Swift logoWow, it’s been a while. I have to say, the combination of Swift and Playgrounds (in XCode 6) brings a lot of fun. I spent the night playing with it, and I wanted to share a piece of code you can try and get started quickly. I could talk about the details of the language and how nice it is, as an F# lover, I love that Swift got some inspiration from it (and other languages too).

With the combination of SpriteKit, similar to Starling, you guys should feel at home.

So there we go, I will post more articles in the next weeks (if you guys like the idea) about my Swift experiments and how the language works, but let’s start with a classic Flash dev Hello World with some simple API calls, to make something move over time with an EnterFrame style event:

// Playground - noun: a place where people can play
// Consider this your Main class, basically the Stage
// Note: The code below is for OSX Playground, not iOS

// this imports higher level APIs like Starling
import SpriteKit
import XCPlayground

// our main logic inside this class
class GameScene: SKScene {
    // properties initialization
    // note that the spriteNode property below is not initialized
    // we initialize it through the init initializer below
    var spriteNode: SKSpriteNode
    var i = 0.0
    // this is our initializer, called once when the scene is created
    // we do our initialization/setup here
    init(size: CGSize){
        // let's grab an image, like [Embed] in AS3, results in image data like BitmapData
        // let is to declare a constant, var a variable
        // note that we don't type things, you actually can to resolve ambiguity sometimes
        // but it is inferred by default and does not cause performance issues to not statically type
        let sprite = NSImage(contentsOfFile:"/Users/timbert/Documents/Adium.png")
        // let's create a bitmap, like Bitmap in AS3
        let myTexture = SKTexture(image: sprite)
        // let's wrap it inside a node
        spriteNode = SKSpriteNode(texture: myTexture)
        // we position it, we could scale it, etc.
        spriteNode.position = CGPoint (x: 250, y: 250)
        // we complete the initialization by initializating the superclass
        super.init(size: size)
    // this gets triggered automtically when the scene is presented by the view
    // similar to Event.ADDED_TO_STAGE
    override func didMoveToView(view: SKView) {
        // let's add it to the display list
    // we override update, which is like an Event.ENTER_FRAME or advanceTime in Starling
    override func update(currentTime: CFTimeInterval) {
        i += 0.1
        // oscillation with sin, like Math.sin
        var osc = 1.5 + sin(CDouble(i))
        // let's scale it
        // we could have retrieved spriteNode also with the code below, similar to getChildAt(0)
        //let node = self.children[0] as SKSpriteNode

// we create our scene (from our GameScene above), like a main canvas
let scene = GameScene(size: CGSize(width: 500, height: 500))

// we need a view
let view = SKView(frame: NSRect(x: 0, y: 0, width: 500, height: 500))

// we link both

// display it, XCPShowView is a global function that paints the final scene
XCPShowView("result", view)

This should give you the following animation (scaled bitmap) in Playgrounds:

Swift Playgrounds Hello World