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DennisBlah

macrumors 6502
Original poster
Dec 5, 2013
485
2
The Netherlands
Hey all, for my private project (not work related) I'm working with collisons with enemies. Since I got multiple enemies, and basicly the collisoncheck should stay the same. I wonder if its possible to take over an 'object' into an function.

For my gamestate timer I would like to use something like this:
Code:
-(void)gamePlay {
//...
 [self collisonCheck:troll]; //troll wud be an synthesized UIImageView.
}

//-(void)collisonCheck:theObject:(id)object { //How wud I make the parameter theObject contain the 'actual object' in this cass troll
-(void)collisonCheck:(UIImageView *)theObject {
  if(!theObject.hidden) {
    //doing the collison check from player to 'theObject'
  }
}

Any help wud be appriciated!
 
Last edited:

DennisBlah

macrumors 6502
Original poster
Dec 5, 2013
485
2
The Netherlands
Ok.. Say stated as above it works.
Now I added all the moving objects in an array, and I'm going through the array like this:

Code:
for(int b = 0; b < [allObjects count]; b++) {
                theObjects = [allObjects objectAtIndex: b];
                theObjects.center = CGPointMake(theObjects.center.x, theObjects.center.y - gameSpeed);
                
                if(theObjects.frame.origin.y + theObjects.frame.size.height <= 0) {
                    if(b < 4 || (b == 4 && theObjects.hidden)) {
                        theObjects.center = CGPointMake(theObjects.center.x, playing.frame.size.height + (theObjects.frame.size.height / 2));
                    } else {
                        float x = (random() % ((int)playing.frame.size.width) - (treeLeft1.frame.size.width * 1.5));
                        theObjects.center = CGPointMake(x + (treeLeft1.frame.size.width / 4), playing.frame.size.width + (theObjects.frame.size.height / 2));
                    }
                }
            }

This is the final code I'm up with now.

Sorry for the inconvenient.
 
Last edited:
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