UIImage question

Apprentice
Posts: 6
Joined: 2010.02
Post: #1
Hi all,

I am creating a breakout style game with the paddle and rows of bricks above, the first hurdle I've hit is how to create the rows of bricks... Would I be correct in thinking that i need to create an NSArray of UIImages, one UIImage for each brick. Is there a memory limit to the number of UIImages you can create, as I may have 50 bricks on screen at any one time?

Sorry I know this is probably a dumb question!

Thanks
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⌘-R in Chief
Posts: 1,237
Joined: 2002.05
Post: #2
You don't need an array of UIImages like that, no. You need an array of something which represents what kind of brick is that location. That can be an number, a character, a struct with multiple properties...

Say for instance you're using characters. A space ' ' would be mean there is no brick, an 'r' could mean it's a red brick, a 'b' could mean it's blue brick, etc.

If you use an array of structs, the struct could be something like

Code:
struct Brick {
    uint8_t color;  // numbers mapped to a color
    uint8_t health; // how many hits remaining needed to destroy it
    ....
}


When you're drawing the playing field, you'd loop through all of your bricks, check whether or not they should be visible, map the color/type to some image or texture, and use that to draw it.

Just an example:

Code:
UIImage * brickColorToImage[5];
brickColorToImage[0] = [[UIImage imageNamed:@"RedBrick"] retain];
brickColorToImage[1] = [[UIImage imageNamed:@"BlueBrick"] retain];
etc

When you're drawing the bricks:
Code:
loop {
   Brick * brick = bricks + brickIndex;
   UIImage * brickImage = brickColorToImage[brick->color];
   ... draw using the image ...
}


I'm not saying that any of this is exactly how you should do it or what I'd do, but this certainly a general approach you can use. It should stimulate some thought.

Hope that helps.
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Apprentice
Posts: 6
Joined: 2010.02
Post: #3
Thanks Seth - confusing stuff but I will try and digest, this beats mapping an IBOutlet Grin
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