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{ static GameController *accessoryController = nil; if (accessoryController == nil) { accessoryController = [[GameController alloc] init]; } return accessoryController; } #pragma mark #pragma mark Internal Methods - (void)setupControllerForAccessory:(EAAccessory *)accessory withProtocolString:(NSString *)protocolString { [_accessory release]; _accessory = [accessory retain]; [_protocolString release]; _protocolString = [protocolString copy]; } - (BOOL)openSession { [_accessory setDelegate:self]; _session = [[EASession alloc] initWithAccessory:_accessory forProtocol:_protocolString]; //_session = [[EASession alloc] initWithAccessory:_accessory forProtocol:@"COM.MACMEDX.P1"]; if (_session) { [[_session inputStream] setDelegate:self]; [[_session inputStream] scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [[_session inputStream] open]; [[_session outputStream] setDelegate:self]; [[_session outputStream] scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [[_session outputStream] open]; } else { NSLog(@"creating session failed"); } return (_session != nil); } - (void)closeSession { [[_session inputStream] close]; [[_session inputStream] removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
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[[_session inputStream] setDelegate:nil]; [[_session outputStream] close]; [[_session outputStream] removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; [[_session outputStream] setDelegate:nil]; _session = nil; [_session release]; }
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- (void)accessoryDidDisconnect:(EAAccessory *)accessory { NSLog(@"Controller Removed"); } #pragma mark NSStreamDelegateEventExtensions - (void)stream:(NSStream *)aStream handleEvent:(NSStreamEvent)eventCode { switch (eventCode) { case NSStreamEventNone: break; case NSStreamEventOpenCompleted: break; case NSStreamEventHasBytesAvailable: [self _readData]; break; case NSStreamEventHasSpaceAvailable: [self _writeData]; break; case NSStreamEventErrorOccurred: break; case NSStreamEventEndEncountered: break; default: break; } } #pragma mark #pragma mark Basic Object Methods - (void)dealloc { [self closeSession]; [self setupControllerForAccessory:nil withProtocolString:nil]; _writeData = nil; [_writeData release]; [super dealloc]; } @end
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pongViewController.h
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// // // // PongViewController.h
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#import <UIKit/UIKit.h> #include <AudioToolbox/AudioToolbox.h> #import <ExternalAccessory/ExternalAccessory.h> #import "GameController.h" #import "pongAppDelegate.h" @interface pongViewController : UIViewController { pongAppDelegate *appDelegate;
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EAAccessory *_accessory; NSMutableArray *_accessoryList; EAAccessory *_selectedAccessory; GameController *_accessoryController; // Define the outlets that will be updated // as the game progresses // IBOutlet UIImageView *ball; IBOutlet UIImageView *playerPaddle; IBOutlet UIImageView *compPaddle; IBOutlet UILabel *playerScoreView; IBOutlet UILabel *compScoreView; IBOutlet UILabel *winOrLoseView; //****************************************************** // // GENERAL NOTES ON THE PROPERTIES AND METHODS BELOW // // Most, if not all, of the stuff below could be // defined as simple instance variables within the // the pongViewController and does not need to be // defined here, in the interface section. While // this would create slimmer (and probably better) // code, I chose to put it here to force the condition // that all properties be defined as accessible. // Remember, this portion of the book describes a self// contained, touch-activated game, but we are planning // to incorporate an additional controller to access // the game controller accessory. So we want to make // the pongViewController more open to expansion and // by putting things here, in the interface, we are // acting in a more forward-looking manner. //******************************************************
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APPENDIX
// // ballSpeed - the X and Y velocity of the ball. // -- we use a CGPoint which is just a struct with two // floats (x and y) as its elements. We then just set // the x and y values to the speed. // Y is defined as movement along the vertical axis between // the player and the computer. // X is defined as the side-to-side movement // CGPoint ballSpeed;
// // // // // // // // // // //
These are the images we're going to use for the player's paddle. In a very simple game, we would just use a rectangle, but here we do a couple of unique things. We flip the paddle (left-right) as it moves to either side of the centerline...to simulate forehandbackhand action (playerPaddleLeft and playerPaddleRight). Also, if we're at either edge of the table, in a real game we would angle the paddle more to bring it back into play. In this case, we "tilt" the image of the paddle a bit to simulate this (playerPaddleLeftUp and playerPaddleRightUp). UIImage UIImage UIImage UIImage *playerPaddleLeft; *playerPaddleLeftUp; *playerPaddleRight; *playerPaddleRightUp; basic variables to keep track of things. playerScore; compScore; status;
// // These are some // NSUInteger NSUInteger NSUInteger
// // We need these for handling the sound that the program generates // CFURLRef paddleSoundFileURLRef; SystemSoundID paddleSoundObject; } @property (readwrite) @property (readonly) @property @property @property @property @property @property CFURLRef SystemSoundID paddleSoundFileURLRef; paddleSoundObject;
(nonatomic,retain) (nonatomic,retain) (nonatomic,retain) (nonatomic,retain) (nonatomic,retain) (nonatomic,retain)
IBOutlet UIImageView *ball; IBOutlet UIImageView *playerPaddle; IBOutlet UIImageView *compPaddle; UILabel *playerScoreView; UILabel *compScoreView; UILabel *winOrLoseView;
@property(nonatomic) CGPoint ballSpeed; @property(nonatomic) NSUInteger status;
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