all. I'm trying to follow a tutorial on making a ball bounce around the screen of an iPhone. The tutorial constructs the application in a MVC scheme. I'm having trouble wrapping my head around this concept when it comes to the drawRect method in the View implementation.
This is my Model header file:
#import <Foundation/Foundation.h>
#import "TestView.h"
#define BALL_SIZE 20.0
#define VIEW_WIDTH 320.0
#define VIEW_HEIGHT 460.0
@interface TestModel : NSObject
{
TestView* ball;
CGPoint ballVelocity;
CGFloat lastTime;
CGFloat timeDelta;
}
- (void) updateModelWithTime:(CFTimeInterval) timestamp;
- (void) checkCollisionWithScreenEdges;
@property (readonly) TestView* ball;
@end
The tutorial instructs me the user to override the init method of NSObject. I've also included the methods for controlling the "animation" logic:
- (id) init {
self = [super init];
if (self) {
ball = [[TestView alloc] initWithFrame: CGRectMake(0.0, 0.0, BALL_SIZE, BALL_SIZE)];
// Set the initial velocity for the ball
ballVelocity = CGPointMake(200.0, -200.0);
// Initialize the last time
lastTime = 0.0;
}
return self;
}
- (void) checkCollisionWithScreenEdges {
// Left Edge
if (ball.frame.origin.x <= 0) {
ballVelocity.x = abs(ballVelocity.x);
}
// Right Edge
if (ball.frame.origin.x >= VIEW_WIDTH - BALL_SIZE) {
ballVelocity.x = -1 * abs(ballVelocity.x);
}
// Top Edge
if (ball.frame.origin.y <= 0) {
ballVelocity.y = abs(ballVelocity.y);
}
// Bottom Edge
if (ball.frame.origin.y >= VIEW_HEIGHT - BALL_SIZE) {
ballVelocity.y = -1 * abs(ballVelocity.y);
}
}
- (void) updateModelWithTime:(CFTimeInterval) timestamp {
if (lastTime == 0.0) {
// initialize lastTime if first time through
lastTime = timestamp;
} else {
// Calculate time elapsed since last call
timeDelta = timestamp - lastTime;
// Update the lastTime
lastTime = timestamp;
[self checkCollisionWithScreenEdges];
// Calculate the new position of the ball
CGFloat x = ball.frame.origin.x + ballVelocity.x * timeDelta;
CGFloat y = ball.frame.origin.y + ballVelocity.y * timeDelta;
ball.frame = CGRectMake(x, y, BALL_SIZE, BALL_SIZE);
}
}
The View implementation file is the following:
#import "TestView.h"
@implementation TestView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect) rect {
}
@end
Finally, my View Controller:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
gameModel = [[TestModel alloc] init];
[self.view addSubview:gameModel.ball];
// Set up the CADisplayLink for the animation
gameTimer = [CADisplayLink displayLinkWithTarget:self selector:@selector(updateDisplay:)];
// Add the display link to the current run loop
[gameTimer addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void) updateDisplay:(CADisplayLink *) sender {
[gameModel updateModelWithTime:sender.timestamp];
}
OK, so now that I've provided a look at the structure of the code (hopefully I've given enough) I can get to my question. So when I add anything to drawRect a new object is drawn and does not get "animated" by the model logic methods.
Right now I have a bouncing square. When I try to fill the square with an ellipse in drawRect, I get a new object, drawn how I want, that just sits at 0,0 while the bouncing square is still active.
I'm sure I'm missing something really big here, but I've been banging my head against the wall for hours and can't figure it out. Any help would be greatly appreciated!