.net barcode generator code project 7: Scrolling with Joy in Objective-C

Encoder ECC200 in Objective-C 7: Scrolling with Joy

CHAPTER 7: Scrolling with Joy
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Figure 7 9. The SneakyInput sample project
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But of course the sticks and buttons can also be skinned. Skinning, sometimes referred to as texturing, means using images from textures instead of flat colors to display the sticks and buttons.
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Integrating SneakyInput
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I already have a project fully set up and functioning in this case ScrollingWithJoy05. I don t want to use the project provided by SneakyInput. How do I get it to work with my project This is an issue that isn t limited to SneakyInput, but possibly any source code project you can download that comes already bundled with its own version of cocos2d. In most cases, and as long as the programming language of that source code is Objective-C, you only have to figure out which of the project s files are necessary and add them to your own project. There s no clear guideline, however, since every project is different. I can tell you which files you need to add to your project regarding SneakyInput, however. It consists at its core of five classes: SneakyButton and SneakyButtonSkinnedBase SneakyJoystick and SneakyJoystickSkinnedBase ColoredCircleSprite (optional) The remaining files are not needed but serve as references. Figure 7 10 shows the selection I ve made in the Add Existing Files dialog. My rationale for not including certain classes was by first making an educated guess and then seeing if I was right by compiling the project after having added the files I believed to be necessary. The HelloWorldScene class is created by a cocos2d project template and most likely doesn t contain anything but example code. Of course, I already have an AppDelegate in my project, so I don t need to be adding SneakyInput s AppDelegate class it might be in conflict with the existing AppDelegate. Then there are two classes explicitly suffixed with Example, which indicates that these files are not core classes for SneakyInput, but further example code.
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CHAPTER 7: Scrolling with Joy
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Figure 7 10. These files are needed to get SneakyInput to work in your own project; the other files are only used for example code.
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Let s try this. With the SneakyInput source code added to the project ScrollingWithJoy05, the first goal is to add a button that allows the player to shoot bullets from the player s ship. I m going to add a separate InputLayer class to the project, which is derived from CCLayer and added to the GameScene class. In Listing 7 6, I updated the scene method to add the new InputLayer to it, and I m giving both layers a tag just in case I need to identify them later on.
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Listing 7 6. Adding the InputLayer to the GameScene +(id) scene { CCScene* scene = [CCScene node]; GameScene* layer = [GameScene node]; [scene addChild:layer z:0 tag:GameSceneLayerTagGame]; InputLayer* inputLayer = [InputLayer node]; [scene addChild:inputLayer z:1 tag:GameSceneLayerTagInput]; return scene; }
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The new tags are defined in the GameScene header file as follows:
CHAPTER 7: Scrolling with Joy
typedef enum { GameSceneLayerTagGame = 1, GameSceneLayerTagInput, } GameSceneLayerTags;
With the InputLayer in place, the next step is to add the header files for the SneakyInput files we want to use to the InputLayer.h header file. I m not picky, and we re probably going to use most of the classes, so I simply added all of the SneakyInput header files:
#import <Foundation/Foundation.h> #import "cocos2d.h" // SneakyInput headers #import "ColoredCircleSprite.h" #import "SneakyButton.h" #import "SneakyButtonSkinnedBase.h" #import "SneakyJoystick.h" #import "SneakyJoystickSkinnedBase.h" @interface InputLayer : CCLayer { SneakyButton* fireButton; } @end
In addition, I added a SneakyButton member variable for easier access to the button I m going to create now. This is done in the addFireButton method in Listing 7 7.
Listing 7 7. Creating a SneakyButton -(void) addFireButton { float buttonRadius = 80; CGSize screenSize = [[CCDirector sharedDirector] winSize]; fireButton = [[[SneakyButton alloc] initWithRect:CGRectZero] autorelease]; fireButton.radius = buttonRadius; fireButton.position = CGPointMake(screenSize.width - buttonRadius, buttonRadius); [self addChild:fireButton]; }
The CGRect parameter of the button s initWithRect method isn t used by SneakyButton, which is why I m simply passing CGRectZero. The actual touch code uses the radius property to determine if the button should react to the touch. The button in this case should be neatly tucked into the lower-right corner. Subtracting the buttonRadius from the screen width and setting its height to buttonRadius places it exactly at the desired location.
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