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ios blackjack game What You'll Be Creating In this tutorial you'll create a blackjack game in SpriteKit using Swift 3.
You'll learn about implementing touch, creating visual animations, and many other concepts that will come in handy when building a SpriteKit game.
Make sure iOS is selected and choose the Game template.
Next, choose whatever you wish for the Product Name, Organization Name, and Organization Identifier.
Make sure that Language is set to Swift, Game Technology is set to Https://healthcareinsuranceplan.info/blackjack/teufel-blackjack-test.html, and Devices is set to iPad.
Specify a location to save the project files and click Create.
Importing the Helper Classes Inside it you will see a classes folder.
Open this folder and drag all the files onto the folder that has the name of whatever you named your project, for example, blackjack.
Make sure Copy items if needed is checked as well as the main target in the list of targets.
Importing the Images Also within the tutorial GitHub repo is a folder named tutorial images.
Inside the project navigator, open Assets.
Xcode will automatically create texture atlases from these images.
Setting Up the Project Within the project navigator there are two files you can delete Gamescene.
Delete these two files and select Move To Trash.
These files are used by Xcode's built-in scene editor, which can be used to visually lay out your projects.
We will be creating everything through code, though, so these files are not needed.
Inside the viewDidLoad method, we downcast the view property to an SKView instance, using the as!
If you were to run this project when you created it fresh, you might notice text in the bottom right of the screen.
That is what the showsFPS and showsNodeCount properties are for, showing the frames per second the game is running at and the number of SKNodes visible in the scene.
We do not need this information, so we set them to false.
The ignoreSiblingOrder property is used to determine the drawing order of the SKNodes within the game.
We set this to false here because we need our SKNodes to draw in the order they are added to the scene.
Lastly, we set the scale mode to.
Next, delete everything in GameScene.
{ } } You can now test the project, and you should be presented with a blank black screen.
In the next step we will begin adding content to our scene.
Variables and Constants Enter the following code at the start of the GameScene class right beneath where GameScene inherits from SKScene.
SKSpriteNodes are used to create a colored node, or more commonly from an SKTexture, which is most often an image.
We use the convenience initializer init color:size: to create a clear colored node moneyContainer.
The moneyContainer will be used to hold the money the player bets, and at the end of each round we will animate this moving toward whoever won the game.
Placing all the money in this single node makes it easy to animate all the money at one time.
Next, we create the constants dealBtn, hitBtn, and standBtn.
As the names suggest, these will be used in game to deal, hit, and stand respectively.
We are using the convenience initializer init imageNamed:which takes as a parameter the name of the image without an extension.
We then create the three constants money10, money25, and money50, which are of the type Money.
Money is a custom class that extends SKSpriteNode and depending on the type of moneyValue passed as a parameter creates one of three different money types.
The moneyValue parameter is of type MoneyValue, which is an enum.
Have a look at the to see how this all works.
Lastly we create an SKLabelNode using the convenience initializer init text: which takes as a parameter the text to be shown within the label.
We set the table's position within the scene and set its zPosition to -1.
The zPosition property controls the order in which the nodes are drawn.
The lowest number is drawn first, with higher numbers being drawn in order.
Because we need the table below everything else, we set its zPosition to -1.
This ensures that it is drawn before any other nodes.
We also add the moneyContainer and instructionText to the scene.
We set the go here of the instructionText to black the default is white.
Update didMove to: to the following.
Generally, this is where you will do the setup for your scene and create your assets.
If you test now, you should see that table and instructionText has been added to the scene.
The moneyContainer is there as well but you cannot see it because we created it with a clear color.
Implementing setupMoney Add the following beneath the setupTable method.
Invoke this method within didMove to:.
Implementing setupButtons Add the following beneath the setupMoney method you created in the step above.
Here we use the name property so that we will be able to identify each button through code.
We also set the hitBtn and standBtn to be hidden, or invisible, by setting the isHidden property to true.
Now invoke this method within didMove to:.
This method is called when one or more fingers have touched down on the screen.
Add the following within touchesBegan.
Money bet betAmount: money.
With this property disabled, you can retrieve the touch by using the first computed property of the touches set since there is only one object in the set.
We can get the touchLocation within the scene by the location property of the touch.
We check if the touchedNode's name property is equal to " money", and if it is we know they have touched on one of the three money instances.
We initialize a money constant by downcasting the touchedNode to Money, and then we call the bet method invoking the getValue method on the money constant.
Implementing bet Enter the following beneath the setupButtons function you created in the step above.
Otherwise, we add the betAmount to the pot, create a constant tempMoney, set its anchorPoint to 0,0and add it to the moneyContainer.
We then set its position and hide the dealBtn by setting its isHidden property to false.
SKSpriteNodes have an anchorPoint property read article defaults ios blackjack game 0.
The coordinate system places 0,0 at the bottom left and 1,1 at the top right.
You would change this property from its default if you were rotating the SKSpriteNode and wanted it to rotate around a different point.
For example, if you changed the anchorPoint property to 0,0 then the SKSpriteNode would rotate from its bottom left corner.
You'll often change this property to help with positioning, as we have here.
We need to create an instance of the Pot and Player classes for this code to work.
Add the following along with the other constants ios blackjack game variables.
Implementing deal Add the following along with the rest of your constants and variables.
This will make it easy to loop through them and remove them from the scene all in one go.
The dealerCardsY and playerCardsY constants are the positions of the cards on the y axis.
This will help us when placing new cards.
The currentPlayerType is used to indicate who to deal to next.
It will either be equal to dealer or player1.
Inside didMove to:add the following.
Here we set it ios blackjack game player1.
We need to create a new deck of cards before we implement the deal method.
Enter the following within setupTable.
Add the following beneath the bet method.
Let's take it step by step.
We initialize a tempCard constant to an instance of Card, set its position, and add it to the scene.
We need this card drawn at a zPosition greater than 0, because the dealer's first card needs to be at 0.
We set this to an arbitrary number— 100 will do.
We also create a newCard constant by invoking the deck's getTopCard method.
Next, we initialize two variables, whichPosition and whichHand, and then run through some logic to determine their check this out values.
We then add the newCard to the appropriate hand either the player's or dealer's.
The xPos constant determines the final x position of the card once it ios blackjack game finished animating.
The SKAction class has a number of class methods you can call to change a node's properties such as position, scale, and rotation.
Here we call the move to:duration: method, which will move the node from one position to another.
After the action has run to completion, we allow the player to bet by invoking setCanBet canBet: on the player1 instance.
We then check continue reading the currentPlayerType is an instance of Dealer, and check that the dealer only has one card by invoking hand.
If this is the case, we set the dealer's first card, which we will need at the end of the game.
Because the dealer's first card is always face down until the end of the game, we need a reference to the first card so we can show it later.
We add this card to the allCards pity, twitch blackjack site opinion so we can remove it later, and then set its zPosition property to 0 as we need this card below all the other cards.
Remember the other cards have z-position 100.
If the currentPlayerType is not an instance of Dealer, and the length of the hand is not equal to 1, then we remove the tempCard and put can blackjack pizza locations boulder gunbarrel more newCard in the same position, making sure to set its zPosition to 100.
According to the rules of blackjack, both the dealer and the player get two cards to start the game off with.
Here we are checking what the currentPlayerType is and changing it to the opposite.
Because the dealer has less than two cards, we invoke the deal function again.
Otherwise, we check if both dealer and player1 have two cards, and if this is the case, we check to see if either has cards with a total value of 21—a winning hand.
If either has 21 then the game is over because one of them has gotten blackjack.
If neither has 21 then we show the standBtn and hitBtn and the game continues.
The rules of blackjack state that the dealer must stand at 17 or greater.
The next few lines of code check if the dealer's hand value is less than 17 and if so invokes the deal method.
If it is 17 or greater then the game is over.
Lastly, if player1's hand value is greater than 21 then the game is over because they have busted.
This was a lot of logic to go through!
If anything is unclear, just read it again and take your time to understand it.
Next, we need to implement the gameover method.
We need to be able to tell when the user has pressed on the deal button.
Money bet betAmount: money.
Implementing doGameOver Next, enter the following beneath the deal method you created in the step above.
Then we instantiate a constant tempCard by invoking getFirstCard on the dealer.
Remember we set this Card earlier in the deal method?
Here we add school gaming blackjack to the scene, set its position using ios blackjack game tempCardX and tempCardY constants, and set its zPosition to 0 so it is beneath the other cards.
We need to know who won the game, so we initialize a variable winner setting it equal to player1, though this may change depending on if the dealer actually won the game.
We then run through some logic to determine who won the game.
If hasBlackjack parameter was true then we figure out who won and return from the function.
Otherwise, we continue through the logic to figure out who won the game.
congratulate, casino blackjack table top variants am not going to go step by step through this logic as it should be clear to understand.
No matter who won, we invoke moveMoneyContainer position:which takes as a parameter ios blackjack game position to move the money container to.
This will be the y position of either the dealer's or player1's cards.
Implementing moveMoneyContainer Enter the following code beneath the doGameOver method.
When the SKAction completes, we invoke resetMoneyContainer.
Implementing resetMoneyContainer The resetMoneyContainer method removes all the moneys by invoking the removeAllChildren method, resets the moneyContainer to its original position, and invokes newGame.
Implementing newGame Add the following beneath the resetMoneyContainer method you implemented in the step above.
Implementing the hitBtn and standBtn All that is left to complete our game is to implement the touches on the hitBtn and standBtn.
Money bet betAmount: money.
Enter the following two methods below the newGame method.
Within the stand method, we invoke setYielding on player1, passing in just click for source />We then check if the dealer's hand value is less than 17, and if that is the case we call deal, and if the dealer's hand is 17 or greater it means the game is over.
You can now test the completed game.
Conclusion This was a long tutorial with a good bit of logic tucked away in the deal method.
We did not implement using the Pot and adding and subtracting money from the player's bank.
You now have a blackjack game to be proud of.
Thank you for reading, and I hope you found this tutorial useful.
While you're here, check out some of our other courses and tutorials about app programming with Swift and SpriteKit!
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