i have 10 moving objects (UIImageView),
is there a better way to write this code? - (void) jumpOnTimer {
jumpBall1.center = CGPointMake(jumpBall1.center.x+pos1.x,jumpBall1.center.y+pos1.y);
if(jumpBall1.center.x > 60 || jumpBall1.center.x < 0)
pos1.x = -pos1.x;
if(jumpBall1.center.y > 211 || jumpBall1.center.y < 82)
pos1.y = -pos1.y;
jumpBall2.center = CGPointMake(jumpBall2.center.x+pos2.x,jumpBall2.cen开发者_JAVA百科ter.y+pos2.y);
if(jumpBall2.center.x > 40 || jumpBall2.center.x < 0)
pos2.x = -pos2.x;
if(jumpBall2.center.y > 206 || jumpBall2.center.y < 82)
pos2.y = -pos2.y;
and so on...
Judging by that code snippet, it looks like you have a single controller which "owns" the ten balls, and you want the balls to bounce around according to a set of rules that are unique to each ball. A more object-oriented approach would be as follows:
@interface JumpBallClass
{
CGPoint center;
CGPoint speed;
CGPoint lowerLimit;
CGPoint upperLimit;
}
@property (assign) CGPoint lowerLimit;
@property (assign) CGPoint upperLimit;
- (void)update;
@end
@implementation JumpBallClass
- (void)update
{
center.x += speed.x;
center.y += speed.y;
if (center.x > upperLimit.x || center.x < lowerLimit.x)
{ speed.x = -speed.x; }
if (center.y > upperLimit.y || center.y < lowerLimit.y)
{ speed.y = -speed.y; }
}
@end
This setup would allow you to configure all of the balls once, by setting their upper and lower limits:
[jumpBall1 setUpperLimit:CGPointMake(60, 211)];
[jumpBall1 setLowerLimit:CGPointMake(0, 82)];
...
And then simply calling update
on each ball in your timer method:
- (void) jumpOnTimer {
[jumpBall1 update];
[jumpBall2 update];
...
}
You can simplify this even further by storing all of the balls in an NSArray
:
NSArray * balls = [NSArray arrayWithObjects:jumpBall1, jumpBall2, ..., nil];
And then calling makeObjectsPerformSelector:
[balls makeObjectsPerformSelector:@selector(update)];
You can make an array of jumpBalls and then loop through each and do the code for that. You can do something like this:
JumpBallClass *myjumpballs[10];
for (i=0; i<10; i++) {
myjumpballs[i].center = CGPointMake(myjumpballs[i].center.x+pos1.x,myjumpballs[i].center.y+pos1.y);
if(myjumpballs[i].center.x > 60 || myjumpballs[i].center.x < 0)
pos1.x = -pos1.x;
if(myjumpballs[i].center.y > 211 || myjumpballs[i].center.y < 82)
pos1.y = -pos1.y;
}
Looks like you're trying to manually animate. Have a look at using UIView animations instead
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