walk, using the accelerometer as input.

Go back to GameLayer.mm and add the following code at the end of the init method:


self.isAccelerometerEnabled = YES;


This will ensure that for each change in the built-in accelerometer values, the GameLayer class gets an automatic notification. The notification handler has to be added to GameLayer.mm at the end of the file, before the @end marker:


- (void)accelerometer:(UIAccelerometer*)accelerometer
didAccelerate:(UIAcceleration*)acceleration
{
// forward accelerometer value to monkey
[monkey walk:acceleration.y];
}


The accelerometer handler calls the walk method of the monkey object with the y-axis value of the accelerometer. This method will handle actually moving the monkey back and forth based on the accelerometer input.

So, move to Monkey.mm and add the walk method to the end of the file (before the @end marker). This method simply stores the new movement direction for the monkey in a member variable.


-(void) walk:(float)newDirection
{
direction = newDirection;
}


Try compiling and running the code now … Surprise! Nothing new happens. This is due to the fact that while the direction value has been stored, it has not been applied to the physics simulation yet. In order to update the physics simulation based on the new movement direction, we need to override the updateCCFromPhysics selector, which is called by the GB2Engine on every frame for a GB2Node object to update the physics.

Update Monkey Physics

Add the following code to Monkey.mm:


-(void) updateCCFromPhysics
{
// 1- Call the super class
[super updateCCFromPhysics];

// 2 - Apply the directional impulse
float impulse = clamp(-[self mass]*direction*WALK_FACTOR,
-MAX_WALK_IMPULSE,
MAX_WALK_IMPULSE);           
[self applyLinearImpulse:-b2Vec2(impulse,0) point:[self worldCenter]];       
}


In the above, you first call the selector of the super class. This will update the monkey’s sprite based on physics simulation.

Then, you push the monkey in the right direction based on the stored direction value. It is important not to take complete control of the monkey. Otherwise, his “natural” behavior in response to events such as items dropping or collision detection won’t work properly.

All you really do is to give the monkey a nudge in the right direction. Since the physics engine updates happen 60 times per second, it’s important to keep the push quite light. It’s a monkey – not a bullet, even if he is in bullet mode!

You can move a box2D object by applying an impulse to the object. And you do this using the GB2Sprite’s applyLinearImpulse method, which takes two parameters: the impulse to apply and the point of application.

For the point of application, we’ll use the world center of the object. Applied at the world center, the object will be pushed without any torque that would result into a rotation. (Which, by the way, would not happen to the monkey anyway, since we already set him not to rotate.)




When applying an impulse, I recommend using the mass of the object, which you can get with [self mass]. This is because the impulse is the product of mass and velocity.

Multiply the mass value by the stored direction value. This gives you small impulses when the device is tilted slightly, and bigger impulses when its tilted sharply.

Scaling the impulse with the object’s mass frees us from having to worry about the movement changing when we change the object’s shape in PhysicsEditor. If we didn’t scale the impulse and later we made the monkey a bit smaller (for example), the same impulse applied to a monkey of less mass will result in a faster-moving monkey.

We will also clamp the value to a maximum to avoid impulses that are too strong. The maximum impulse is defined with the MAX_WALK_IMPULSE variable.

Compile and run. Still nothing? Ah, I forgot to tell you one thing: the iPhone simulator does not simulate the accelerometer. So, from now on, we need to test on the device! Switch to the device and test.

The monkey now slides left and right – but the movement doesn’t look very natural.

Make the Monkey Move

We’re going to add some code to Monkey.mm to get the monkey animations working. Add the following to the end of the updateCCFromPhysics method:


animDelay -= 1.0f/60.0f;
if(animDelay <= 0)
{
animDelay = ANIM_SPEED;
animPhase++;
if(animPhase > 2)
{
animPhase = 1;
}
}


The first line simply updates the time till the next animation by decreasing the time delay till the next animation phase. I use the value 1.0f/60.0f because I assume that the application runs at 60 fps and the updateCCFromPhysics method does not have a delta time parameter which would provide the timer interval between each update accurately.

If the animation time delay drops below zero, reset the animation delay value to the animation speed and increase the current phase by one. If the highest phase is reached, loop back to 1 so that the animation will continue to play in a loop.

Next, we need to determine the direction the monkey is facing. There are two ways to do this:

  1. Use the direction from the accelerometer
  2. Use the monkey’s velocity vector

I prefer to use the accelerometer, since it gives the player immediate feedback when he or she tries to change the direction by tilting the device. We’ll respond to velocity changes via accelerometer later.

Add this code to the end of updateCCFromPhysics:


// determine direction of the monkey
bool isLeft = (direction < 0);

// direction as string
NSString *dir = isLeft ? @"left" : @"right";   

// update animation phase
NSString *frameName;
const float standingLimit = 0.1;
float vX = [self linearVelocity].x;
if((vX > -standingLimit) && (vX < standingLimit))
{
// standing
frameName = [NSString stringWithFormat:@"monkey/idle/2.png"];           
}
else
{
// walking
NSString *action = @"walk";
frameName = [NSString stringWithFormat:@"monkey/%@/%@_%d.png", action, dir, animPhase];       
}

// set the display frame
[self setDisplayFrameNamed:frameName];


Basically, all the code above does is, if the monkey’s speed is lower than standingLimit, it makes him look directly at the player with his idle animation frame. Otherwise, it uses a walk display frame matching the current direction and animation frame number.

Compile and run. The monkey now runs about – nice!

Slow Down Little Fella

I’m still not happy with one thing: I think the monkey moves too fast. We could reduce the impulse we’re applying to make him walk, but this will also make him slow and clumsy.

We need a strong enough impulse to make him react fast – but not too fast.

Replace the current code for updateCCFromPhysics in Monkey.mm with the following code:


// 1 - Call the super class
[super updateCCFromPhysics];

// 2 - Update animation phase
animDelay -= 1.0f/60.0f;
if(animDelay <= 0)
{
animDelay = ANIM_SPEED;
animPhase++;
if(animPhase > 2)
{
animPhase = 1;
}
}

// 3 - Get the current velocity
b2Vec2 velocity = [self linearVelocity];
float vX = velocity.x;

// 4 - Determine direction of the monkey
bool isLeft = (direction < 0);

if((isLeft && (vX > -MAX_VX)) || ((!isLeft && (vX < MAX_VX))))
{
// apply the directional impulse
float impulse = clamp(-[self mass]*direction*WALK_FACTOR,
-MAX_WALK_IMPULSE,
MAX_WALK_IMPULSE);           
[self applyLinearImpulse:-b2Vec2(impulse,0) point:[self worldCenter]];       
}

// 5 - Get direction as string
NSString *dir = isLeft ? @"left" : @"right";       

// 6 - Update animation phase
NSString *frameName;
const float standingLimit = 0.1;
if((vX > -standingLimit) && (vX < standingLimit))
{
// standing
frameName = [NSString stringWithFormat:@"monkey/idle/2.png"];           
}
else
{
// walking
NSString *action = @"walk";
frameName = [NSString stringWithFormat:@"monkey/%@/%@_%d.png", action, dir, animPhase];       
}

// 7 - Set the display frame
[self setDisplayFrameNamed:frameName];


As you’ll notice, we’ve moved a few code blocks around but the major change is the addtion of a new line to section #3 for the vX variable and moving the impulse code to section #4 to be wrapped within an if condition that checks if the velocity is below a maximum value for the current direction. This allows the monkey to steer against being pushed away by an object, but keeps him from accelerating too fast on his own.

Compile and run. I thinks this looks much better now.



The source code of the project in its current state is available in the folder 4-WalkingMonkey.

Jump, Jump!


Now, let’s make the monkey jump. For this, we need to make the game detect touch events anywhere on the GameLayer, because we want the monkey to jump at every touch.

Open GameLayer.mm and enable touch detection by adding the following line to the init selector:


// enable touches
self.isTouchEnabled = YES;


Also add the following selector at the end of the file (but before the @end marker). It forwards the touches to the monkey object via the jump method.


-(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[monkey jump];   
}


You might notice at this point that we don’t have a jump method in the Monkey class. That’s what we’ll add next. Switch to Monkey.h and add the following method definition just before @end:


-(void) jump;


Now open Monkey.mm and add the following code before the @end marker:


-(void) jump
{
[self applyLinearImpulse:b2Vec2(0,[self mass]*JUMP_IMPULSE)
point:[self worldCenter]];  

[[SimpleAudioEngine sharedEngine] playEffect:@"jump.caf"
pitch:gFloatRand(0.8,1.2)
pan:(self.ccNode.position.x-240.0f) / 240.0f
gain:1.0 ];
}


All the above code does is to apply an impulse to make the monkey jump and play the jump sound. We’ll pan the sound as we did for the object sounds in Part One of this tutorial.

Compile and run. Tap the screen to make the monkey jump.

Outta Sight!

But this is far from perfect: if you tap the screen multiple times, the monkey goes through the roof! Worse still, the camera does not follow the monkey.

Let’s fix the camera first. First, add the following code to the top of the update selector, above the existing code, in GameLayer.mm.


// 0 - monkey's position
float mY = [monkey physicsPosition].y * PTM_RATIO;


The above code copies the monkey’s y-position into a new variable mY. Of course, we could also access the monkey’s ccNode and take the y-coordinate from there. The end result will be the same as multiplying his physics position by the PTM_RATIO.

Now, add these lines to the end of the update selector after the closing curly brace after section #7.


// 8 - Adjust camera
const float monkeyHeight = 70.0f;
const float screenHeight = 320.0f;
float cY = mY - monkeyHeight - screenHeight/2.0f;
if(cY < 0)
{
cY = 0;
}


Here, we calculate a good value for the camera’s y-coordinate, one that will more or less center the monkey on the middle of the screen. Clamp the value so that it does not go below 0 so that the camera does not move below ground level.

Now let’s implement parallax scrolling of the background so that the monkey’s movement appears more natural. The effect is quite easy to accomplish: just multiply the background layer by a factor below 1.0 and set the position for the layers. This will make the background layer scroll slower. The further away a layer is from the camera, the smaller the factor must be.

Add this code below the last few lines added to update:


// 9 - Do some parallax scrolling
[objectLayer setPosition:ccp(0,-cY)];
[floorBackground setPosition:ccp(0,-cY*0.8)]; // move floor background slower
[background setPosition:ccp(0,-cY*0.6)];      // move main background even slower


Feel free to adjust the values to your liking.

That’s it – compile and run. Tap the screen multiple times to see the monkey rise. And beware of flying monkeys!!!!




And It All Piles Up!

If you play the game for a while, you’ll notice that the items continue to drop from the same fixed height – sometimes way below the monkey’s current position. In fact, after some time, items don’t even drop because they’ve piled up beyond the spawning point.

Fix this by changing the following line in GameLayer.mm‘s update method:


float yPos = 400;


Change the above line to this:


float yPos = 400 + mY;


Items will now spawn 400pt above the monkey’s head, wherever it may be.

Back to the monkey. You’ll have noticed that the monkey can actually jump again and again while up in the air. This just won’t do. We need to fix it so the monkey only jumps when he has contact with the floor.

Let’s start by counting the number of contacts the monkey makes with the floor.

Add a new variable to Monkey.h:


int numFloorContacts;     // number of floor contacts


Switch to Monkey.mm and add the following two new collision detection handlers to the end of the file (but above the @end marker):


-(void) beginContactWithFloor:(GB2Contact*)contact
{
numFloorContacts++;
}

-(void) endContactWithFloor:(GB2Contact*)contact
{
numFloorContacts--;
}


As the names imply, the first one detects the beginning of a contact/collision with the floor and the second the end of a collision. In the beginContact selector, we increase the value of the floor contact variable, and then decrease it in the endContact selector.

These selectors are going to get called by GBox2D every time a contact starts or ends between the monkey and the floor. (Remember: we created a separate class for the floor so that GBox2D now can call the appropriate selector with the class’s name).

Now, if the monkey is standing on the floor, then the numFloorContacts value should be at least one. Use this to our advantages by wrapping the code in the jump method in Monkey.mm with an if condition to see if the monkey is actually standing on the floor before jumping:


-(void) jump
{
if(numFloorContacts > 0)
{
[self applyLinearImpulse:b2Vec2(0,[self mass]*JUMP_IMPULSE)
point:[self worldCenter]];  

...
}
}


Compile and run. Everything seems fine. Well… except that when the monkey lands on an object, he loses the ability to jump. To fix this, we’re going to consider any contact the monkey has with objects similar to a contact with the floor.

And it’s very simple to implement. Simply add a couple more collision-handling routines to the end of Monkey.mm and count object contacts the same way we counted floor contacts:


-(void) beginContactWithObject:(GB2Contact*)contact
{
// count object contacts as floor contacts 
numFloorContacts++;       
}

-(void) endContactWithObject:(GB2Contact*)contact
{
// count object contacts as floor contacts 
numFloorContacts--;       
}


Compile and run. Isn’t it much better now? And our game is already playable!

Push It!


Let’s improve the gameplay and allow the monkey to push objects to the left and right – and give him the ability to put his hands above his head to shield him from dropping objects.

Do you remember how you added the sensors to the left and right sides of the monkey in Part One? They come into play now! The key to the sensors was setting up the “Id” parameter in PhysicsEditor. You are going to retrieve this value now!

But before we do that, we need to add a few instance variables to keep count of the left and right sensors, as well as the number of contacts made with the monkey’s head. Add these variables to Monkey.h:


int numPushLeftContacts;
int numPushRightContacts;
int numHeadContacts;


Next, the beginContactWith* and endContactWith* selectors have a contact parameter we can use to determine which part of the monkey has contact with an object – the “Id” value we added in PhysicsEditor is stored as user data in each fixture. So replace the existing object contact handlers for Monkey.mm with the following:


-(void) beginContactWithObject:(GB2Contact*)contact
{
NSString *fixtureId = (NSString *)contact.ownFixture->GetUserData();
if([fixtureId isEqualToString:@"push_left"])
{
numPushLeftContacts++;
}
else if([fixtureId isEqualToString:@"push_right"])
{
numPushRightContacts++;
}
else if([fixtureId isEqualToString:@"head"])
{
numHeadContacts++;
}
else
{
// count others as floor contacts 
numFloorContacts++;       
}
}

-(void) endContactWithObject:(GB2Contact*)contact
{
NSString *fixtureId = (NSString *)contact.ownFixture->GetUserData();
if([fixtureId isEqualToString:@"push_left"])
{
numPushLeftContacts--;
}
else if([fixtureId isEqualToString:@"push_right"])
{
numPushRightContacts--;
}
else if([fixtureId isEqualToString:@"head"])
{
numHeadContacts--;
}
else
{
// count others as floor contacts 
numFloorContacts--;       
}
}


As you see from the new code, you retrieve the Id, which we’ll call fixtureId here, by accessing the contact parameter’s fixture and then accessing the fixture’s user data via the GetUserData method.

Now that we’re tracking the contacts, we can update the monkey’s animation frames to handle additional events.

Here’s the decision table for the various animations:




























Monkey

Objects

Animation
StandingNo object above headIdle
StandingObject above headArms up
MovingNo push sensor active in the directionWalk
MovingPush sensor active in the directionPush

Using the above table, we modify section #6 of updateCCFromPhysics in Monkey.mm as follows:


// 6 - Update animation phase
const float standingLimit = 0.1;
NSString *frameName = nil;
if((vX > -standingLimit) && (vX < standingLimit))
{
if(numHeadContacts > 0)
{
// Standing, object above head
frameName = [NSString stringWithFormat:@"monkey/arms_up.png"];                       
}
else
{
// Just standing
frameName = [NSString stringWithFormat:@"monkey/idle/2.png"];           
}
}
else
{
if(numFloorContacts == 0)
{
// Jumping, in air
frameName = [NSString stringWithFormat:@"monkey/jump/%@.png", dir];
}
else
{
// Determine if monkey is pushing an item
bool isPushing =  (isLeft && (numPushLeftContacts > 0))
|| (!isLeft && (numPushRightContacts > 0));

// On the floor
NSString *action = isPushing ? @"push" : @"walk";

frameName = [NSString stringWithFormat:@"monkey/%@/%@_%d.png", action, dir, animPhase];       
}       
}


Compile and test. Perfect! The monkey now behaves just as we want.



It Takes a Strong Monkey …

Playing a little bit more though, I think the monkey should be a bit stronger under certain conditions. Currently, he’s too weak to break free when an object is above his head. Let’s give him some extra strength when he’s trapped like that and wants to jump.

This is the current line from the jump selector in Monkey.mm that makes the monkey jump:


[self applyLinearImpulse:b2Vec2(0,[self mass]*JUMP_IMPULSE)
point:[self worldCenter]];


Replace it with:


float impulseFactor = 1.0;

// if there is something above monkey's head make the push stronger
if(numHeadContacts > 0)
{
impulseFactor = 2.5;
}
[self applyLinearImpulse:b2Vec2(0,[self mass]*JUMP_IMPULSE*impulseFactor)
point:[self worldCenter]];


That’s our monkey on steroids! He now uses a 2.5-times stronger impulse when there’s an object resting above him – this should allow him to break free of most of the objects.

Let’s also change the walking impulse in case the monkey needs to push an object to the side to break free. Go to updateCCFromPhysics and cut the following lines from section #6:


// Determine if monkey is pushing an item
bool isPushing =  (isLeft && (numPushLeftContacts > 0))
|| (!isLeft && (numPushRightContacts > 0));


Now paste that code into section #4 and modify it as follows:


// 4 - Determine direction of the monkey
bool isLeft = (direction < 0);

// Determine if monkey is pushing an item
bool isPushing =  (isLeft && (numPushLeftContacts > 0))
|| (!isLeft && (numPushRightContacts > 0));

if((isLeft && (vX > -MAX_VX)) || ((!isLeft && (vX < MAX_VX))))
{
// apply the directional impulse
float impulse = clamp(-[self mass]*direction*WALK_FACTOR,
-MAX_WALK_IMPULSE,
MAX_WALK_IMPULSE);      
if(isPushing)
{
impulse *= 2.5;
}
[self applyLinearImpulse:-b2Vec2(impulse,0) point:[self worldCenter]];       
}


Compile and test – that’s much better. But there’s still a problem: when the monkey slightly grazes an object with his head, the new jump power makes him go through the roof!

We need to clamp his maximum speed inside the updateCCFromPhysics method. Add this to the end of section #3 of the updateCCFromPhysics method:


const float maxVelocity = 5.0;
float v = velocity.Length();
if(v > maxVelocity)
{
[self setLinearVelocity:maxVelocity/v*velocity];
}


Notice that in the code above we are directly modifying values controlled by the Box2d engine, thus affecting the overall behaviour of the physics engine. You should try to avoid doing this kind of manipulation.

Compile and test. I like the monkey’s behavior now. He reacts quickly, and is strong enough to push objects but does not become uncontrollable.

Where To Go From Here?


If you don’t have it already, here is all of the source code for this tutorial series.

You’ve now reached the end of Part Two of the MonkeyJump tutorial! The project in its current form is available in the source code zip in the folder called 5-MonkeyJumpAndRun.

Stay tuned for the final part of the series, where we’ll add some performance improvements, add a HUD layer to the game, and yes – kill the monkey! :]

In the meantime, if you have any questions or comments, please join the forum discussion below!

This is a post by special contributor Andreas Loew, the creator of TexturePacker and Physics Editor.

How To Build a Monkey Jump Game Using Cocos2D, PhysicsEditor & TexturePacker Part 2 is a post from: Ray Wenderlich

2012年1月4日星期三

How To Create a PDF with Quartz 2D in iOS 5 Tutorial Part 1

How To Create a PDF with Quartz 2D in iOS 5 Tutorial Part 1:
This is a blog post by iOS Tutorial Team member Tope Abayomi, an iOS developer and Founder of App Design Vault, your source for iPhone App Design.

Learn how to create a PDF programmatically!
Learn how to create a PDF programmatically!

Sometimes in your apps you might want to generate a PDF with data from the app for your users. For example, imagine you had an app that allowed users to sign a contract – you would want the users to be able to get a PDF with the final result.

But how do you generate a PDF programmatically? Well, it’s easy to do in iOS with the help of Quartz2D!

In this tutorial series, you’ll get hands-on experience with creating a simple PDF with Quartz2D. The PDF we’ll make will be for an invoice-making app, as you can see in the screenshot.

This tutorial assumes you are familiar with the basic new features in iOS 5 such as Storyboards and ARC. If you are new to iOS 5, check out some of the other iOS 5 tutorials on this site first.



Getting Started


Run Xcode and create a new project with the iOS\Application\Single View Application template. Enter PDFRenderer for the project name, choose iPhone for the Device Family, make sure Use Storyboard and Use Automatic Reference Counting are checked, and finish creating the project.



We are going to use two screens in this project. The first will simply have a button that will show the PDF when tapped. The second screen will be the PDF itself.

Select the MainStoryboard.storyboard file. In the main window, you will see a View Controller. We need this View Controller to be embedded in a Navigation Controller to start with, so click on the Editor Menu, then select Embed In/Navigation Controller.



The View Controller now has a segue from the Navigation Controller.



Now drag a UIButton from the objects tab to the View Controller, and rename the label “Draw PDF.”



If you run the application, you should see a simple View with a button displayed that says “Draw PDF,” but does nothing when tapped. We’ll take care of that shortly.

Now let’s add the second View that will hold the PDF.

Drag a new View Controller from the objects tab onto the Storyboard. Ctrl+Drag the “Draw PDF” button onto the new View Controller. When you release the mouse, you should see a popup similar to the one in the image below.



Select the Push option. This will create a segue onto the new View Controller so that it is displayed when the button is tapped. In other words, our button is now functional!

Run the application, tap the button, and you should see an empty View Controller pushed onto the screen. Storyboards rule!

Creating the PDF and Drawing Text


Now that we have the framework for our PDF, we’re ready to write some code.

Before we do that, select File\New\New File to add a new file to the project. Choose the iOS\Cocoa Touch\UIViewController subclass template, enter PDFViewController for the Class and UIViewController for the Subclass, make sure “With XIB for user interface” is NOT checked, and finish creating the file. We do not need a nib because we will use the View Controller created in the storyboard.

Connect the last View Controller we created to this new file by selecting the View Controller on the Storyboard and changing the class to PDFViewController in the identity inspector.



To draw some text in our PDF, we’re going to need to use the Core Text framework. To do this, select the PDFRenderer target and go to the Build Phases tab. Click the + sign below the Link Binaries With Libraries option, and then select the CoreText framework.



Then open PDFViewController.h and import the CoreText header:


#import <CoreText/CoreText.h>


OK time for the code! Add a new method to PDFViewController.m to create a “hello world” PDF. This is a long method, but don’t worry – we’ll explain it bit by bit afterwards.


-(void)drawText
{
NSString* fileName = @"Invoice.PDF";

NSArray *arrayPaths =
NSSearchPathForDirectoriesInDomains(
NSDocumentDirectory,
NSUserDomainMask,
YES);
NSString *path = [arrayPaths objectAtIndex:0];
NSString* pdfFileName = [path stringByAppendingPathComponent:fileName];

NSString* textToDraw = @"Hello World";
CFStringRef stringRef = (__bridge CFStringRef)textToDraw;

// Prepare the text using a Core Text Framesetter.
CFAttributedStringRef currentText = CFAttributedStringCreate(NULL, stringRef, NULL);
CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString(currentText);

CGRect frameRect = CGRectMake(0, 0, 300, 50);
CGMutablePathRef framePath = CGPathCreateMutable();
CGPathAddRect(framePath, NULL, frameRect);

// Get the frame that will do the rendering.
CFRange currentRange = CFRangeMake(0, 0);
CTFrameRef frameRef = CTFramesetterCreateFrame(framesetter, currentRange, framePath, NULL);
CGPathRelease(framePath);

// Create the PDF context using the default page size of 612 x 792.
UIGraphicsBeginPDFContextToFile(pdfFileName, CGRectZero, nil);

// Mark the beginning of a new page.
UIGraphicsBeginPDFPageWithInfo(CGRectMake(0, 0, 612, 792), nil);

// Get the graphics context.
CGContextRef currentContext = UIGraphicsGetCurrentContext();

// Put the text matrix into a known state. This ensures
// that no old scaling factors are left in place.
CGContextSetTextMatrix(currentContext, CGAffineTransformIdentity);

// Core Text draws from the bottom-left corner up, so flip
// the current transform prior to drawing.
CGContextTranslateCTM(currentContext, 0, 100);
CGContextScaleCTM(currentContext, 1.0, -1.0);

// Draw the frame.
CTFrameDraw(frameRef, currentContext);

CFRelease(frameRef);
CFRelease(stringRef);
CFRelease(framesetter);

// Close the PDF context and write the contents out.
UIGraphicsEndPDFContext();

}


The first six lines create a PDF filename for a file that will reside in the Documents folder. The file will be called Invoice.pdf.


NSString* fileName = @"Invoice.PDF";

NSArray *arrayPaths =
NSSearchPathForDirectoriesInDomains(
NSDocumentDirectory,
NSUserDomainMask,
YES);
NSString *path = [arrayPaths objectAtIndex:0];
NSString* pdfFileName = [path stringByAppendingPathComponent:fileName];


The next block of code creates a “Hello world” string that we will draw onto the PDF. It also converts the string to its CoreGraphics counterpart, CFStringRef.


NSString* textToDraw = @"Hello World";
CFStringRef stringRef = (__bridge CFStringRef)textToDraw;

// Prepare the text using a Core Text Framesetter.
CFAttributedStringRef currentText = CFAttributedStringCreate(NULL, stringRef, NULL);
CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString(currentText);


Now we create a CGRect that defines the frame where the text will be drawn.


CGRect frameRect = CGRectMake(0, 0, 300, 50);
CGMutablePathRef framePath = CGPathCreateMutable();
CGPathAddRect(framePath, NULL, frameRect);

// Get the frame that will do the rendering.
CFRange currentRange = CFRangeMake(0, 0);
CTFrameRef frameRef = CTFramesetterCreateFrame(framesetter, currentRange, framePath, NULL);
CGPathRelease(framePath);


Next we create a PDF context and mark the beginning of a PDF page. Each page of the PDF has to start with a call to UIGraphicsBeginPDFPageWithInfo.


// Create the PDF context using the default page size of 612 x 792.
UIGraphicsBeginPDFContextToFile(pdfFileName, CGRectZero, nil);

// Mark the beginning of a new page.
UIGraphicsBeginPDFPageWithInfo(CGRectMake(0, 0, 612, 792), nil);

// Get the graphics context.
CGContextRef currentContext = UIGraphicsGetCurrentContext();


The coordinates of Core Graphics drawings start from the bottom-left corner, while UIKit global coordinates start from the top-left. We need to flip the context before we begin drawing.


// Put the text matrix into a known state. This ensures
// that no old scaling factors are left in place.
CGContextSetTextMatrix(currentContext, CGAffineTransformIdentity);

// Core Text draws from the bottom-left corner up, so flip
// the current transform prior to drawing.
CGContextTranslateCTM(currentContext, 0, 100);
CGContextScaleCTM(currentContext, 1.0, -1.0);


Then we draw the actual frame with the text, release all the Core Graphics objects, and close the PDF context (hence writing the PDF to disk).


// Draw the frame.
CTFrameDraw(frameRef, currentContext);

CFRelease(frameRef);
CFRelease(stringRef);
CFRelease(framesetter);

// Close the PDF context and write the contents out.
UIGraphicsEndPDFContext();


If you are interested in learning more about how Core Text works and some more cool things you can do with it, check out our Core Text tutorial.

Add a UIWebView to Show the PDF File


The only thing left to do is to show our PDF file on the screen. To do that, add the following method to PDFViewController.m, which adds a UIWebView to the View Controller and shows the PDF file path we just created.


-(void)showPDFFile
{
NSString* fileName = @"Invoice.PDF";

NSArray *arrayPaths =
NSSearchPathForDirectoriesInDomains(
NSDocumentDirectory,
NSUserDomainMask,
YES);
NSString *path = [arrayPaths objectAtIndex:0];
NSString* pdfFileName = [path stringByAppendingPathComponent:fileName];

UIWebView* webView = [[UIWebView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];

NSURL *url = [NSURL fileURLWithPath:pdfFileName];
NSURLRequest *request = [NSURLRequest requestWithURL:url];
[webView setScalesPageToFit:YES];
[webView loadRequest:request];

[self.view addSubview:webView];   
}


Then add the implementation of viewDidLoad to call these new methods:


- (void)viewDidLoad
{
[self drawText];
[self showPDFFile];

[super viewDidLoad];
}


Now we’re ready to see some results! Build and run the project, and you should see “Hello World” on the screen when you zoom in!



A Quick Refactoring Process


Our drawing code does not really belong in the View Controller, so let’s farm that off into a new NSObject called PDFRenderer. Create a new file with the iOS\Cocoa Touch\Objective-C class template, enter PDFRenderer for the Class and NSObject for the subclass, and finish creating the file.

Open up PDFRenderer.h and import Core Text at the top of the file:


#import


Then move the drawText method from PDFViewController.m to PDFRenderer.m.

We will pass the filename into the new drawText method, so let’s create a new method in the PDFViewController.m file called getPDFFileName.


-(NSString*)getPDFFileName
{
NSString* fileName = @"Invoice.PDF";

NSArray *arrayPaths =
NSSearchPathForDirectoriesInDomains(
NSDocumentDirectory,
NSUserDomainMask,
YES);
NSString *path = [arrayPaths objectAtIndex:0];
NSString* pdfFileName = [path stringByAppendingPathComponent:fileName];

return pdfFileName;

}


Next, open PDFRenderer.m and remove this same block of code from the drawText method, and modify the method signature to take the filename as a parameter and make it a static method:


+(void)drawText:(NSString*)pdfFileName


Also predeclare this method in PDFRenderer.h.

Next, import PDFRenderer at the top of PDFViewController.m:


#import "PDFRenderer.h"


And modify viewDidLoad to call this new class and method:


- (void)viewDidLoad
{
NSString* fileName = [self getPDFFileName];

[PDFRenderer drawText:fileName];
[self showPDFFile];

[super viewDidLoad];
}


Build and run the project. Our quick refactoring shouldn’t have caused the application to behave any differently, but the code is better organized.

Drawing a Line Using Quartz 2D


The invoice we want to end up with is made up of text, lines and images. We’ve got text — now it’s time to practice drawing a line. To do that, we will use… wait for it… the drawLine method!

Add this new method to PDFRenderer.m:


+(void)drawLineFromPoint:(CGPoint)from toPoint:(CGPoint)to
{
CGContextRef context = UIGraphicsGetCurrentContext();

CGContextSetLineWidth(context, 2.0);

CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();

CGFloat components[] = {0.2, 0.2, 0.2, 0.3};

CGColorRef color = CGColorCreate(colorspace, components);

CGContextSetStrokeColorWithColor(context, color);


CGContextMoveToPoint(context, from.x, from.y);
CGContextAddLineToPoint(context, to.x, to.y);

CGContextStrokePath(context);
CGColorSpaceRelease(colorspace);
CGColorRelease(color);

}


The above code sets the properties of the line we want to draw. The properties are the thickness of the line (2.0) and the color (transparent gray). It then draws the line between the CGPoints passed into the method.

We could now call this method from our View Controller. Notice, however, that the drawText method does not create a new PDF Graphics context or a new page by calling UIGraphicsBeginPDFContextToFile. So we need to make some modifications.

First, create a new method in the PDFRenderer file called drawPDF.


+(void)drawPDF:(NSString*)fileName
{
// Create the PDF context using the default page size of 612 x 792.
UIGraphicsBeginPDFContextToFile(fileName, CGRectZero, nil);
// Mark the beginning of a new page.
UIGraphicsBeginPDFPageWithInfo(CGRectMake(0, 0, 612, 792), nil);

CGPoint from = CGPointMake(0, 0);
CGPoint to = CGPointMake(200, 300);
[PDFRenderer drawLineFromPoint:from toPoint:to];

[self drawText];

// Close the PDF context and write the contents out.
UIGraphicsEndPDFContext();
}


This will create our graphics context, draw the text and a test line, and then end the context.

Note that the drawText method no longer takes the PDF filename as a parameter. Here is our new drawText method.


+(void)drawText
{

NSString* textToDraw = @"Hello World";
CFStringRef stringRef = (__bridge CFStringRef)textToDraw;
// Prepare the text using a Core Text Framesetter
CFAttributedStringRef currentText = CFAttributedStringCreate(NULL, stringRef, NULL);
CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString(currentText);

CGRect frameRect = CGRectMake(0, 0, 300, 50);
CGMutablePathRef framePath = CGPathCreateMutable();
CGPathAddRect(framePath, NULL, frameRect);

// Get the frame that will do the rendering.
CFRange currentRange = CFRangeMake(0, 0);
CTFrameRef frameRef = CTFramesetterCreateFrame(framesetter, currentRange, framePath, NULL);
CGPathRelease(framePath);

// Get the graphics context.
CGContextRef currentContext = UIGraphicsGetCurrentContext();

// Put the text matrix into a known state. This ensures
// that no old scaling factors are left in place.
CGContextSetTextMatrix(currentContext, CGAffineTransformIdentity);

// Core Text draws from the bottom-left corner up, so flip
// the current transform prior to drawing.
CGContextTranslateCTM(currentContext, 0, 100);
CGContextScaleCTM(currentContext, 1.0, -1.0);

// Draw the frame.
CTFrameDraw(frameRef, currentContext);

CFRelease(frameRef);
CFRelease(stringRef);
CFRelease(framesetter);
}


Add the predeclaration for drawPDF into PDFRenderer.h. Then modify the View Controller to call the correct method in viewDidLoad, which is drawPDF instead of drawText.

That’s it! Build and run the app, you should see both “Hello World” and a diagonal line, similar to the image below.



Yes, that’s funny-looking. And no, this is not “How to Draw Abstract Art with Quartz 2D.” Don’t worry, our PDF will achieve some polish in Part Two of the tutorial! :]

Where to Go From Here?


Here is a example project with all of the code from the above tutorial.

That brings us to the end of the first part of this tutorial. In Part Two, we will go into more advanced drawing techniques, like adding images and using a xib file to make the layout process easier. Please stay tuned!

If you have any questions or comments about what we’ve done so far, or if there is anything you’d like me to address in Part Two, please join in the forum discussion below!



This is a blog post by iOS Tutorial Team member Tope Abayomi, an iOS developer with a passion for easy to use, useful, aesthetically pleasing apps. Here are some of his videos teaching you how to design an app with custom design.

How To Create a PDF with Quartz 2D in iOS 5 Tutorial Part 1 is a post from: Ray Wenderlich