I have 6 different kinds of enemys in my game and I want to start spawning a random one till I have 50 points and then add a new random one. I want to do this till all enemys are in play. In this moment all enemys are in play from the beginning.
I have an arc4random switch statement that is called wenn my moving ground is in a certain position. I read that a NSMutableArray could be a solution but it only can have objects inside.
Here is the code I have:
// The method that is called to add an random enemy:
-(void)addRandomEnemy {
switch (arc4random() % 12) {
case 0:
[self addEnemy1];
break;
case 1:
[self addEnemy2];
break;
case 2:
[self addEnemy3];
break;
case 3:
[self addEnemy4];
break;
case 4:
[self addEnemy5];
break;
case 5:
[self addEnemy6];
break;
}
}
// Inside the update method:
if (ground.position.x < 333 && ground.position.x > 328) {
[self addRandomEnemy];
}
if (ground.position.x < 666 && ground.position.x > 661) {
[self addRandomEnemy];
}
My question is how can I add a new kind of enemys to a spawning cycle after a specific amount of points for example ?
Thanks guys ! (code in objective-c please)
EDIT UPDATE code:
-(void)addRandomEnemy:(int)number {
// Array
NSArray *numberArray = @[@0, @1, @2, @3, @4 ,@5, @6];
NSMutableArray *numbers = [[NSMutableArray alloc] initWithArray:numberArray];
// shuffle
NSUInteger count = [numbers count];
for (NSUInteger i = 0; i < count; ++i) {
int nElements = count - i;
int n = (arc4random() % nElements) + i;
[numbers exchangeObjectAtIndex:i withObjectAtIndex:n];
}
// Here I can't replace the case 0 with numbers[0]
switch (arc4random() % number) {
case 0:
[self addEnemy1];
break;
case 1:
[self addEnemy2];
break;
case 2:
[self addEnemy3];
break;
case 3:
[self addEnemy4];
break;
case 4:
[self addEnemy5];
break;
case 5:
[self addEnemy6];
break;
}
}
It now says: "Expression is not an Integer constant expression"
//This 2 arrays you should initialize like properties, not in the update method, because otherwise result array will be always with 1 random element
NSMutableArray *numberArray = [NSMutableArray arrayWithArray:@[@0,@1,@2,@3,@4,@5]];
NSMutableArray *resultArr = [[NSMutableArray alloc] initWithCapacity:6];
NSNumber *randomType = [[NSNumber alloc] initWithDouble:(arc4random() % number)];
if ([numberArray containsObject:randomType]) {
[numberArray removeObject:randomType];
if (![resultArr containsObject:randomType]) {
[resultArr addObject:randomType];
}
}
NSNumber *enemyTypeIndex = [[NSNumber alloc] initWithDouble:arc4random() % [resultArr count]];
[self addSomeEnemy:[resultArr objectAtIndex:[enemyTypeIndex integerValue]]];
And thats your adSomeEnemy method(uncomment methods call):
- (void)addSomeEnemy:(NSNumber *)enemy {
switch ([enemy integerValue]) {
case 0:
//[self addEnemy1];
break;
case 1:
// [self addEnemy2];
break;
case 2:
//[self addEnemy3];
break;
case 3:
// [self addEnemy4];
break;
case 4:
// [self addEnemy5];
break;
case 5:
// [self addEnemy6];
break;
}
}
Only what you should do now - make 2 first arrays as properties, initialize them where you want(but before the first update call), for example in initWithSize method, and replace "numberArray"/"resultArr" with "self.numberArray"/"self.resultArr"