1) go into interface builder and add a text field.
2) Add this code in your .h file:
Code:
-(IBAction) endText;
3) Add this code in your .m file:
Code:
- (IBAction) endText {
}
Thursday, December 17, 2009
Wednesday, December 16, 2009
Global variable in Obj c
It is simple. In any .h file, write:
Code:
extern int variable;
Put this declaration *outside* of any Objective-C block like @interface...@end. You can place it before the @interface or after the @end. Either way is just fine.
Then, define the variable in any .m file (it doesn't matter which one, but only place it in one file):
Code:
int variable;
Code:
extern int variable;
Put this declaration *outside* of any Objective-C block like @interface...@end. You can place it before the @interface or after the @end. Either way is just fine.
Then, define the variable in any .m file (it doesn't matter which one, but only place it in one file):
Code:
int variable;
Tuesday, December 15, 2009
playing sound infinitie and then stop on click
in .h add
#import AudioToolbox/AudioServices.h
#import AVFoundation/AVFoundation.h
and declare
AVAudioPlayer *audioPlayer
in .m
inside 1st loaded ()
NSString *newAudioFile = [[NSBundle mainBundle] pathForResource:@"2000hz" ofType:@"wav"];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:newAudioFile] error:NULL];
[audioPlayer setDelegate:self];
[audioPlayer setNumberOfLoops:-1];
[audioPlayer prepareToPlay];
BOOL plays = [audioPlayer play];
and to stop sound
write this on view change
[audioPlayer stop];
#import AudioToolbox/AudioServices.h
#import AVFoundation/AVFoundation.h
and declare
AVAudioPlayer *audioPlayer
in .m
inside 1st loaded ()
NSString *newAudioFile = [[NSBundle mainBundle] pathForResource:@"2000hz" ofType:@"wav"];
audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:newAudioFile] error:NULL];
[audioPlayer setDelegate:self];
[audioPlayer setNumberOfLoops:-1];
[audioPlayer prepareToPlay];
BOOL plays = [audioPlayer play];
and to stop sound
write this on view change
[audioPlayer stop];
Sunday, December 13, 2009
random Things under control
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
for(newBall in enemies)
{
newBall.center = CGPointMake(location.x,location.y);
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
for(newBall in enemies)
{
newBall.center = CGPointMake(location.x,location.y);
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
for(newBall in enemies)
{
newBall.center = CGPointMake(location.x,location.y);
}
}
////////////
sound code
NSString * path = [[NSBundle mainBundle] pathForResource:@"ballhitbar" ofType:@"wav"];
SystemSoundID soundID;
AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:path], &soundID);
and to play wrte this
AudioServicesPlaySystemSound(soundID);
///////////////////////////////////// random
//Here is the spawnE...
-(void)spawnE {
enemies = [[NSMutableArray alloc] init];
UIImage *enemyImage = [UIImage imageNamed:@"enemy.png"];
UIImageView *newEnemy = [[UIImageView alloc] initWithImage: enemyImage];
int randomX = arc4random() % 320; // number from 0 to 319
newEnemy.center = CGPointMake( randomX, 0);
[enemies addObject:newEnemy];
[self addSubview: newEnemy];
}
///////// or
enemies = [[NSMutableArray alloc] init];
UIImage *enemyImage = [UIImage imageNamed:@"bug.png"];
for (int i=0; i<12; i++){
newEnemy = [[UIImageView alloc] initWithImage: enemyImage];
int randomX = arc4random() % 320; // number from 0 to 319
int randomY = arc4random() % 480;
newEnemy.center = CGPointMake( randomX,randomY);// working all over screen
[enemies addObject:newEnemy];
[self addSubview: newEnemy];
//newEnemy.userInteractionEnabled = YES;
}
//[self move];
}
//////////////
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
for(newBall in enemies)
{
newBall.center = CGPointMake(location.x,location.y);
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
for(newBall in enemies)
{
newBall.center = CGPointMake(location.x,location.y);
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
for(newBall in enemies)
{
newBall.center = CGPointMake(location.x,location.y);
}
}
////////////
sound code
NSString * path = [[NSBundle mainBundle] pathForResource:@"ballhitbar" ofType:@"wav"];
SystemSoundID soundID;
AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:path], &soundID);
and to play wrte this
AudioServicesPlaySystemSound(soundID);
///////////////////////////////////// random
//Here is the spawnE...
-(void)spawnE {
enemies = [[NSMutableArray alloc] init];
UIImage *enemyImage = [UIImage imageNamed:@"enemy.png"];
UIImageView *newEnemy = [[UIImageView alloc] initWithImage: enemyImage];
int randomX = arc4random() % 320; // number from 0 to 319
newEnemy.center = CGPointMake( randomX, 0);
[enemies addObject:newEnemy];
[self addSubview: newEnemy];
}
///////// or
enemies = [[NSMutableArray alloc] init];
UIImage *enemyImage = [UIImage imageNamed:@"bug.png"];
for (int i=0; i<12; i++){
newEnemy = [[UIImageView alloc] initWithImage: enemyImage];
int randomX = arc4random() % 320; // number from 0 to 319
int randomY = arc4random() % 480;
newEnemy.center = CGPointMake( randomX,randomY);// working all over screen
[enemies addObject:newEnemy];
[self addSubview: newEnemy];
//newEnemy.userInteractionEnabled = YES;
}
//[self move];
}
//////////////
Thursday, December 3, 2009
function sytanx in obj c
in .h file
//
-(void)create;
/// in .m file
-(void) create
{
// write here
}
// call function
[self create]; // either in viewDidload() or anywer
//
-(void)create;
/// in .m file
-(void) create
{
// write here
}
// call function
[self create]; // either in viewDidload() or anywer
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