• Stars
    star
    172
  • Rank 221,201 (Top 5 %)
  • Language
    Haskell
  • License
    Other
  • Created over 8 years ago
  • Updated almost 4 years ago

Reviews

There are no reviews yet. Be the first to send feedback to the community and the maintainers!

Repository Details

Haskell binding to Apple's SpriteKit framework

Haskell binding to Apple's SpriteKit framework

Open source under BSD3 license. Contributions under the same license are most welcome.

To build this project, you need a recent version of Xcode and GHC 8.0.2. If you don't want to build it yourself, a pre-compiled version comes with Haskell for Mac, which also provides the best Haskell SpriteKit development experience.

This code has currently only been tested on macOS. The main obstacle to using it on iOS is lack of support for Template Haskell (and hence, language-c-inline) by GHC for iOS, but What is New in Cross Compiling Haskell might help.

The talk Haskell SpriteKit — A Purely Functional API for a Stateful Animation System & Physics Engine discusses the architecture of Haskell SpriteKit — see also the accompanying paper Haskell SpriteKit — Transforming an Imperative Object-oriented API into a Purely Functional One.

An example game: Shades

Shades Loop

Have a look at a clone of the mobile games Shades as a simple example to get you started:

https://github.com/gckeller/shades

This implementation of Shades is explained in detail in the paper Haskell SpriteKit — Transforming an Imperative Object-oriented API into a Purely Functional One, which provides an overview of the design and internals of Haskell SpiteKit.

Another example game: Lazy Lambda

Lazy Lambda Loop

As a second example of a simple game in Haskell SpriteKit, have a look at Lazy Lambda, a Flappy Bird clone:

https://github.com/mchakravarty/lazy-lambda

For an explanation of the main concepts of the Haskell SpriteKit binding including live coding of Lazy Lambda, watch the talk Playing with Graphics and Animations in Haskell (includes video and slides).

Building with a stock GHC distribution

Unfortunately, a quick and easy cabal or stack-based build is not possible. In addition to Haskell, this project includes Objective-C and Swift code, and neither cabal nor stack can handle this properly.

The build requirements are as follows:

  • Xcode 8 (from the Mac App Store) on macOS 10.11 or 10.12. (The latest Xcode 7 might also work, maybe with light tweaking, but I haven't tried in a while.)

  • GHC 8.0.2 along with alex, cabal, cpphs, and happy. (The build system expects to find those in your $PATH.)

Open the project in Xcode and build or archive. In either case, the build procedure will install a fair few packages from Hackage into your user package database (see the .cabal file in the spritekit directory for details), including a spritekit package. Moreover, Xcode will produce a HaskellSpriteKit.framework. The documentation is only built in Release mode.

To use, HaskellSpriteKit.framework in an app, you need to do the following:

  • Write some GUI code in Swift (or Objective-C), to open a window and put an SKView into that window (in which you can present the SpriteKit scene generated by the Haskell code).

  • Write Haskell code that uses the spritekit package to implement a SpriteKit scene. Call this code from Swift, implementing the GUI, using the Haskell FFI or by using the Objective-C support in language-c-inline. The latter is what Haskell SpriteKit uses internally. To learn more, check out my Haskell Symposium 2014 talk: Foreign Inline Code in Haskell.

  • Link all this together into one app that includes HaskellSpriteKit.framework as an embedded framework. I recommend to compile all Haskell code using custom build scripts in Xcode in the same way that the Haskell SpriteKit build system works. This makes it easy to do all packaging, code signing, etc right there in Xcode as well. In fact, you may like to put all your own Haskell code into your own embedded framework inside your app. This speeds up builds and simplifies linking in my experience.

The build system assumes that everything is going to be linked dynamically.

An example

If you like to see concrete example code of how to build a standalone Mac app embedding a Haskell SpriteKit scene, check out the ShadesApp folder of Shades. Follow the instructions above for building the Haskell SpriteKit framework with a stock GHC (requires GHC 8.02) and then, the instructions at Shades for how to compile the Swift wrapper and generate an app bundle containing everything.

NB: The basic set up is similar to Haskell for Mac, and hence, suitable for distribution through the Mac App Store.

Feature set

For details of the supported API, see the current Haddock documentation (currently version 0.9.0.0).

Supported features

The Haskell binding supports the following SpriteKit node types:

Moreover, almost all SpriteKit animation actions (SKAction) are supported as well as textures and graphics paths (to define polygons and Bézier curves). All the basic features of the physics engine are supported, such as gravity, collisions, contact handlers, various material properties, as well as volume-based and edged-based physics bodies.

Unsupported features

  • Unsupported node types: video nodes, emitter nodes, crop nodes, effect nodes, light nodes, field nodes, camera nodes, audio nodes, and reference nodes.
  • The various search routines are not supported.
  • Physics: joints, constraints, and fields are not supported.
  • No macOS 10.12 features are supported.

Most of the missing features can be supported quite easily by simply following the same approach as used in the existing code. (Just open an issue if you are looking for something specific. Or, if you can, implement it and open a pull request.)

Moreover, this project needs a proper suite of unit tests.

More Repositories

1

CodeEditorView

SwiftUI code editor view for iOS and macOS
Swift
564
star
2

language-c-inline

Inline C & Objective-C in Haskell
Haskell
147
star
3

BigPixel

Pixel art for games
Haskell
137
star
4

lets-program

Let's program! Get into programming writing a simple game.
Haskell
76
star
5

lazy-lambda

Lazy Lambda — a Flappy Bird clone in Haskell with SpriteKit
Haskell
73
star
6

goalsapp

Track periodic goals — a sample iPhone app
Swift
27
star
7

haskell.sty

LaTeX style file to typeset functional languages like Haskell
26
star
8

ProjectNavigator

SwiftUI project navigation view for macOS and iOS
Swift
21
star
9

gloss-game

A convenience wrapper around the Gloss library to make writing games in Haskell even easier
Haskell
17
star
10

hoas-conv

Toy language to show the conversion of embedded higher-order abstract syntax (HOAS)
Haskell
17
star
11

CodeEditorDemo

Demo app for CodeEditorView
Swift
16
star
12

language-swift-quote

Quasiquotation for Swift in Haskell
9
star
13

welcome-to-fp-workshop

Support material for the “Introduction to Functional Programming” workshop @ the "Welcome to Functional Programming" day of YOW! Lambda Jam, Sydney, 2018 & 2019
8
star
14

fp-in-swift

Support material for "Functional Programming in Swift" @ Functional Conf, Bangalore, 2017
Swift
7
star
15

accelerate-agda

Accelerate in Agda
Haskell
6
star
16

ylj14-workshop

Code for the YOW! Lambda Jam Workshop on Inline C in Haskell
Haskell
3
star
17

galactico

Drive the economy of galactic colonies
Haskell
3
star
18

haskell-containers

Docker container images for Haskell apps
2
star
19

lets-code

Let's code! A playful introduction to coding
Haskell
1
star