Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
Classes/RocketView.m
/* |
File: RocketView.m |
Abstract: Displays the game's graphics. |
Version: 1.0 |
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subject to these terms, Apple grants you a personal, non-exclusive |
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"Apple Software"), to use, reproduce, modify and redistribute the Apple |
Software, with or without modifications, in source and/or binary forms; |
provided that if you redistribute the Apple Software in its entirety and |
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text and disclaimers in all such redistributions of the Apple Software. |
Neither the name, trademarks, service marks or logos of Apple Inc. may |
be used to endorse or promote products derived from the Apple Software |
without specific prior written permission from Apple. Except as |
expressly stated in this notice, no other rights or licenses, express or |
implied, are granted by Apple herein, including but not limited to any |
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works in which the Apple Software may be incorporated. |
The Apple Software is provided by Apple on an "AS IS" basis. APPLE |
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FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND |
OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. |
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Copyright (C) 2010 Apple Inc. All Rights Reserved. |
*/ |
#import "RocketView.h" |
#define kFlameOffset 5.0 |
#define kFlameLength 8.0 |
@implementation RocketView |
- (id)initWithFrame:(CGRect)frame { |
if (self = [super initWithFrame:frame]) { |
playerImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"bluerocket.png"]]; |
enemyImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"redrocket.png"]]; |
[self addSubview:playerImage]; |
[self addSubview:enemyImage]; |
playerFrame.size = CGSizeMake(kSize,kSize*kRocketHeightRatio); |
enemyFrame.size = CGSizeMake(kSize,kSize*kRocketHeightRatio); |
ball.size = CGSizeMake(kSize,kSize); |
ballHue = 0.0; |
[self newBall]; |
} |
return self; |
} |
- (void)dealloc { |
[ballColor release]; |
[playerImage release]; |
[enemyImage release]; |
[super dealloc]; |
} |
// Creates a ball of a new color to indicate a new round of play. |
- (void)newBall |
{ |
[ballColor release]; |
ballColor = [[UIColor alloc] initWithHue:ballHue saturation:0.5 brightness:1.0 alpha:1.0]; |
ballHue+=0.3; |
if (ballHue > 1.0) ballHue-=1.0; |
} |
// Called to update the positions of objects that will be drawn on screen. |
- (void)updatePlayer:(CGRect)newPlayer enemy:(CGRect)newEnemy ball:(CGRect)newBall playerThrust:(Float32) pThrust enemyThrust:(Float32) eThrust |
{ |
[self setNeedsDisplay]; |
playerFrame = newPlayer; |
enemyFrame = newEnemy; |
ball = newBall; |
// Move the sprites to the right spot. |
playerImage.center = CGPointMake(CGRectGetMidX(playerFrame),CGRectGetMidY(playerFrame)-2.0); |
enemyImage.center = CGPointMake(CGRectGetMidX(enemyFrame),CGRectGetMidY(enemyFrame)-2.0); |
// Figure out how long the flames need to be. |
playerThrust = pThrust > 0.0 ? pThrust*kFlameLength : 0.0; |
enemyThrust = eThrust > 0.0 ? eThrust*kFlameLength : 0.0; |
} |
// Redraw when there has been an update. |
- (void)drawRect:(CGRect)rect { |
// Blank the background. |
CGContextRef context = UIGraphicsGetCurrentContext(); |
[[UIColor blackColor] set]; |
UIRectFill(rect); |
// Draw the ball. |
[ballColor set]; |
CGContextFillEllipseInRect(context, ball); |
// Draw the flames on the rockets. |
// The flames serve as a VU meter, showing the current loudness of each player. |
[[UIColor yellowColor] set]; |
CGContextMoveToPoint(context, CGRectGetMinX(playerFrame)+kFlameOffset, CGRectGetMaxY(playerFrame)); |
CGContextAddLineToPoint(context, CGRectGetMaxX(playerFrame)-kFlameOffset, CGRectGetMaxY(playerFrame)); |
CGContextAddLineToPoint(context, CGRectGetMidX(playerFrame), CGRectGetMaxY(playerFrame)+playerThrust); |
CGContextFillPath(context); |
CGContextMoveToPoint(context, CGRectGetMinX(enemyFrame)+kFlameOffset, CGRectGetMaxY(enemyFrame)); |
CGContextAddLineToPoint(context, CGRectGetMaxX(enemyFrame)-kFlameOffset, CGRectGetMaxY(enemyFrame)); |
CGContextAddLineToPoint(context, CGRectGetMidX(enemyFrame), CGRectGetMaxY(enemyFrame)+enemyThrust); |
CGContextFillPath(context); |
} |
@end |
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