The following code renders a zombie with interchangeable coordinates. The only issue is that I have to duplicate the code and create new coordinate variables myself for each zombie. Is there any way I can create copies of the variables so I only have to have one method for multiple zombies verses three methods and three separate variables for three zombies?
int zombieyCord;
int zombiexCord;
-(void)renderZombie
{
NSBezierPath * path = [NSBezierPath bezierPath];
[path setLineWidth:4];
NSPoint center = {zombieyCord,zombiexCord};
[path moveToPoint: center];
[path appendBezierPathWithArcWithCenter:center
radius:5
startAngle:0
endAngle:360];
[[NSColor greenColor] set];
[path fill];
[[NSColor greenColor] set];
[path stroke];
}
Edit:
The spawning is great and works perfectly, but I want the zombies to move properly. Before, the code was that the method was called upon the player moving. This no longer works because I have to call an integer in the method.
+(void)entityZombie:(int)zombiexCord andY:(int)zombieyCord
{
/* Handle Zombie Movement*/
if (xcord != zombiexCord || ycord != zombieyCord)
{
if (xcord > zombiexCord){zombiexCord=zombiexCord+1;}
if (xcord < zombiexCord){zombiexCord=zombiexCord-1;}
if (ycord < zombieyCord){zombieyCord=zombieyCord-1;}
if (ycord > zombieyCord){zombieyCord=zombieyCord+1;}
/* Handle Zombie Render*/
NSBezierPath * path = [NSBezierPath bezierPath];
[path setLineWidth:4];
NSPoint center = {zombieyCord,zombiexCord};
[path moveToPoint: center];
[path appendBezierPathWithArcWithCenter:center
radius:5
startAngle:0
endAngle:360];
[[NSColor greenColor] set];
[path fill];
[[NSColor greenColor] set];
[path stroke];
}
}
Player movement handling just involves rendering the player then [Entity entityZombie];
But as said above, no longer works.
Call it like this:
Further more there is a dedicated function for creating NSPoints:
which you might want to use in favor of:
(see one of my answer’s comments on why)
If performance is critical a cached approach like the following might bring performance gain:
This code is just out of my head though. Went thru no testing, whatsoever. Use with caution 😉