jackpot slot

Apprentice
Posts: 7
Joined: 2010.07
Post: #1
[Image: tumblr_l5fgqaBrEo1qar71d.jpg]

Hi all, im supposed to come up with something similar to the image above, IPhone App.

Im still quite green and new to objective c programming and i have no idea where to begin.

i know in the interface builder, there si this date picker & picker view. Is somehting like that?

Thanks in advance.,
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Member
Posts: 144
Joined: 2009.11
Post: #2
I am not aware of a way to replace the default items on the date picker with custom images. As far as I know, you'll have to roll your own with a series of scroll views with images within. Overlay all of that with another view to create the fade to black and slot borders.

HTH.

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Post: #3
(Jul 13, 2010 01:21 AM)cmiller Wrote:  I am not aware of a way to replace the default items on the date picker with custom images. As far as I know, you'll have to roll your own with a series of scroll views with images within. Overlay all of that with another view to create the fade to black and slot borders.

HTH.

ok. how about Picker View?
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Member
Posts: 144
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Post: #4
UIPickerView might work. Extra emphasis on "might." You can use the NSView for each row to set the image:

http://developer.apple.com/iphone/librar...Component:

However, re-skinning the picker view might not work as elegantly as you might hope. If it gets too nasty, be prepared to make your own widget (it's not hard, and can actually be quite fun).

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Post: #5
(Jul 14, 2010 12:55 AM)cmiller Wrote:  UIPickerView might work. Extra emphasis on "might." You can use the NSView for each row to set the image:

http://developer.apple.com/iphone/librar...Component:

However, re-skinning the picker view might not work as elegantly as you might hope. If it gets too nasty, be prepared to make your own widget (it's not hard, and can actually be quite fun).

widget? actually im quite green in objective c... i have heard that i might need to use 3rd party game engine such as cocos2d or unity?

is it possible (in your opinion) to get this app (just a simple one) in 6.5 weeks? im having my internship and this is what the company assigned to me...
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Post: #6
You can absolutely do this in 6 1/2 weeks. You shouldn't need any 3rd party library such as cocos2d or unity.

First, you should hammer out the core logic. Get the views working in the picker view (or the custom widget, whichever works best) so that when you click/push things it performs the correct game logic.

If you end up rolling your own widget, you'll then have to animate the rotation using Core Animation. But that isn't very hard at all. You can usually just abscond with some of the example code and then adapt it a bit until it suits your needs.

You should be able to get a working prototype done in a week or two, which leaves a long time to polish it and make it really sparkle.

I went into my internship last summer with no iPhone experience, and I was debugging Core Animation code and making UIViewControllers and all that jazz within about two or three days. Assuming you're doing it for 8-10 hours a day, then you'll pick it up in no time.

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Post: #7
(Jul 14, 2010 01:26 AM)cmiller Wrote:  You can absolutely do this in 6 1/2 weeks. You shouldn't need any 3rd party library such as cocos2d or unity.

First, you should hammer out the core logic. Get the views working in the picker view (or the custom widget, whichever works best) so that when you click/push things it performs the correct game logic.

If you end up rolling your own widget, you'll then have to animate the rotation using Core Animation. But that isn't very hard at all. You can usually just abscond with some of the example code and then adapt it a bit until it suits your needs.

You should be able to get a working prototype done in a week or two, which leaves a long time to polish it and make it really sparkle.

I went into my internship last summer with no iPhone experience, and I was debugging Core Animation code and making UIViewControllers and all that jazz within about two or three days. Assuming you're doing it for 8-10 hours a day, then you'll pick it up in no time.

http://cubiq.org/spinning-wheel-on-webki...ipod-touch

i cant send u the private message. so ill just post it here...
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Post: #8
(Jul 19, 2010 11:05 PM)wingsofire Wrote:  
(Jul 14, 2010 01:26 AM)cmiller Wrote:  You can absolutely do this in 6 1/2 weeks. You shouldn't need any 3rd party library such as cocos2d or unity.

First, you should hammer out the core logic. Get the views working in the picker view (or the custom widget, whichever works best) so that when you click/push things it performs the correct game logic.

If you end up rolling your own widget, you'll then have to animate the rotation using Core Animation. But that isn't very hard at all. You can usually just abscond with some of the example code and then adapt it a bit until it suits your needs.

You should be able to get a working prototype done in a week or two, which leaves a long time to polish it and make it really sparkle.

I went into my internship last summer with no iPhone experience, and I was debugging Core Animation code and making UIViewControllers and all that jazz within about two or three days. Assuming you're doing it for 8-10 hours a day, then you'll pick it up in no time.

http://cubiq.org/spinning-wheel-on-webki...ipod-touch

i cant send u the private message. so ill just post it here...

That's using CSS/JavaScript to create a Picker in a web context. That isn't a native CocoaTouch control.

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https://github.com/NSError
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Joined: 2010.07
Post: #9
(Jul 20, 2010 12:43 AM)cmiller Wrote:  
(Jul 19, 2010 11:05 PM)wingsofire Wrote:  
(Jul 14, 2010 01:26 AM)cmiller Wrote:  You can absolutely do this in 6 1/2 weeks. You shouldn't need any 3rd party library such as cocos2d or unity.

First, you should hammer out the core logic. Get the views working in the picker view (or the custom widget, whichever works best) so that when you click/push things it performs the correct game logic.

If you end up rolling your own widget, you'll then have to animate the rotation using Core Animation. But that isn't very hard at all. You can usually just abscond with some of the example code and then adapt it a bit until it suits your needs.

You should be able to get a working prototype done in a week or two, which leaves a long time to polish it and make it really sparkle.

I went into my internship last summer with no iPhone experience, and I was debugging Core Animation code and making UIViewControllers and all that jazz within about two or three days. Assuming you're doing it for 8-10 hours a day, then you'll pick it up in no time.

http://cubiq.org/spinning-wheel-on-webki...ipod-touch

i cant send u the private message. so ill just post it here...

That's using CSS/JavaScript to create a Picker in a web context. That isn't a native CocoaTouch control.

ok
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Post: #10
i keep running into this error: SIGABRT.

http://www.iphonedevsdk.com/forum/iphone...gabrt.html

anyone knows of a way to fix this?
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Post: #11
the slot is able to spin now, but need to make it spin for longer spans of times.

I use the IBAction Spin method:

-(IBAction)spin
{
BOOL win = NO;
int numInRow = 1;
int lastVal = -1;

//spinning
for(int i = 0; i<3 ;i++)
{
int newValue = random() % [self.column1 count];

if(newValue == lastVal)
numInRow++;
else
numInRow =1;
lastVal = newValue;
[pickerView selectRow:newValue inComponent:i animated:YES];
[pickerView reloadComponent:i];

if(numInRow >= 3)
win = YES;
}


if(win)
lblM
-------------------------------------------
can work.
came across this link, http://iphonedevelopment.blogspot.com/20...chive.html
i find it damn complicated :S
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