Learning Objective-C: Protocols

Posted on April 3, 2009 by Chris at 3:21 pm

So, I’ve been learning some Objective-C to do my iPhone programming, and am gradually getting into the more interesting parts of it. Just now I’ve been playing with protocols to define some basic structures for my next iPhone game.

I guess you could say that a protocol is very similar to an interface class in c++, excepting that you can have optional methods as well as the required methods, allowing your classes to implement only the optional methods that you wish to use.

Here’s an example of a protocol definition

@protocol GameScreen

@required
-(id) init;
-(void) draw;
-(void) update:(float)time;

@optional
-(void) tapeventDragBegin:(CGPoint)origin;
-(void) tapeventDrag:(CGPoint)origin currentPosition:(CGPoint)current;

@end

Using the @required keyword indicates the methods that will be required for any class to define, while methods after the @optional keyword will not need to be implemented.

You can implement the protocol in a class by using the following code

@interface MainScreen : NSObject {
}
// required methods
-(id) init;
-(void) draw;
-(void) update:(float)time;

// optional methods
-(void) tapeventDrag:(CGPoint)origin currentPosition:(CGPoint)current;
@end

There is one other thing that you will need to consider when coding to handle optional methods, and that is the problem of whether the method has actually been implemented or not. Fortunately, you can use the respondsToSelector method to check if it’s been implemented prior to calling it.

if([myScreen respondsToSelector:@selector(tapeventDrag:currentPosition:)]){
[myScreen tapeventDrag:origin currentPosition:current];
}

Mini-Game: Dwarf Vs Zombies (Part 4)

Posted on February 13, 2009 by Chris at 5:04 pm

dorfie chasing the iconI’ve not forgotten this thread that I started, just got distracted with My first published game. Anyways, now that that is over with, I thought that I should finish this off a little before going back to something iPwn related. So here we go…

Articles
Part 1 - Stuff to download, getting into the development
Part 2 - Setting the Scene, and Model Drawing
Part 3 - Animation
Part 4 - Loading Maps and Moving around

Downloads
Source Code

New Feature: Mac OSX support
Ok, so maybe not that new a feature.. considering that the guts of Mac OSX looks just like linux and has all the compiler tools etc etc.. I just tried compiling the linux version on my new MacBook and it turns out that it runs perfectly. I added a couple of #ifdef thingames and put in another makefile so that those Apple users among us can compile from a folder called MacOSX. Nothing really new in the code here though.

Next Step: Loading in a Premade Map
If anyone out there knows me, they would know that I am pretty lazy when it comes down to it, and here’s some proof. I’ve decided I don’t want to be bothered with writing anything to write new maps in the game.. I’m sure it’s quite easy to add in functions that will allow me to place tiles from within the game, but I simply dont want to at this point in time. So we are stuck with our good friend “notepad.exe”.

The file format will be a simple one that simply defines the size of the map, the starting position, and what kind of blocks are where. A 0 will be used for walkable areas, and a 1 for non-walkable areas. This can easily be extended to allow for UP TO 9 DIFFERENT BLOCK TYPES!!!!.. anyhows, the file will look something like this in the text editor:

50 50
25 25
1111111111111111111111111111111111111111111111111110000000000000000000000000000
000000000000000000001

… and so on….

So here’s some code to load the map from a text file.. please no complaints about fscanf(). I know it’s dodgy, but then so is using a text file.

void MapNode::Load(const char *fileName){
	FILE *fp = NULL;
	long nWidth, nHeight;
	long x,y;
	int i,j;
	unsigned char ch;

	// open the file
	fp = fopen(fileName, "rt");

	// Load the size info
	fscanf(fp, "%d %d\n", &nWidth, &nHeight);
	fscanf(fp, "%d %d\n", &x, &y);

	// Set up the array
	m_StartX = x; m_StartY = y;
	m_Width = nWidth;
	m_Height = nHeight;
	m_Indexes = new int*[nHeight];
	for(i = 0; i < nHeight; i++){
		m_Indexes[i] = new int[nWidth];
	}		

	// load the map data
	for(i = 0; i < nWidth; i++){
		for(j = 0; j < nHeight; j++){
			ch = fgetc(fp);
			m_Indexes[j][i] = (ch == '0') ? 0 : 1;
		}
	}

	// close the file
	fclose(fp);
}

And Then: Running Around

Now that we have a funny looking map, we can start adding in some stuff to interact with. For now I’ve booted the zombie out of the game so that we can concentrate on getting our dwarf running around freely. It was quite easy to do really, just a little code here (in the main loop):

case SDL_MOUSEBUTTONDOWN:
	m_PickingNode->HandleClick((event.button.button == SDL_BUTTON_LEFT) ? 1 : 2);
	break;

and a little code there (in the picker object):

void PickingNode::SetPlayerModel(ISceneNode *pModel){
	m_PlayerModel = pModel;
}

void PickingNode::HandleClick(unsigned int nButton){
	if(abs(m_WorldY) <= 0.5){
		if(m_PlayerModel) ((ModelNode *)m_PlayerModel)->MoveToPosition(
			(float)m_WorldX, (float)m_WorldY, (float)m_WorldZ
		);
	}
}

and finally, some code in the ModelNode.cpp, to make the magic happen:

void ModelNode::MoveToPosition(float x, float y, float z){
	float x1,y1,z1;
	float x2,y2,z2;
	float vx,vy,vz;
	float dist;
	float dotprod;

	m_TargetPosition[0] = x;
	m_TargetPosition[1] = y;
	m_TargetPosition[2] = z;

	x1 = m_Position[0]; y1 = m_Position[1]; z1 = m_Position[2];
	x2 = x; y2 = y; z2 = z;
	dist = sqrt((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1) + (z2 - z1)*(z2 - z1));
	vx = (x2 - x1) / dist;
	vy = (y2 - y1) / dist;
	vz = (z2 - z1) / dist;

	m_Rotation = (float)(acos(vz) * 180.0 / M_PI);
	if(vx < 0) m_Rotation = -m_Rotation;
	m_Rotation += 180.0f;

	SetCurrentAnimation(MODEL_ANIMATION_WALKING);
}

plus a bit more in the model’s update routine

	// do the movement stuff
	float x1,y1,z1;
	float x2,y2,z2;
	float dist, vx, vy, vz;
	x1 = m_Position[0];
	y1 = m_Position[1];
	z1 = m_Position[2];
	x2 = m_TargetPosition[0];
	y2 = m_TargetPosition[1];
	z2 = m_TargetPosition[2];
	if(x1 != x2 || y1 != y2 || z1 != z2){
		// normalize the vector
		dist = sqrt((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1) + (z2 - z1)*(z2 - z1));
		vx = (x2 - x1) / dist;
		vy = (y2 - y1) / dist;
		vz = (z2 - z1) / dist;

		if(dist < m_MovementSpeed * fTime){
			m_Position[0] = x2;
			m_Position[1] = y2;
			m_Position[2] = z2;
			SetCurrentAnimation(MODEL_ANIMATION_IDLE);
		} else {
			m_Position[0] += vx * fTime * m_MovementSpeed;
			m_Position[1] += vy * fTime * m_MovementSpeed;
			m_Position[2] += vz * fTime * m_MovementSpeed;
		}
	}

Mini-Game: Dwarf vs Zombies (Part 3)

Posted on November 6, 2008 by Chris at 3:01 pm

Welcome to Part 3 of Dwarf vs Zombie. In this weeks episode we will be prodding those lazy little models in the back side and telling them to get to work. You will remember the anoying maths that we needed to do for the quaternions?, well you can be thankful that all that is over and we wont need to look at it again :D

Articles
Part 1 - Stuff to download, getting into the development
Part 2 - Setting the Scene, and Model Drawing
Part 3 - Animation

Downloads
Source: Click Here

Code Updates
There isn’t really much to talk about here that hasn’t already been talked about. I added a few classes to do the maths (Quaternion, Matrix), added a new Joint class, and got it all working together. Here’s a list below if you want to download and look at the code.

* Added Joint Rendering to Render() routine
* Added Joint setup to SetModelData() routine
* Added Joint class
* Added Quaternion class
* Added Matrix class

Performance Tuning
I mucked around a little with the Model.Render() routine, and the Model.Update() routines a bit to try and get some more frames out, and managed to get it running at 60fps on my system.. I know it can do more, but just cant figure out what is slowing it down. Is only 2 models… and a total of 2831 triangles being rendered each frame. Surely we can do better than that!

And finally, some magic
Look at that pretty picture at the top. If it’s animating the way it should be, you will see our two models doing a bit of moon-walking :P