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IOS Midsommer Madness
xbill · 2026-06-12 · via DEV Community

June Solstice Game Jam Submission

This is a submission for the June Solstice Game Jam

Your Iphone can now celebrate the Solstace! When you have a hammer- everything is a nail! This installment brings a Flutter build running on IOS!

A complete IOS App is built using Flutter with Xcode and some Joystick bugs are fixed!

What I Built

When it comes to Summar Solstace — the place to be is Sweden. It is one of the highlights of the calendar.

This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming!

Now you can get it on the GO!

In a previous article, the web app was refactored to be Flutter compatible. This installment adds an IOS build from the Flutter code base and deploys it to an Iphone.

Code

GitHub repo is here:

GitHub - xbill9/midsommer-flutter: Midsommer Madness game in Flutter / Web view

Midsommer Madness game in Flutter / Web view

The first version of the article built the app out as a web based game:

Midsommer Madness

Then, the app was converted to Android:

Android Midsommer Madness

And finally to Flutter:

Flutter Midsommer Madnesss

Game Play

The key levels include:

  1. IKEA Warehouse: Battle crowded, flatpack-carrying shoppers who throw box projectiles at you.
  2. Systembolaget: The state-owned liquor shop crowded with drunk Swedes stumbling and lobbing green beer bottles.
  3. Lördagsgodis: Sugar rush Saturday! Dodge hyperactive, strung-out Swedish kids throwing sweet candy projectiles.
  4. The Swedish Pub: Sing along with Frank Zappa fans singing “Bobby Brown” (shouting and firing glowing letters B, O, B, B, Y).
  5. Volvo Highway: A survival lane-crossing level where…

My Lingonberries are ripening- get to work!

How do you deploy this?

To build for IOS- you need a recent Mac system with Xcode tools installed along with Flutter. You can use standard Mac installs for Xcode and Flutter is available directly or via Homebrew.

The build environment will look similar to this:

The Makefile included with the project has IOS targets:

m3:midsommer-flutter xbill$ make help
========================================================================
🇸🇪 Midsommer Madness Flutter Build & Development Controls 🇸🇪
========================================================================
Available commands:
  make dev - Start the local web server for browser play (from assets/)
  make build-apk - Compile the Flutter App and build Debug APK
  make build-ios - Compile the Flutter App and build iOS app (no codesign)
  make install-apk - Install the compiled debug APK on a connected device/emulator
  make clean - Clean Flutter build outputs and temporary caches
  make logcat - Monitor application logs using Flutter logger
========================================================================
m3:midsommer-flutter xbill$ pwd
/Users/xbill/midsommer-flutter
m3:midsommer-flutter xbill$ 

OK. Tell me more!

> how do I build the IOS version of this?

● ListDir(/Users/xbill/midsommer-flutter)
● Read(/Users/xbill/midsommer-flutter/Makefile)
● Read(/Users/xbill/midsommer-flutter/README.md) (ctrl+o to expand)

  To build the iOS version of this project, you can use the following
  methods:

  ### 1. Build via CLI (Without Code Signing)

  If you want to compile the iOS version quickly without setting up
  provisioning profiles or code signing, you can run the command defined in
  the Makefile:

    make build-ios                                                           

  Alternatively, you can run the underlying Flutter command directly:

    flutter build ios --no-codesign                                          
  ──────
  ### 2. Build for the iOS Simulator

  If you want to build and run the application specifically for testing
  inside the macOS iOS Simulator:

    flutter build ios --simulator                                            

  And then run it using:

    flutter run                                                              
  ──────
  ### 3. Build & Run via Xcode (For Physical Devices / App Store)

  To configure signing certificates, team provisioning profiles, and run on a
  physical iOS device:

  1. Open the iOS project workspace in Xcode:
    open ios/Runner.xcworkspace                                              

  2. In Xcode, select the Runner project in the left sidebar.
  3. Under the Signing & Capabilities tab, select your developer Team and
  bundle identifier to resolve code signing.
  4. Select your connected target device or simulator at the top, and click
  the Play button to build and run.

OK — Lets get this Party Started

Switch to the Flutter repo and run the Makefile:

> make build-ios

○ Bash(make build-ios) (ctrl+o to expand)

  I have started the make build-ios command in the background. Please
  approve the command execution in your terminal/UI if prompted. I will
  notify you as soon as the build completes or if any errors occur.

Once Xcode has been configured — you can deploy the app to a local Iphone:

> flutter build ios

● Bash(flutter build ios) (ctrl+o to expand)

  I have started the flutter build ios command in the background to build
  the signed app bundle.

  Please approve the execution if prompted. I will let you know as soon as
  it completes.

  The signed iOS app bundle has been built successfully!

  • Output File: build/ios/iphoneos/Runner.app 

  You can now deploy it to your connected device:

    ios-deploy --bundle build/ios/iphoneos/Runner.app

and send it to an Iphone:

● Bash(ios-deploy --bundle build/ios/iphoneos/Runner.app) (ctrl+o to expand)

  The signed application has been successfully deployed to your connected
  iOS device!

    [95%] GeneratingApplicationMap                                         
    [100%] InstallComplete                                                  
    [100%] Installed package build/ios/iphoneos/Runner.app                  

  The game should now be visible on your device's home screen.

Screenshots or It didn’t Happen!

Once the full Flutter App has been built — you can transfer it to an Iphone for testing:

This is Fun! How do I add my own levels?

The levels can be directly added with Antigravity CLI:

> add a godis level where strung out kids throw lordagsgodis 
 Thought for 2s, 525 tokens Considering Level Placement 
I will search for level ID checks referencing level 9 in game.js to prepare for adding a 10th level.  Search(Search for lvl.id === 9 checks) (ctrl+o to expand) I will view lines 495 to 585 in game.js to inspect the current level configurations.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)  Thought for 2s, 1.8k tokens Sequencing the Levels I will view the setLevelAudioMode method in game.js to prepare for adding Level 3 "Lördagsgodis".  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will update the setLevelAudioMode method in game.js to map the scales and tempos for the 10-level layout.  Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view the current level checks in tickSequencer inside game.js to prepare the next set of replacements.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will shift the level conditionals in the music sequencer tickSequencer method to accommodate the 10-level progression.  Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 920 to 935 of game.js to locate the exact Maypole check in initLevel .  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1060 to 1070 of game.js.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1290 to 1300 of game.js.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1360 to 1375 of game.js.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1370 to 1385 of game.js.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 1460 to 1475 of game.js.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will update the level ID checks for the final Maypole level from 9 to 10 and register the candy-throwing kids target name in the HUD.  Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view the start of the levels array in game.js to prepare the level insertion edit.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 545 to 585 of game.js.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)  Thought for 3s, 1.2k tokens Refining The Level Design I will update the levels array in game.js to insert Lördagsgodis as Level 3, shift subsequent level IDs, and re-calculate scores.  Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 950 to 985 of game.js to locate the spawnEnemy switch statement.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 985 to 1010 of game.js.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will add the "kid" case to the spawnEnemy switch block.  Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand)  Thought for 3s, 2.1k tokens Considering Projectile Design I will search for class ZappaFan in game.js to locate a suitable place to insert CandyKid and Lordagsgodis .  Search(Search for ZappaFan in game.js) (ctrl+o to expand) I will view lines 2120 to 2145 in game.js.  Read(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will insert the CandyKid and Lordagsgodis class definitions in game.js right after the Drunkard class.  Edit(/home/xbill/midsommer-madness/game.js) (ctrl+o to expand) I will view lines 275 to 325 of index.html.  Read(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand) I will update index.html to add Level 3 Lördagsgodis to the sidebar levels tracker and update levels 4 through 10.  Edit(/home/xbill/midsommer-madness/index.html) (ctrl+o to expand) I will run a syntax check on game.js using node to ensure the new classes and level configurations are syntax-error free.  Bash(node -c game.js) (ctrl+o to expand) I will view lines 20 to 45 of game_overview.md to inspect the levels sequence list.  Read(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand) I will update game_overview.md to describe the 10-level layout including Lördagsgodis.  Edit(/home/xbill/.gemini/antigravity-cli/brain/a...2ba-4622-b252-003672e1b73f/game_overview.md) (ctrl+o to expand) I have successfully added the Lördagsgodis level to Midsommer Madness, featuring hyperactive, 
sugar-rushed children throwing Saturday candy at Sven!

### Summary of Changes
Level Setup ( game.js ): * Inserted Lördagsgodis as game.js in the levels array, shifting following levels up to Level 10 (ABBA Disco). * Updated all final-level check logic throughout game.js from Level 9 to Level 10.
Added CandyKid & Lordagsgodis Classes ( game.js ):
 * Defined game.js and game.js right after the Drunkard class.
 * Behavior:
 * CandyKid has high speed (1.8), low health (35), and throws sweets rapidly.
 * Kids shiver/vibrate rapidly on screen to depict their extreme sugar rush.
 * Lordagsgodis are fast-moving candy projectiles (round jelly drops, square sweet gel blocks, and candy
 star crosses) that rotate in flight and come in a variety of bright colors.
Music & Audio:
 * Modified game.js to include a happy, hyperactive 150 BPM C Major chiptune track for Level 3
 (Lördagsgodis).
 * Shifted level conditions in game.js to map Levels 8, 9, and 10 to their respective custom chiptune
 hooks.
UI & Documentation:
 * renumerated the sidebar tracker list in index.html to show the 10-level layout.
 * Updated the level progression descriptions in game_overview.md.

Summary- How did we get here?

In the first article, a Node.JS browser based webapp was built.

Then this app was converted to a Native Android APK. From there- the codebase was refactored to be Flutter compatible and deployed as a Flutter Android APK. Finally- this Flutter codebase was used along with Xcode to produce an IOS compatible version from a Mac Laptop.

This IOS version was downloaded to an Iphone and was fully playable.