Using SpriteKit inside SwiftUI
This is how i solved it:
ContentView.swift
import SwiftUI
struct ContentView: View {
var body: some View {
SpriteKitContainer(scene: SpriteScene())
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
SpriteKitContainer.swift
import SwiftUI
import SpriteKit
struct SpriteKitContainer: UIViewRepresentable {
typealias UIViewType = SKView
var skScene: SKScene!
init(scene: SKScene) {
skScene = scene
self.skScene.scaleMode = .resizeFill
}
class Coordinator: NSObject {
var scene: SKScene?
}
func makeCoordinator() -> Coordinator {
let coordinator = Coordinator()
coordinator.scene = self.skScene
return coordinator
}
func makeUIView(context: Context) -> SKView {
let view = SKView(frame: .zero)
view.preferredFramesPerSecond = 60
view.showsFPS = true
view.showsNodeCount = true
return view
}
func updateUIView(_ view: SKView, context: Context) {
view.presentScene(context.coordinator.scene)
}
}
struct SpriteKitContainer_Previews: PreviewProvider {
static var previews: some View {
Text("Hello, World!")
}
}
SpriteKitScene.swift
import UIKit
import SpriteKit
class SpriteScene: SKScene {
//change the code below to whatever you want to happen on skscene
override func didMove(to view: SKView) {
physicsBody = SKPhysicsBody(edgeLoopFrom: frame)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: self)
let box = SKSpriteNode(color: .red, size: CGSize(width: 50, height: 50))
box.position = location
box.physicsBody = SKPhysicsBody(rectangleOf: CGSize(width: 50, height: 50))
addChild(box)
}
}
PS: you'll only see the spritekitscene working in the simulator, it won't work in the preview
SwiftUI 2
There is now a native view responsible for displaying a SKScene
- it's called SpriteView
.
Assuming we have a simple SKScene
:
class Scene: SKScene {
override func didMove(to view: SKView) {
...
}
}
we can use a SpriteView
to display it directly in a SwiftUI view:
struct ContentView: View {
var scene: SKScene {
let scene = Scene()
scene.size = CGSize(width: 300, height: 400)
scene.scaleMode = .fill
return scene
}
var body: some View {
SpriteView(scene: scene)
.frame(width: 300, height: 400)
.edgesIgnoringSafeArea(.all)
}
}
You can find more information here:
- How to integrate SpriteKit using SpriteView.
Here's a SpriteKit container View which can be used this way:
SpriteKitContainer(sceneName: "MainScene")
struct SpriteKitContainer : UIViewRepresentable {
let sceneName: String
class Coordinator: NSObject {
var scene: SKScene?
}
func makeCoordinator() -> Coordinator {
return Coordinator()
}
func makeUIView(context: Context) -> SKView {
let view = SKView(frame: .zero)
view.preferredFramesPerSecond = 60
view.showsFPS = true
view.showsNodeCount = true
//load SpriteKit Scene
guard let aScene = SKScene(fileNamed: sceneName)
else {
view.backgroundColor = UIColor.red
return view
}
aScene.scaleMode = .resizeFill
context.coordinator.scene = aScene
return view
}
func updateUIView(_ view: SKView, context: Context) {
view.presentScene(context.coordinator.scene)
}
}
#if DEBUG
struct ContentView_Previews : PreviewProvider {
static var previews: some View {
// Replace "MainScene" with your SpriteKit scene file name
SpriteKitContainer(sceneName: "MainScene")
.edgesIgnoringSafeArea(.all)
.previewLayout(.sizeThatFits)
}
}
#endif