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

Creating Data Matrix 2d barcode in Objective-C 7: Scrolling with Joy

CHAPTER 7: Scrolling with Joy
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skinFireButton.pressSprite = [CCSprite spriteWithSpriteFrameName: @"button-pressed.png"]; skinFireButton.button = fireButton; [self addChild:skinFireButton];
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I initialized the fireButton as usual except that I made it holdable, which means you can keep it pressed down for a continuous stream of bullets. It also doesn t set the radius property anymore, since the images of the SneakyButtonSkinnedBase class determine the radius now. Keep in mind that I added a category to SneakyButtonSkinnedBase in the SneakyExtension source files created earlier. The skinnedButton initializer is in there, and wraps the alloc and autorelease messages. Instead of positioning the fireButton, the skinned button is now used to position the button on the screen; the actual button is updated accordingly by SneakyButtonSkinnedBase. At this point it makes sense to also write the firing code; Listing 7 10 shows the update method now sending the fire message to the GameScene class.
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Listing 7 10. Shooting Bullets Whenever the Fire Button Is Active -(void) update:(ccTime)delta { totalTime += delta; if (fireButton.active && totalTime > nextShotTime) { nextShotTime = totalTime + 0.5f; GameScene* game = [GameScene sharedGameScene]; [game shootBulletFromShip:[game defaultShip]]; } // Allow faster shooting by quickly tapping the fire button if (fireButton.active == NO) { nextShotTime = 0; } }
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The two ccTime variables, totalTime and nextShotTime, are used to limit the amount of bullets the ship will emit to two per second. If the fire button is not active (meaning that it isn t pressed), the nextShotTime is set to 0 so that the next time you press the button a shot is guaranteed to be fired. Tap the button quickly and you should be able to shoot more bullets than with continuous fire.
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You can t fly a ship without some form of input. This is where SneakyJoystick will give us a helping hand (I mean a helping virtual thumbstick). Behold, ScrollingWithJoy07 is here!
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CHAPTER 7: Scrolling with Joy
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As usual, the first thing I did was add another Extension category to the new classes so I could initialize them like any other CCNode. For the joystick, I ll go right ahead and create a skinned one in the addJoystick method in Listing 7 11.
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Listing 7 11. Adding a Skinned Joystick -(void) addJoystick { float stickRadius = 50; joystick = [SneakyJoystick joystickWithRect:CGRectMake(0, 0, stickRadius, stickRadius)]; joystick.autoCenter = YES; joystick.hasDeadzone = YES; joystick.deadRadius = 10; SneakyJoystickSkinnedBase* skinStick = [SneakyJoystickSkinnedBase skinnedJoystick]; skinStick.position = CGPointMake(stickRadius * 1.5f, stickRadius * 1.5f); skinStick.backgroundSprite = [CCSprite spriteWithSpriteFrameName: @"button-disabled.png"]; skinStick.backgroundSprite.color = ccGREEN; skinStick.thumbSprite = [CCSprite spriteWithSpriteFrameName: @"button-disabled.png"]; skinStick.thumbSprite.scale = 0.5f; skinStick.joystick = joystick; [self addChild:skinStick]; }
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The SneakyJoystick is initialized with a CGRect, and contrary to the SneakyButton, the CGRect is actually used to determine the joystick s radius. I set the joystick to autoCenter so that the thumb controller jumps back to the neutral position, like most real-world game controllers. The dead zone is also enabled; this is a small area defined by the deadRadius, in which you can move the thumb controller without any effect. This gives users a certain radius where they can keep the thumb controller centered. Without the dead zone, it would be almost impossible to center the thumb controller manually. The SneakyJoystickSkinnedBase is positioned a small distance away from the edge of the screen. The button s position and size may not be ideal for the game, but it allows me to better demonstrate the controls. If you align the thumb controller with the screen edges, it s too easy to inadvertently move your finger off the touchscreen and thus lose control of the ship. For the images, I decided to use button-disabled.png and simply give the background sprite a green color, while the thumbSprite is scaled down to half the size.
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