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View Count lines of code in Xcode project
1. Open Terminal
2. cd to your Xcode project
3. Execute the following when inside your target project:
find . -name "*.swift" -print0 | xargs -0 wc -l
@Tokuriku
Tokuriku / universal-framework.sh
Last active Jun 27, 2019 — forked from cromandini/universal-framework.sh
Script to put in an Aggregate Target of a Framework in Xcode 6 to create a Universal Framework
View universal-framework.sh
#!/bin/sh
UNIVERSAL_OUTPUTFOLDER=${BUILD_DIR}/${CONFIGURATION}-universal
# make sure the output directory exists
mkdir -p "${UNIVERSAL_OUTPUTFOLDER}"
# Step 1. Build Device and Simulator versions
xcodebuild -target "${PROJECT_NAME}" ONLY_ACTIVE_ARCH=NO -configuration ${CONFIGURATION} -sdk iphoneos BUILD_DIR="${BUILD_DIR}" BUILD_ROOT="${BUILD_ROOT}" clean build
xcodebuild -target "${PROJECT_NAME}" -configuration ${CONFIGURATION} -sdk iphonesimulator ONLY_ACTIVE_ARCH=NO BUILD_DIR="${BUILD_DIR}" BUILD_ROOT="${BUILD_ROOT}" clean build
@Tokuriku
Tokuriku / iOS Hardware Scanner
Last active Sep 26, 2018
Basic code to get the Hardware Model of an iOS device in Swift
View iOS Hardware Scanner
func platform() -> String {
var size: UInt = 0
sysctlbyname("hw.machine", nil, &size, nil, 0)
var machine = [CChar](count: Int(size), repeatedValue: 0)
sysctlbyname("hw.machine", &machine, &size, nil, 0)
return String.fromCString(machine)!
}
func model() -> String {
let model = self.platform()
@Tokuriku
Tokuriku / Clamp Velocity of an SKNode's PhysicsBody
Last active Aug 29, 2015
Clamp Velocity of an SKNode's PhysicsBody
View Clamp Velocity of an SKNode's PhysicsBody
/* Clamp Velocity */
// Set the initial parameters
let maxVelocity = CGFloat(100)
let deltaX = (self.physicsBody?.velocity.dx)!
let deltaY = (self.physicsBody?.velocity.dy)!
// Get the actual length of the vector with Pythagorean Theorem
let deltaZ = sqrt(pow(deltaX, 2) + pow(deltaY, 2))
@Tokuriku
Tokuriku / Remap Point
Last active Aug 29, 2015
Remapping a CGPoint for use with SKPhysicsJoints in a non CGPointZero anchorPoint Scene
View Remap Point
//To be applied to the anchor point
func remapPoint(point: CGPoint) -> CGPoint {
let correctedX = point.x + self.size.width * self.anchorPoint.x
let correctedY = point.y + self.size.height * self.anchorPoint.y
return CGPoint(x: correctedX, y: correctedY)
}
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