Quote:
Originally Posted by benoitr007
Ok, I get it.  I have another question:
I have this huge array that contains all the different layers of enemies and objects in the game. Each layer of enemies/objects is an array containing specific objects. Right now I'm initializing like that, is that fine?
Code:
objectsArrays = [[NSMutableArray alloc] init];
enemiesLayer1 = [[NSMutableArray alloc] init];
[objectsArrays addObject:enemiesLayer1];
[enemiesLayer1 release];
enemiesLayer2 = [[NSMutableArray alloc] init];
[objectsArrays addObject:enemiesLayer2];
[enemiesLayer2 release];
objectsLayer1 = [[NSMutableArray alloc] init];
[objectsArrays addObject:objectsLayer1];
[objectsLayer1 release];
objectsLayer2 = [[NSMutableArray alloc] init];
[objectsArrays addObject:objectsLayer2];
[objectsLayer2 release];
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I would probably make a @property for objectsArrays and do the stuff previously mentioned, but otherwise it's fine.
Quote:
Originally Posted by benoitr007
I'm doing it like that to then parse the objectsArrays array to draw every object in order, like this:
Code:
NSMutableArray *currentArray;
for (int i = 0; i < [objectsArrays count]; i ++) {
currentArray = [objectsArrays objectAtIndex:i];
for (int n = [currentArray count] - 1; n >= 0; n -= 1) {
FallingObject *currentObject = [currentArray objectAtIndex:n];
[currentObject render];
}
}
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Looks fine at quick glance. Nothing jumping out at me. There is a cool NSArray method that might simply that a bit: makeObjectsPerformSelector: