Now that this simple jigsaw puzzle game has some (unnecessarily) advanced architecture, it’s time to take advantage of it to start making this “game” into a game.
Xcode
Developing A Jigsaw Puzzle Game Part 5: ECS
If you thought writing 2,000 words about opening Photoshop or taking four weeks to start coding in Xcode were frustratingly slow, then this week’s post might make you want to set fire to your computer.
As I continue to build a jigsaw puzzle game in ridiculous detail, I want to spend the next 1,500 words getting the game to look and function exactly the same as it does right now.
Before you reach for the matches, let me explain.
Developing a Jigsaw Puzzle Game Part 4: Creating the Model
Three posts in to this series and so far all I’ve done it set up Photoshop (I warned you that this was going to be excruciatingly detailed).
Finally, it is time to open up Xcode and do something with all these assets I’ve created.
Controlling Interface Builder with Plists
I have an appearance manager that reads styles from a plist file and applies then throughout the app through the use of the appearance proxy and through notifications to various custom subclasses of the standard UIKit views and controls.
This works great and allows for of a lot of easy features like different coloured themes or dark modes. The major downside right now is that none of the changes to the plist are reflected in Storyboards or Xib files.