i have 10 moving objects (UIImageView),
is there a better way to write this code?
- (void) jumpOnTimer {
jumpBall1.center = CGPointMake(jumpBall1.center.x+pos1.x,jumpBall1.center.y+pos1.y);
if(jumpBall1.center.x > 60 || jumpBall1.center.x < 0)
pos1.x = -pos1.x;
if(jumpBall1.center.y > 211 || jumpBall1.center.y < 82)
pos1.y = -pos1.y;
jumpBall2.center = CGPointMake(jumpBall2.center.x+pos2.x,jumpBall2.center.y+pos2.y);
if(jumpBall2.center.x > 40 || jumpBall2.center.x < 0)
pos2.x = -pos2.x;
if(jumpBall2.center.y > 206 || jumpBall2.center.y < 82)
pos2.y = -pos2.y;
and so on...
Judging by that code snippet, it looks like you have a single controller which “owns” the ten balls, and you want the balls to bounce around according to a set of rules that are unique to each ball. A more object-oriented approach would be as follows:
This setup would allow you to configure all of the balls once, by setting their upper and lower limits:
And then simply calling
updateon each ball in your timer method:You can simplify this even further by storing all of the balls in an
NSArray:And then calling
makeObjectsPerformSelector: