I currently use two classes: Player and Ball (son of Monster class). With a d-pad i can move the players on the screen and the ball keep bouncing in the screen. In the ViewController i have a NSMutableArray of players and a NSMutableArray of balls.
Player *m = [[Car alloc]init];
[players addObject:m];
[self.view addSubview:m.image];
joypad = [[Joypad alloc] initWithPlayer:players[0]];
[self.view addSubview: joypad.pad];
[self.view addSubview:joypad.movingPad];
monsters = [NSMutableArray arrayWithCapacity:MAX];
for(int i = 0; i < MAX; ++i)
{
int radius = rand()%100;
int deltax = rand()%5 + 1;
int deltay = rand()%5 +1;
Monster *ball = [[Ball alloc] initWithRadius:radius andDX:deltax DY:deltay];
[self.view addSubview:ball.image];
[ball startMoving];
}
How can i detect collisions between balls with balls and balls with players? enter link description here
I tried by calling this method (checkCllisions) in the VievController's viewDidLoad but it doesn't show any message:
-(void) checkCollisions{
[NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:@selector(collisions) userInfo:nil repeats:YES];
}
-(void) collisions{
for(int i = 0; i < [players count]; i++){
Player *p = players[i];
CGRect f = CGRectMake(p.image.frame.origin.x, p.image.frame.origin.y, p.image.frame.size.width, p.image.frame.size.height);
for (int k = 0; k < [monsters count]; i++){
Monster *m = monsters[i];
CGRect fm = CGRectMake(m.image.frame.origin.x, m.image.frame.origin.y, m.image.frame.size.width, m.image.frame.size.height);
if(CGRectIntersectsRect(f, fm))
NSLog(@"collision");
}
}
}
There are two errors in the inner loop of the collision
method: You should increment k
instead of i
, and monsters[i]
should be monsters[k]
.
Note that the assignment of the CGRects can be simplified:
-(void) collisions{
for(int i = 0; i < [players count]; i++){
Player *p = players[i];
CGRect f = p.image.frame;
for (int k = 0; k < [monsters count]; k++){
Monster *m = monsters[k];
CGRect fm = m.image.frame;
if(CGRectIntersectsRect(f, fm))
NSLog(@"collision");
}
}
}