Contains, manages and creates all Paths. More...
#import <GamePaths.h>
Public Member Functions | |
(id) | - init |
initializes class and returns an instance of the class, you must take care of allocating the object yourself | |
(void) | - startPathForObject:touchLocation: |
begins drawing a path and assigns that path to the MovingObject once at least one more path points has been drawn | |
(void) | - addPathPointsFromTouch:targets: |
tries to add a new path point, if the new path point is not far enough from the last point's position it will be ignored | |
(void) | - endPath |
ends drawing the path, releases the object we're drawing the path for, changes line style if necessary | |
(void) | - dealloc [implementation] |
(void) | - splitLineFrom:toPoint:pointArray: [implementation] |
this splits the line into smaller segments so that target points are not easily missed if the player draws a line quickly | |
(void) | - addPathPointsForLineFrom:toPoint:targets: [implementation] |
Static Public Member Functions | |
(id) | + paths |
initializes class and returns an autoreleased instance of the class | |
Protected Attributes | |
Path * | drawingPath |
this is the Path we're currently drawing | |
MovingObject * | pathFollowObject |
only valid for the time a path is drawn, needed to check object states | |
CGPoint | touchBeganLocation |
location where touch began, we need this as starting point for our path | |
bool | isDrawingPath |
true if we're currently drawing a path |
Contains, manages and creates all Paths.
Creates a new Path and adds points to path as the player moves his finger. Ends or aborts path drawing as needed, eg. touch ended, path drawn is illegal (hit a collision) or path was drawn over endpoint (eg. landing strip or dock). Paths are drawn just above the GameHUD and below all GameObjects.
- (void) addPathPointsForLineFrom: | (CGPoint) | startPoint | ||
toPoint: | (CGPoint) | endPoint | ||
targets: | (TargetObjects*) | targets | ||
[implementation] |
- (void) addPathPointsFromTouch: | (CGPoint) | touchLocation | ||
targets: | (TargetObjects*) | targets | ||
tries to add a new path point, if the new path point is not far enough from the last point's position it will be ignored
- (void) dealloc | [implementation] |
- (void) endPath |
ends drawing the path, releases the object we're drawing the path for, changes line style if necessary
- (id) init |
initializes class and returns an instance of the class, you must take care of allocating the object yourself
+ (id) paths |
initializes class and returns an autoreleased instance of the class
- (void) splitLineFrom: | (CGPoint) | startPoint | ||
toPoint: | (CGPoint) | endPoint | ||
pointArray: | (NSMutableArray*) | points | ||
[implementation] |
this splits the line into smaller segments so that target points are not easily missed if the player draws a line quickly
- (void) startPathForObject: | (MovingObject*) | object | ||
touchLocation: | (CGPoint) | touchLocation | ||
begins drawing a path and assigns that path to the MovingObject once at least one more path points has been drawn
- (Path*) drawingPath [protected] |
this is the Path we're currently drawing
- (bool) isDrawingPath [protected] |
true if we're currently drawing a path
- (MovingObject*) pathFollowObject [protected] |
only valid for the time a path is drawn, needed to check object states
- (CGPoint) touchBeganLocation [protected] |
location where touch began, we need this as starting point for our path