Game Development Reference
In-Depth Information
{
tankStatsForLocal.tankPosition =
CGPointMake(self.frame.size.width/
2,self.frame.size.height * 0.95);
tankStatsForLocal.tankRotation = M_PI;
self.localTankSprite.position =
tankStatsForLocal.tankPosition;
self.localTankSprite.zRotation =
tankStatsForLocal.tankRotation;
self.remoteTankSprite.position =
CGPointMake(self.frame.size.width/
2,self.frame.size.height * 0.05);
self.remoteTankSprite.zRotation = 0.0;
}
else if (self.localTankSprite ==
self.redTankSprite && self.remoteTankSprite ==
self.blueTankSprite)
{
tankStatsForLocal.tankPosition =
CGPointMake(self.frame.size.width/
2,self.frame.size.height * 0.05);
tankStatsForLocal.tankRotation = 0.0;
self.localTankSprite.position =
tankStatsForLocal.tankPosition;
self.localTankSprite.zRotation =
tankStatsForLocal.tankRotation;
self.remoteTankSprite.position =
CGPointMake(self.frame.size.width/
2,self.frame.size.height * 0.95);
self.remoteTankSprite.zRotation = M_PI;
}
}
10. In this method, the local data structure tankStatsForLocal and the local
player's attributes position, zRotation using the only tankStatsForLocal
are set to the initial state of the game. The remote player's position and zRota-
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