cs193p – Project #5 Assignment #5 Step #2 – The Paddle

Vladsinger in der Wikipedia auf Englisch [GFDL (http://www.gnu.org/copyleft/fdl.html), CC-BY-SA-3.0 (http://creativecommons.org/licenses/by-sa/3.0/) oder CC BY-SA 2.5-2.0-1.0 (http://creativecommons.org/licenses/by-sa/2.5-2.0-1.0)], via Wikimedia Commons

Please note, this blog entry is from a previous course. You might want to check out the current one.

Create the paddle lazily. Place it outside (just a little bit) of the game view – which perhaps a bad way to know if it has been created recently. … and make it nice and colorful, with rounded corners etc …

    struct Constants {
        static let PaddleSize = CGSize(width: 80.0, height: 20.0)
        static let PaddleCornerRadius: CGFloat = 5.0
        static let PaddleColor = UIColor.greenColor()
    }

    lazy var paddle: UIView = {
        let paddle = UIView(frame: CGRect(origin: CGPoint(x: -1, y: -1), size: Constants.PaddleSize))
        paddle.backgroundColor = Constants.PaddleColor
        paddle.layer.cornerRadius = Constants.PaddleCornerRadius
        paddle.layer.borderColor = UIColor.blackColor().CGColor
        paddle.layer.borderWidth = 2.0
        paddle.layer.shadowOffset = CGSize(width: 2.0, height: 2.0)
        paddle.layer.shadowOpacity = 0.5
        
        self.gameView.addSubview(paddle)
        
        return paddle
    }()


When the paddle is outside the game view (at the beginning and possibly after device roatation), reset its position:

    override func viewDidLayoutSubviews() {
        ...
        if !CGRectContainsRect(gameView.bounds, paddle.frame) {
            resetPaddle()
        }        
        ...
    }

The initial position of the paddle in the middle of the bottom of the screen (and we set the barrier for the dynamic behavior … to be done later on):

    func resetPaddle() {
        paddle.center = CGPoint(x: gameView.bounds.midX, y: gameView.bounds.maxY - paddle.bounds.height)
        addPaddleBarrier()
    }

To move the paddle, I added three gesture. The pan gesture handles most movement. However in the heat of the game it might be necessary to move faster … that’s what the left and right swipe gestures are fore:

    override func viewDidLoad() {
        ...
        gameView.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: "panPaddle:"))
        let swipeLeft = UISwipeGestureRecognizer(target: self, action: "swipePaddleLeft:")
        swipeLeft.direction = .Left
        gameView.addGestureRecognizer(swipeLeft)
        let swipeRight = UISwipeGestureRecognizer(target: self, action: "swipePaddleRight:")
        swipeRight.direction = .Right
        gameView.addGestureRecognizer(swipeRight)
    }

While panning change the position of the paddle according to the panned distance. For swipes move to the far left or right:

    func panPaddle(gesture: UIPanGestureRecognizer) {
        switch gesture.state {
        case .Ended: fallthrough
        case .Changed:
            placePaddle(gesture.translationInView(gameView))
            gesture.setTranslation(CGPointZero, inView: gameView)
        default: break
        }
    }

    func swipePaddleLeft(gesture: UIPanGestureRecognizer) {
        switch gesture.state {
        case .Ended:
            placePaddle(CGPoint(x: -gameView.bounds.maxX, y: 0.0))
        default: break
        }
    }

    func swipePaddleRight(gesture: UIPanGestureRecognizer) {
        switch gesture.state {
        case .Ended:
            placePaddle(CGPoint(x: gameView.bounds.maxX, y: 0.0))
        default: break
        }
    }

To change the position of the paddle, change its origin – but take care, not to move it off screen:

    func placePaddle(translation: CGPoint) {
        var origin = paddle.frame.origin
        origin.x = max(min(origin.x + translation.x, gameView.bounds.maxX - Constants.PaddleSize.width), 0.0)
        paddle.frame.origin = origin
        addPaddleBarrier()
    }

The barrier equals the dimensions and form of the paddle:

    struct Constants {
        ...
        static let PaddlePathName = "Paddle"
    }

    func addPaddleBarrier() {
        breakout.addBarrier(UIBezierPath(roundedRect: paddle.frame, cornerRadius: Constants.PaddleCornerRadius), named: Constants.PaddlePathName)
    }

Now we have a working paddle, and it’s possible to change the initial position of the ball depending on the paddle:

    func placeBall(ball: UIView) {
        var center = paddle.center
        center.y -= Constants.PaddleSize.height / 2 + Constants.BallRadius
        ball.center = center
    }

The complete code for step #2 is available on GitHub.

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