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// // // // //
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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;
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// // 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 forehand// backhand 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 *playerPaddleLeft; UIImage *playerPaddleLeftUp; UIImage *playerPaddleRight; UIImage *playerPaddleRightUp; // // These are some // NSUInteger NSUInteger NSUInteger basic variables to keep track of things. playerScore; compScore; status;
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// // We need these for handling the sound that the program generates // CFURLRef paddleSoundFileURLRef; SystemSoundID paddleSoundObject; } @property (readwrite) CFURLRef paddleSoundFileURLRef; @property (readonly) SystemSoundID paddleSoundObject; @property @property @property @property @property @property (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;
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@property(nonatomic) CGPoint ballSpeed; @property(nonatomic) NSUInteger status; @property @property @property @property (nonatomic,retain) (nonatomic,retain) (nonatomic,retain) (nonatomic,retain) UIImage UIImage UIImage UIImage *playerPaddleLeft; *playerPaddleLeftUp; *playerPaddleRight; *playerPaddleRightUp;
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@property NSUInteger @property NSUInteger
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playerScore; compScore;
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// // The object's method calls // serveAction is initiated by a user action (pressing the button) // -(IBAction) serveAction; // // LED Control Routines // - (void)turnOnRedLED; - (void)turnOffRedLED; - (void)turnOnGreenLED; - (void)turnOffGreenLED; @end
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pongViewController.m
#import "pongViewController.h" // // State Variables // compPlay method // actions to take // where we are in // #define NOT_STARTED #define IN_PLAY #define POINT_OVER #define GAME_OVER used by to determine depending on the game. 0 1 2 3
// // Points to win the game // I use 5 here to make the game // go by quickly // #define GAME_WON 5 // // Speed of the ball in both // the x and y directions. // #define BALL_DELTA_X 5 #define BALL_DELTA_Y 10 // // Starting position of the ball. // Roughly the center of the table // #define BALL_STARTING_X 160.0 #define BALL_STARTING_Y 220.0
APPENDIX
// // defines the performance // of the computer player. // higher number equals better // computer player // #define COMP_REACTION_TIME 15 // // COMP_SETUP_TIME is a variable // that also determines computer // performance. In general, it adjusts // how soon the computer reacts by // adding y-position info to the // check of where the ball is. // #define COMP_SETUP_TIME 40 // // WALL_MARGIN adds a delta distance // from the edges of the wall to check // when to "bounce" the ball. If it were // not added, then the ball might look like // it went "into" the wall before bouncing. // #define WALL_MARGIN 5 @implementation pongViewController // // Use @synthesis to create all the // necessary getters and setters // @synthesize ball; @synthesize playerPaddle; @synthesize compPaddle; @synthesize @synthesize @synthesize @synthesize @synthesize @synthesize @synthesize @synthesize @synthesize @synthesize @synthesize ballSpeed; status; playerPaddleLeft; playerPaddleLeftUp; playerPaddleRight; playerPaddleRightUp; playerScore; playerScoreView; compScore; compScoreView; winOrLoseView;
@synthesize paddleSoundFileURLRef; @synthesize paddleSoundObject; // // //
INSTANCE VARIABLES
APPENDIX
BOOL BOOL
redLEDOn greenLEDOn
= NO; = NO;
// // setServePosition // Place the ball at approximately the center of the table // for the serve. // -- the ball's center position and speed are both structs // containing an X and Y value. This way, what we call // speed is really just the delta position added to the // ball at each call of the timer expiration. // -(void) setServePosition { ball.center = CGPointMake(BALL_STARTING_X, BALL_STARTING_Y); ballSpeed = CGPointMake(BALL_DELTA_X, -BALL_DELTA_Y); } // // compPlay - adjust the computer's paddle position to meet the ball // This is basically the only AI in the program and it's just moving // the comp's paddle towards the ball at a certain speed. Really, // if the player is very, very lucky and has gotten a good angle on his // return *and* the computer's paddle is at the extreme other side of the // table, then it might just NOT make it to the ball in time and the // player will score a point. // -(void) compPlay { if(ball.center.y <= self.view.center.y + COMP_SETUP_TIME) { // is ball on computer's side of court if(ball.center.x < compPaddle.center.x) { // does computer need to move racquet CGPoint compLocation = CGPointMake(compPaddle.center.x - COMP_REACTION_TIME, compPaddle.center.y); compPaddle.center = compLocation; } if(ball.center.x > compPaddle.center.x) { CGPoint compLocation = CGPointMake(compPaddle.center.x + COMP_REACTION_TIME, compPaddle.center.y); compPaddle.center = compLocation; } } } // // gameLoop - the heart of the game // // This is called at every expiration of the NSTimer interval that we set at startup time // Typically, in this type of design, the first thing to do is check all the boundary conditions: // has the ball hit an edge of something (the room), has a point been scored, is the game over, // has the ball connected with the player's or computer's paddle. // Note that all the code in the entire function is contingent on the game status being IN_PLAY. This // should be obvious that we only want the automatic part of the system to update if we're in the
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