Hi I am new to programming and I have been learning SpriteKit. (although this is a general purpose programming question.) I have hard coded values, and reused the same image over and over. A coding no no from what I understand. Can someone help me learn this by refactoring with loops I assume.
I am creating a row of 20 dashed empty card spots and placing 4 at a time to a screen size centered at the bottom of the screen. I have added these empty spots (just one card image used over and over) as a "child" to the rack.
Side Note: Since this is a general programming question if you are not familiar with SpriteKit my CGPoints are mapped to the racks coordinate system and not to the screen coordinates... if that confused you..
I have attempted to create the refactored code at the bottom but I am stuck because the node.positions are tied to SKSpriteNodes and looping that seems to be puzzling me.
Here is what I have:
-(SKSpriteNode*)createBottomRack
{
self.rack = [SKSpriteNode spriteNodeWithColor:[SKColor whiteColor] size:CGSizeMake(10240.0, 200)];
self.rack.position = CGPointMake(0.0,150.0);
self.rack.zPosition = 0;
self.rack.name = @"bottomRack";
// Screen 1
SKSpriteNode *number0 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number1 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number2 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number3 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
// Screen 1 positions
number0.position = CGPointMake(212, 0.0);
number1.position = CGPointMake(412, 0.0);
number2.position = CGPointMake(612, 0.0);
number3.position = CGPointMake(812, 0.0);
// Screen 2
SKSpriteNode *number4 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number5 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number6 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number7 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
// Screen 2 positions
number4.position =CGPointMake(1236.0, 0.0);
number5.position =CGPointMake(1436.0, 0.0);
number6.position =CGPointMake(1636.0, 0.0);
number7.position =CGPointMake(1836.0, 0.0);
// Screen 3
SKSpriteNode *number8 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number9 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number10 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number11 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
// Screen 3 positions
number8.position =CGPointMake(2260.0, 0.0);
number9.position =CGPointMake(2460.0, 0.0);
number10.position =CGPointMake(2660.0, 0.0);
number11.position =CGPointMake(2860.0, 0.0);
// Screen 4
SKSpriteNode *number12 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number13 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number14 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number15 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
// Screen 4 positions
number12.position =CGPointMake(3284.0, 0.0);
number13.position =CGPointMake(3484.0, 0.0);
number14.position =CGPointMake(3684.0, 0.0);
number15.position =CGPointMake(3884.0, 0.0);
// Screen 5
SKSpriteNode *number16 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number17 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number18 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
SKSpriteNode *number19 = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
// Screen 5 positions
number16.position =CGPointMake(4308.0, 0.0);
number17.position =CGPointMake(4508.0, 0.0);
number18.position =CGPointMake(4708.0, 0.0);
number19.position =CGPointMake(4908.0, 0.0);
// Add dashedCards in position on screen
[self.rack addChild:number0];
[self.rack addChild:number1];
[self.rack addChild:number2];
[self.rack addChild:number3];
[self.rack addChild:number4];
[self.rack addChild:number5];
[self.rack addChild:number6];
[self.rack addChild:number7];
[self.rack addChild:number8];
[self.rack addChild:number9];
[self.rack addChild:number10];
[self.rack addChild:number11];
[self.rack addChild:number12];
[self.rack addChild:number13];
[self.rack addChild:number14];
[self.rack addChild:number15];
[self.rack addChild:number16];
[self.rack addChild:number17];
[self.rack addChild:number18];
[self.rack addChild:number19];
return self.rack;
}
Here is where I currently am in refactoring...
NSMutableArray *dashesArray = [NSMutableArray arrayWithCapacity:20];
for (int i = 0; i<=20; i++) {
SKSpriteNode *dash = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
[dashesArray addObject:dash];
}
This is it because if I make a loop holding generically numbered SKSpriteNodes I don't see how I map those to the positions....?
Calculating the x coordinate for the position
of each node is pretty straightforward:
The code for that looks like this:
- (SKSpriteNode *)createBottomRack
{
self.rack = [SKSpriteNode spriteNodeWithColor:[SKColor whiteColor] size:CGSizeMake(10240.0, 200)];
self.rack.position = CGPointMake(0.0,150.0);
self.rack.zPosition = 0;
self.rack.name = @"bottomRack";
float x = 212.0, y = 0.0;
for (NSUInteger i = 0; i < 20; i++) {
SKSpriteNode *dash = [SKSpriteNode spriteNodeWithImageNamed:@"dashedCard"];
dash.position = CGPointMake(x, y);
[self.rack addChild:dash];
// Calculate the next x coordinate
x += (i % 4 == 3) ? 424.0 : 200;
}
return self.rack;
}