Set up in SpriteBuilder

Set up in SpriteBuilder

June 13, 2015

Project: Build Your own 2048 with SpriteBuilder and Swift

Let's get started with a blank SpriteBuilder project!

Set up the basic structure in SpriteBuilder

A good starting point for every SpriteBuilder project is creating the outline of the game. For 2048 this will be rather simple. We are going to work with only one scene. We will add a grid to that scene and we will create a ccb file that will represent a single tile in our game.

First, create a new SpriteBuilder project with Swift as the primary language. The first change we need to apply to the project is the device orientation. 2048 is a portrait game so let's change the game orientation to portrait:

Portrait mode

In the next step remove the "SpriteBuilder" label from the scene (select the label and hit backspace).

Adding the grid

Now we can add the grid to the screen. We will only add a grid background in SpriteBuilder. The 16 cells (4x4) that hold the game tiles will be rendered in code.

Adding a grid

For the Grid background we use a Color Node.

Drag the Color Node onto the stage of MainScene.ccb. Apply the following settings to the node:

  • The anchor point should be (0.5, 0.5)
  • Position type should be in percent of parent container
  • The position should be (50%, 50%), this will center the node
  • The size needs to be (300, 300)

Now a 300x300 grid background should be centered within MainScene.

We also need to set up some code connections for the grid. The grid will have a custom class - this is where the most game logic will be located and the MainScene will have a variable that references the grid.

Select the grid and open the code connections tab:

Adding grid and open code connections tab

Adding score labels

Another important part of the 2048 UI are labels that display the score of the current game and the highscore. We are going to add these labels to MainScene as well.

Add two instances Label TTF above the grid. The first should be set up as follows:

  • Position Reference Corner: Top left
  • Position: (70.0, 30.0)
  • Label text: Score
  • Font size: 18

This is what it should look like when you're done:

Adding score labels

Now set up the second label:

  • Position Reference Corner: Top right
  • Position: (70.0, 30.0)
  • Label text: High Score
  • Font size: 18

Adding score labels top right

Notice that the two labels' Position attributes are the same in points, yet they're visibly different. That's because when we change the Position Reference Corner, we're changing what Position is based upon. This provides more flexibility when it comes to different screen sizes - the labels will automatically space themselves in the top corners. Go ahead and see for yourself! Go to Document -> Resolution -> Tablet Portrait. See how the labels are still positioned in the top corners of the screen?

Drag two more instances of Label TTF onto the screen so we can display the actual scores. The first label should be set up as following:

  • Position Reference Corner: Top left
  • Position: (70.0, 70.0)
  • Label text: 0
  • Font size: 32

Make the second label identical except for the Position Reference Corner, which should be Top right.

All that's left is to make code connections so we can update the scores from code.

Name the code connection variables scoreLabel and highscoreLabel and make sure the selected target is Doc root var:

Adding score labels conde connections

Add tiles

We will use SpriteBuilder to create a prototype tile. We will instantiate these tiles in code, but we will define the layout of them in SpriteBuilder.

Let's start by creating a new Node CCB file:

New tile

Select the root node of Tile.ccb and set the size to be (70,70). This way the four tiles in each row will use 280 out of 300 points and we have 20 points left for margins between the tiles.

Changing tile size

In our version of 2048 each tile will have a solid background color that will change whenever the value of a tile changes.

Since we need to modify the behaviour of this tile in code, we need to link it to a custom class called Tile:

Connecting code and tiles

Now we can work on adding a background color to the tile. The easiest way to apply a background color to this tile is adding a Color Node to Tile.ccb.

Add a Color Node by dragging it from the left panel to the timeline on the bottom and dropping it on top of the root node (CCNode):

Changing tile color

You now need to set up the color node to fill the entire root node by setting the content size type to be in % of parent container and the content size to (100%,100%):

Changing tile color and size

Choose any color for the background node.

Ultimately we will change the color of the tile in code. Until then, the game will use the color you choose here for all tiles. Let's set up a code connection so we can modify the color later.

Select the CCNodeColor you just added and call it backgroundNode. Make sure it's a Doc root var:

Adding background node

The only step left before we dive into code is adding a label to the tile that will display the current value of it.

Drag a Label TTF from the node library and add it as a child of the Color Node. You can either do this by dropping the label to the stage or to the timeline:

Changing tile label

Once you have added the label you need to change a couple of settings:

Changing tile label config

  • Center the label by choosing the positioning type in % of parent container and choosing (50%, 50%) as position
  • Set the font size to 42
  • Check the checkbox Adjust font size to fit. This will automatically reduce the font size for larger numbers to make the text fit the specified dimensions
  • Set the dimensions to (70, 70)
  • Set alignment to Center and Center

Last but not least, we need a code connection for this label - we will want to change the value it displays when we merge > tiles. Name the variable valueLabel and assign it to Doc root var:

Adding tile and label connection

Now we have the basic outline set up in SpriteBuilder including a grid, tiles and score labels. Don't forget to publish the SpriteBuilder project! You can do this by pressing the publish button in the top left of SpriteBuilder's interface, or by selecting File -> Publish. Open your project in Xcode by going to File -> Open Project in Xcode. Let's start coding!


If you have feedback on this tutorial or find any mistakes, please open issues on the GitHub Repository.

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