J'ai une classe UIView de sous-classe dans une classe Bounce avec un accéléromètre. Cette classe Bounce affiche une image et la déplace sur l'écran. Lorsque l'appareil iPhone est déplacé, cette image rebondit sur l'écran.L'instance multiple d'UIView ne fonctionne pas
Lorsque je crée plusieurs instances, que le travail dernière instance properlty:
// in the MainViewController.m
Bounce *heart[100];
for(int i = 0; i < 10; i++) {
rx = (arc4random() % 300) + 10;
ry = (arc4random() % 300) + 10;
NSLog(@"random %d %d", rx, ry);
heart[i] = [[Bounce alloc] initWithPNG:@"Heart.png"
position:CGPointMake(rx, ry) size:CGSizeMake(64, 64)];
heart[i].velocity = CGPointMake(1.0, 1.0);
[self.view addSubview: heart[i]];
}
C'est la classe Bounce:
//
// Bounce.h
// iMakeLove
//
// Created by Giovambattista Fazioli on 06/11/09.
// Copyright 2009 Saidmade srl. All rights reserved.
//
#import <UIKit/UIKit.h>
@interface Bounce : UIView <UIAccelerometerDelegate> {
CGPoint position;
CGSize size;
CGPoint velocity;
NSTimer *objTimer;
NSString *pngName;
CGFloat bounce;
CGFloat gravity;
CGPoint acceleratedGravity;
CGPoint lastTouch;
CGPoint currentTouch;
BOOL dragging;
UIAccelerometer *accelerometer;
}
@property CGPoint position;
@property CGSize size;
@property CGPoint velocity;
@property(nonatomic,retain)NSString *pngName;
@property(nonatomic,retain)NSTimer *objTimer;
@property CGFloat bounce;
@property CGFloat gravity;
@property CGPoint acceleratedGravity;
@property CGPoint lastTouch;
@property CGPoint currentTouch;
@property BOOL dragging;
- (id)initWithPNG:(NSString*)imageName position:(CGPoint)p size:(CGSize)s;
- (void)update;
- (void)onTimer;
- (void)startPrevent;
@end
Mise en œuvre:
//
// Bounce.m
// iMakeLove
//
// Created by Giovambattista Fazioli on 06/11/09.
// Copyright 2009 Saidmade srl. All rights reserved.
//
#import "Bounce.h"
@implementation Bounce
@synthesize position, size;
@synthesize objTimer;
@synthesize velocity;
@synthesize pngName;
@synthesize bounce;
@synthesize gravity, acceleratedGravity;
@synthesize lastTouch, currentTouch;
@synthesize dragging;
- (id)initWithPNG:(NSString*)imageName position:(CGPoint)p size:(CGSize)s {
if (self = [super initWithFrame:CGRectMake(p.x, p.y, s.width, s.height)]) {
[self setPngName:imageName];
[self setPosition:p];
[self setSize:s];
[self setBackgroundColor:[UIColor clearColor]];
// Set default gravity and bounce
[self setBounce:-0.9f];
[self setGravity:0.5f];
[self setAcceleratedGravity:CGPointMake(0.0, gravity)];
[self setDragging:NO];
UIImageView *prezzie = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, s.width, s.height)];
prezzie.image = [UIImage imageNamed:imageName];
[self addSubview:prezzie];
[prezzie release];
self.accelerometer = [UIAccelerometer sharedAccelerometer];
self.accelerometer.delegate = self;
}
return self;
}
- (void)startPrevent {
if (objTimer == nil) {
objTimer = [NSTimer scheduledTimerWithTimeInterval:1.0/30.0 target:self selector:@selector(onTimer) userInfo:nil repeats:YES];
}
}
- (void)update {
[self setNeedsDisplay];
if(dragging) return;
velocity.x += acceleratedGravity.x;
velocity.y += acceleratedGravity.y;
position.x += velocity.x;
position.y += velocity.y;
if(position.x + size.width >= 320.0) {
position.x = 320.0 - size.width;
velocity.x *= bounce;
} else if(position.x <= 0.0) {
velocity.x *= bounce;
}
if(position.y + size.height >= 480.0) {
position.y = 480.0 - size.height;
velocity.y *= bounce;
} else if(position.y <= 0.0) {
velocity.y *= bounce;
}
self.frame = CGRectMake(position.x, position.y, size.width, size.height);
}
- (void)onTimer {
[self update];
}
- (void)drawRect:(CGRect)rect {
// Drawing code
}
/* EVENTS */
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
acceleratedGravity.x = acceleration.x * gravity;
acceleratedGravity.y = -acceleration.y * gravity;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
// First, lets check to make sure the timer has been initiated
if (objTimer == nil) {
objTimer = [NSTimer scheduledTimerWithTimeInterval:1.0/30.0 target:self selector:@selector(onTimer) userInfo:nil repeats:YES];
}
UITouch *touch = [touches anyObject];
[self setCurrentTouch:[touch locationInView:self]];
CGFloat dx = currentTouch.x - position.x;
CGFloat dy = currentTouch.y - position.y;
CGFloat dist = sqrt(dx * dx + dy * dy);
if(dist < size.width) {
[self setVelocity:CGPointMake(0.0, 0.0)];
[self setDragging:YES];
}
[self setLastTouch:currentTouch];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
[self setCurrentTouch:[touch locationInView:self]];
[self setDragging:YES];
[self setVelocity:CGPointMake(currentTouch.x - lastTouch.x, currentTouch.y - lastTouch.y)];
[self setLastTouch:currentTouch];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[self setDragging:NO];
}
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
// Initialization code
}
return self;
}
- (void)dealloc {
[super dealloc];
}
@end
Pouvez-vous me aider?
Détails ... Que se passe-t-il? Qu'est-ce qui ne va pas? Qu'est-ce qui ne fonctionne pas? – marcc
Si vous faites 10 instances, elles s'affichent à l'écran mais seule la dernière instance de Bounce fonctionne correctement avec Accelerometer. – Undolog
Bounce.m? iMakeLove? Je peux voir le rejet de l'application à partir d'ici :) –