.net barcode generator code project 8: Shoot em Up in Objective-C

Generation ECC200 in Objective-C 8: Shoot em Up

CHAPTER 8: Shoot em Up
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The screenRect variable itself is now stored for convenience and performance reasons as a static variable, so it can be accessed by other classes and doesn t need to be recreated for each use. Static variables like screenRect are available in the class implementation file where they are declared. They are like global variables to the class; any class instance can read and modify the variable, as opposed to class member variables, which are local to every class instance. Since the screen size never changes during gameplay and all Bullet instances need to use this variable, it makes sense to store it in a static variable for all class instances. The first bullet to be initialized sets the screenRect variable. The CGRectIsEmpty method checks if the screenRect variable is still uninitialized; since the variable is static, I only want to initialize it once.
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static CGRect screenRect; // make sure to initialize the screen rect only once if (CGRectIsEmpty(screenRect)) { CGSize screenSize = [[CCDirector sharedDirector] winSize]; screenRect = CGRectMake(0, 0, screenSize.width, screenSize.height); }
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With these changes implemented, what s left is to clean up the GameScene by removing any of the methods and member variables previously used for shooting bullets. Specifically, I need to replace the CCSpriteBatchNode initialization with the initialization of the BulletCache class:
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BulletCache* bulletCache = [BulletCache node]; [self addChild:bulletCache z:1 tag:GameSceneNodeTagBulletCache];
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I also need to add a bulletCache accessor so other classes can access the BulletCache instance through the GameScene:
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-(BulletCache*) bulletCache { CCNode* node = [self getChildByTag:GameSceneNodeTagBulletCache]; NSAssert([node isKindOfClass:[BulletCache class]], @"not a BulletCache"); return (BulletCache*)node; }
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The InputLayer can now use the new BulletCache class, and uses it to shoot the player s bullets. The bullet properties, such as starting position, velocity, and the sprite frame to use, are now passed by the shooting code in the update method of the InputLayer:
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if (fireButton.active && totalTime > nextShotTime) { nextShotTime = totalTime + 0.5f; GameScene* game = [GameScene sharedGameScene]; Ship* ship = [game defaultShip]; BulletCache* bulletCache = [game bulletCache]; // Set the position, velocity and spriteframe before shooting CGPoint shotPos = CGPointMake(ship.position.x + [ship contentSize].width * 0.5f, ship.position.y; float spread = (CCRANDOM_0_1() - 0.5f) * 0.5f;
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CHAPTER 8: Shoot em Up
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CGPoint velocity = CGPointMake(1, spread); [bulletCache shootBulletAt:shotPos velocity:velocity frameName:@"bullet.png"]; }
This short refactoring session adds much-needed flexibility to shooting bullets. I m sure you can imagine how enemies can now use the very same code to shoot their own bullets.
What about Enemies
At this point, there s only a fuzzy idea about what the enemies are, what they do, and what their behavior will be. That s the thing with enemies you never quite know what they re up to. In the case of games, that means going back to the drawing board, planning out what you want the enemies to do, and then deducing from that plan what you need to program. Contrary to real life, you have full control over the enemies. Doesn t that make you feel powerful But before you or anyone can have fun, you need to come up with a plan for world domination. I already created the graphics for three different types of enemies. At this point, I know only that at least one of them is supposed to be a boss monster. Take a look at Figure 8 1 and try to imagine what these enemies could be up to.
Figure 8 1. The graphics used as the game s enemy characters. The Gingerbread Man, the volatile Snake, and the Blob Monster, aka da Boss.
Before you start programming, you should have a good understanding of which behaviors the enemies will have in common, so that you program those parts only once. Eliminating code duplication is the single most important goal of clean code design. Let s see what we know for sure is common to all enemies: Shoots bullets Has logic that determines when and where to shoot what bullet
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