TargetObjects manages the landing pads, docks or whatever you choose. More...
#import <TargetObjects.h>
Public Member Functions | |
| (id) | - init |
| initializes TargetObjects class and returns an instance of the class, you must take care of allocating the object yourself | |
| (bool) | - isPointCloseToTarget:previousPoint:targetType: |
| Checks each target location and returns true if the point is close enough to the target to land/dock there. | |
| (void) | - dealloc [implementation] |
Static Public Member Functions | |
| (id) | + targetObjects |
| initializes TargetObjects class and returns an autoreleased instance of the class | |
TargetObjects manages the landing pads, docks or whatever you choose.
It tests if a path drawn to one of the Targets counts as an endpoint.
| - (void) dealloc | [implementation] |
| - (id) init |
initializes TargetObjects class and returns an instance of the class, you must take care of allocating the object yourself
| - (bool) isPointCloseToTarget: | (CGPoint) | point | ||
| previousPoint: | (CGPoint) | prevPoint | ||
| targetType: | (ETargetTypes) | targetType | ||
Checks each target location and returns true if the point is close enough to the target to land/dock there.
Previous point can be used to determine incoming angle which may be needed for some targets (for example: airstrip). TargetType determines which types of targets should be evaluated, since not all objects should be able to land/dock/etc on every target.
| + (id) targetObjects |
initializes TargetObjects class and returns an autoreleased instance of the class
1.7.1