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How to build your game for tvOS (or iOS) using Ejecta
In this tutorial we will explain how to build your game under Xcode using Ejecta so that it can be deployed to the new Apple TV (or on any iOS device as well). The below content is largely inspired by the Ejecta overview and adapted to work with melonJS.
This tutorial does not cover the app submission part, but if you need further assistance on that, we suggest you to check the iOS Developer Library.
Here is below a screenshot of our platformer example running under the apple TV Simulator :
- a Mac (to run Xcode)
- XCode 7.1 or Higher
- Ejecta 2.0 (Stable release) or higher
- melonJS 3.0.1 or higher
After you've downloaded and unzipped Ejecta and loaded the Ejecta.xcodeproj file in XCode, it's a good idea to rename the project: in XCode, select the project in the upper left corner of the sidebar and hit enter. You can now rename the project; hit enter again and XCode will ask you to rename a bunch of other stuff as well – choose Rename.
The XCode project has two build targets: "Ejecta" - for the iOS version and "Ejecta-TV" for the tvOS version.
To change the desired screen orientation of your iOS App (portrait or landscape), go to the project settings, select the "Ejecta" target and check the appropriate Device Orientation checkboxes. Note that iPad need to always support both portrait or both landscape modes (or all 4) as per the AppStore guidlines.
Also in the target settings, be sure to change the Bundle Identifier setting to something that represents you or your company and product name.
You should now be able to compile and run the project in the Simulator.
Ejecta fires up the JavaScriptCore VM, attaches all native Obj-C Classes that should be exposed to JavaScript. It then executes the Source/Ejecta/Ejecta.js
file that sets up a bunch of things and finally loads the App/index.js
file - which is where you do your stuff.
Adding your game to the build is then pretty straightforward :
All your JavaScript source files as well as your assets (sounds/music) should be placed into the App/
directory. All files you reference from your code are relative to this directory
Next step is to define the App/index.js
file. Basically this is pretty similar to the index.html
provided in our boilerplate, except than here we use the ejecta.include()
function to load our scripts, and then we manually initialise melonJS and our game (this is due to Eject not providing a full DOM implementation and typically a window.onReady()
function).
// Load the game
<!-- melonJS Library -->
ejecta.include('build/melonJS.js');
<!-- Plugin(s) -->
ejecta.include('plugins/debug/debugPanel.js');
<!-- Game Scripts -->
ejecta.include('js/game.js');
ejecta.include('js/resources.js');
ejecta.include('js/entities/player.js');
ejecta.include('js/entities/coin.js');
ejecta.include('js/entities/enemies.js');
ejecta.include('js/entities/HUD.js');
ejecta.include('js/screens/play.js');
// start the game
<!-- init the melonJS Library -->
me.boot();
<!-- run the game boostrap -->
game.onload();
The index.js
is the biggest part of the porting
effort, once done, you are good to go and you should be able to compile and run your game under the Simulator.
Ejecta loads MP3, M4A and Apple's CAFF format; Ogg Vorbis is not supported at this time.
For short sound effects, Apple recommends using uncompressed PCM in a CAFF container while Music should be compressed with AAC. However, MP3 should work just fine as well.
If you want convert your sound files to CAFF, use the following commands in your terminal:
-
sound effects should be in uncompressed PCM format:
afconvert -f caff -d LEI16@44100 -c 1 soundfile.wav
-
music can be compressed with AAC
afconvert -f caff -d aac -c 1 music.wav
Ejecta will play all sound files < 512kb with OpenAL. Above 512kb Apple's AVAudioPlayer is used. You can change this limit in Classes/Ejecta/EJAudio/EJBindingAudio.h.
Also make sure melonJS searches for .caf files instead of loading .mp3 or .ogg, make sure you put it in the list of supported file format when initialising the audio :
// initialize the "sound engine"
me.audio.init(me.device.ejecta? "caf" : "mp3,ogg");
Additional things to keep in mind as well :
- Ejecta does not support TMX/XML loading, so be sure your levels are exported in JSON format
- It's pretty easy to do step-by-step debugging for our own script, since as soon as the simulator is running, you can access it through your browser debugging tools (as if it was a real device connected).
- Performances under the simulator will be slower than the real hardware. So although the Simulator is always a good tool to check on your memory usage or profile your code, always make sure you check the final result on the real hardware if you have any concerns on perfomances